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50906
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IronMan_OS by @Tanjiro | Stardance
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Tanjiro
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2
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30.71
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T03:23:51Z", "hours": 8.0, "multiplier": 9.68, "payout": 0, "blessing": "neutral", "text": "#Ship 2 (For WEB_OS #2) ##This is Iron OS , for all my fellow marvel and iron lovers! This is for you, if you: like techie stuff Want to be Iron Man/Tony Stark, but don’t have any money Want to know how Tony build his Iron Man Suits Are just a human being, are you? ## Features Welcome Screen (Just wanted to brag about it ) Iron Pad(Tony’s alternative for Notepad ) ###New Additions (For Web Os #2) Jarvis_Terminal (Tony has a history with arch, so he needs this ) Iron Bar/Top Bar system info of Tony’s Iron PC Iron Player (Everybody loves music ) Changed the entire color scheme so it matches overall ##How did I made this? Most of the help I got was from the jam that stardance provided with mission :jame: ##What did I learn from this? ✨A bit of Html (a pinch of salt)✨ How to style using pseudo elements! A lot of JS!!!!!!!!!!!!!!!!!!!!!!!!!!!! Also how to design in Canva NOTE: Every Icon of Every app in the OS is made in Canva by me. No part of readme is made using AI", "repo": "https://github.com/YOBO-DANCE/IRONMAN-THEMED_WEBOS", "demo": "https://ironman-themed-webos.vercel.app/"}, {"ship_num": 2, "ts": "2026-09-23T17:24:35Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "IRON OS A OS with the power of Stark tech and the suit of IRON What is this? This is OS where only you matter. You can understand this OS only if ever watched Iron Man in action. What did I learn from this Project? a bit more html. some css But in JS… learned how to address a element using getelementbyID() how to make something appear or disappear. how to store inputs from the user inside the website itself. how to make calculation so you know that 2 + 2 = 5!!!(I don’t know why I am homeschooling nowadays) how to make a advance scientific calculator", "repo": "https://github.com/YOBO-DANCE/IRONMAN-THEMED_WEBOS", "demo": "https://ironman-themed-webos.vercel.app/"}]...
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[{"post_id": 83793, "ts": "202 [{"post_id": 83793, "ts": "2026-10-28T16:52:28Z", "hours": 3.3275, "text": "Devlog 17 - Probably the last devlog of Stardance Completed my last app i.e. a settings app for Iron OS!!! specifically Iron Control Center. It can customize Iron OS as to your preference and I know that Linux Users love customization (ᵕ—ᴗ—) Now go and explore the app. Again, if I have written a warning take it SERIOUSLY!!!"}, {"post_id": 83339, "ts": "2026-10-27T19:02:01Z", "hours": 2.1481, "text": "Devlog 16 - Finally added something that I’ve been ignoring for a while — A Browser!!!!! Stark Net specifically. Also the app icon is the second picture!"}, {"post_id": 83049, "ts": "2026-10-26T17:37:54Z", "hours": 5.2342, "text": "Devlog 15 - I’ve added a completely new app i.e. Iron_Explorer. It took so much time especially figuring out how will one app open to another. Also the icon for this is really sick, the second picture in this devlog is the icon!!!!"}, {"post_id": 80861, "ts": "2026-10-19T02:23:59Z", "hours": 2.0508, "text": "Devlog 14: So I added some changes, also I wrote more code by myself, so this project could be shipped. And that’s it! Note for shipwrights: I didn’t use any ai in the readme at all."}, {"post_id": 80271, "ts": "2026-10-17T02:06:44Z", "hours": 0.5153, "text": "Devlog 13: Okay so all the changes are completed, and now I have only one color scheme. Note for shipwrights: my code may look like written by AI, but I wrote it by myself. It maybe because I name all my class really generically LOL"}, {"post_id": 79778, "ts": "2026-10-15T11:10:15Z", "hours": 0.9897, "text": "Devlog 12: The Project is ready to be shipped!!! Changes done: Readme is now updated! Final clearing of the code base so only what is needed is in it. Convert all the images to .webp format so my website stays efficient. Changed the Iron Bar the a more Iron Man style Added a cool favicon which I designed in Canva. NOTE FOR SHIP WRIGHTS: Most of my assets are designed by me in Canva or I used other people’s art and also I gave them credit. Okay now lemme just ship it!"}, {"post_id": 79680, "ts": "2026-10-15T01:31:03Z", "hours": 2.6144, "text": "Devlog 11: Okay so the WebOs went under major revamp. Changes Done: Added a Music PLAYER!!!!!!!! Top Bar has a new feature i.e. you can see your IRON-PC system metrics!!!!!!!!!!!! Thats all! Also I think the project is ready to be shipped now, just the readme is left."}, {"post_id": 79616, "ts": "2026-10-14T18:45:08Z", "hours": 1.0039, "text": "Devlog 10 - Okay so after so many reviews from ShipWrights, I fixed those bugs, also the code might look AI written(thats because I don’t usually add comments)(I know, I know it is a bad habits, but…) but it is really not AI written and took genuine effort to complete. Also Guys what do y’all think about this terminal and its Icon, I need some feedback. BTW, I think this was the most difficult part of the WebOS hehe 2 more apps/features to go! Also srry the app icon looks like someone puked on it hehe"}, {"post_id": 73494, "ts": "2026-09-25T07:29:51Z", "hours": 0.7514, "text": "Devlog 9 - Update the README for better understanding and clarity, also my README was actually incomplete 😅😅"}, {"post_id": 72748, "ts": "2026-09-23T17:17:08Z", "hours": 0.6692, "text": "Devlog 8 - Project ready to be shipped! Readme is now completed!"}, {"post_id": 72333, "ts": "2026-09-22T17:58:32Z", "hours": 2.7247, "text": "Devlog 7 - Added a Calculator App, Changed the theme to match that Iron Man Vibe"}, {"post_id": 68721, "ts": "2026-09-15T16:47:48Z", "hours": 0.3, "text": "Devlog 6 - Today I added a little color change to the OS!"}, {"post_id": 63543, "ts": "2026-09-07T13:47:59Z", "hours": 0.5492, "text": "Devlog 5 - Gotta keep up the streak!"}, {"post_id": 62885, "ts": "2026-09-06T12:37:35Z", "hours": 3.5, "text": "Devlog 4 - So Today I found out about the missions and going according to them, so it feels a little stupid ,but now I am more clear about the concepts of a WebOS"}, {"post_id": 54511, "ts": "2026-08-25T15:19:32Z", "hours": 2.3689, "text": "Devlog 3 - I am so tired today, that I can’t even write a proper devlog. Today I worked on the Task-Station and tried to add a inner shadow"}, {"post_id": 49722, "ts": "2026-08-18T17:07:50Z", "hours": 0.9347, "text": "Devlog 2 - Added a nice grid pattern for a futuristic look and added a little text on top stark OS"}, {"post_id": 49607, "ts": "2026-08-18T14:27:55Z", "hours": 0.6456, "text": "Devlog 1: So I added a nice deep metallic background color with a radial gradient"}]...
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Title: IronMan_OS by @Tanjiro | Stardance
Devlogs Title: IronMan_OS by @Tanjiro | Stardance
Devlogs:
Devlog 1: So I added a nice deep metallic background color with a radial gradient
Devlog 2 - Added a nice grid pattern for a futuristic look and added a little text on top stark OS
Devlog 3 - I am so tired today, that I can’t even write a proper devlog. Today I worked on the Task-Station and tried to add a inner shadow
Devlog 4 - So Today I found out about the missions and going according to them, so it feels a little stupid ,but now I am more clear about the concepts of a WebOS
Devlog 5 - Gotta keep up the streak!
Devlog 6 - Today I added a little color change to the OS!
Devlog 7 - Added a Calculator App, Changed the theme to match that Iron Man Vibe
Devlog 8 - Project ready to be shipped! Readme is now completed!
Devlog 9 - Update the README for better understanding and clarity, also my README was actually incomplete 😅😅
Devlog 10 - Okay so after so many reviews from ShipWrights, I fixed those bugs, also the code might look AI written(thats because I don’t usually add comments)(I know, I know it is a bad habits, but…) but it is really not AI written and took genuine effort to complete. Also Guys what do y’all think about this terminal and its Icon, I need some feedback. BTW, I think this was the most difficult part of the WebOS hehe 2 more apps/features to go! Also srry the app icon looks like someone puked on it hehe
Devlog 11: Okay so the WebOs went under major revamp. Changes Done: Added a Music PLAYER!!!!!!!! Top Bar has a new feature i.e. you can see your IRON-PC system metrics!!!!!!!!!!!! Thats all! Also I think the project is ready to be shipped now, just the readme is left.
Devlog 12: The Project is ready to be shipped!!! Changes done: Readme is now updated! Final clearing of the code base so only what is needed is in it. Convert all the images to .webp format so my website stays efficient. Changed the Iron Bar the a more Iron Man style Added a cool favicon which I designed in Canva. NOTE FOR SHIP WRIGHTS: Most of my assets are designed by me in Canva or I used other people’s art and also I gave them credit. Okay now lemme just ship it!
Devlog 13: Okay so all the changes are completed, and now I have only one color scheme. Note for shipwrights: my code may look like written by AI, but I wrote it by myself. It maybe because I name all my class really generically LOL
Devlog 14: So I added some changes, also I wrote more code by myself, so this project could be shipped. And that’s it! Note for shipwrights: I didn’t use any ai in the readme at all.
Devlog 15 - I’ve added a completely new app i.e. Iron_Explorer. It took so much time especially figuring out how will one app open to another. Also the icon for this is really sick, the second picture in this devlog is the icon!!!!
Devlog 16 - Finally added something that I’ve been ignoring for a while — A Browser!!!!! Stark Net specifically. Also the app icon is the second picture!
Devlog 17 - Probably the last devlog of Stardance Completed my last app i.e. a settings app for Iron OS!!! specifically Iron Control Center. It can customize Iron OS as to your preference and I know that Linux Users love customization (ᵕ—ᴗ—) Now go and explore the app. Again, if I have written a warning take it SERIOUSLY!!!
Ships:
IRON OS A OS with the power of Stark tech and the suit of IRON What is this? This is OS where only you matter. You can understand this OS only if ever watched Iron Man in action. What did I learn from this Project? a bit more html. some css But in JS… learned how to address a element using getelementbyID() how to make something appear or disappear. how to store inputs from the user inside the website itself. how to make calculation so you know that 2 + 2 = 5!!!(I don’t know why I am homeschooling nowadays) how to make a advance scientific calculator
#Ship 2 (For WEB_OS #2) ##This is Iron OS , for all my fellow marvel and iron lovers! This is for you, if you: like techie stuff Want to be Iron Man/Tony Stark, but don’t have any money Want to know how Tony build his Iron Man Suits Are just a human being, are you? ## Features Welcome Screen (Just wanted to brag about it ) Iron Pad(Tony’s alternative for Notepad ) ###New Additions (For Web Os #2) Jarvis_Terminal (Tony has a history with arch, so he needs this ) Iron Bar/Top Bar system info of Tony’s Iron PC Iron Player (Everybody loves music ) Changed the entire color scheme so it matches overall ##How did I made this? Most of the help I got was from the jam that stardance provided with mission :jame: ##What did I learn from this? ✨A bit of Html (a pinch of salt)✨ How to style using pseudo elements! A lot of JS!!!!!!!!!!!!!!!!!!!!!!!!!!!! Also how to design in Canva NOTE: Every Icon of Every app in the OS is made in Canva by me. No part of readme is made using AI...
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1793674069.020678
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1793760469.020678
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10708
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NULL
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NULL
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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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1792896468.4513733
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1793760468.4513733
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14768
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My first slack bot! by @anhsuzuki798 | Stardance
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anhsuzuki798
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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 @anhsuzuki798 | Star Title: My first slack bot! by @anhsuzuki798 | Stardance...
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1793155668.2853851
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1793760468.2853851
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39282
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Pass n’ Play by @ReuTheNetizen | Stardance
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ReuTheNetizen
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1
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52.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T21:14:35Z", "hours": 52.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? Pass n’ Play is a website that serves as a party game hub for all ages in which a group can play 4 unique social deduction games by passing a single device around the table. The site is inspired by a neo-brutalist design, caters towards mobile devices, and is meant to look more like an app than a standard website. What are you proud of? I am most proud of the third game I made, Signal Jam. It has the most unique features out of all 4 games and really pushed me to finalize my aesthetic of my website. It was also the game I had most fun with when play-testing with my family. Furthermore it was not a game I had drafted in my prior failed attempt of this project so I had no codebase to fall back on. What was challenging? I was shocked by how long it took me to formulate a design style for the website that consistently looks well formatted and neat. Creating this neo-brutalist inspired style was much harder than expected and I feel as though a few pages could still use some improvement. Feedback on the design and game flow of the website would be greatly appreciated by reviewers. Another thing that took most of my brainpower was figuring out the JavaScript. Unlike my CSS, it had no globalized file. Reviewers, if you are reading this, please let me know if there are better programming languages, libraries or software that are more appropriate for making a project like this. I would love to further improve my programming skills and spend less time correcting mistakes due to my inefficiencies. What should people know so you can test your project? This is a purely frontend website, so just click the “Try Project” button to explore the site. I would recommend trying to playtest a game with nearby friends or relatives if possible. If you want a quick overview of my development process, just read the initial section and bolded text of the longer devlogs. They kinda serve as a TL;DR of the project’s progress.", "repo": "", "demo": ""}]...
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[{"post_id": 75698, "ts": "202 [{"post_id": 75698, "ts": "2026-09-30T19:43:57Z", "hours": 1.5586, "text": "Devlog #09 I got some spare time to work today, so I thought I would add a few tiny features to elevate the Pass n’ Play experience. I think this project is ready to ship; each game is fully playable and I think now is a good time where feedback can help me greatly improve each game so it provides the best experience possible! Completed Work: Parties With a lot of assistance from AI (when figuring out how to properly get my localStorage function working), I have incorporated a new “Party” system into each game! It allows a group to save all of their names as a “Party” to their device so that they can quickly fill in every player’s name upon loading a new game. The new system supports up to 8 parties, which can each be given a unique name. Aside from making it easier to switch games, because of its localStorage usage, if the same group of friends regularly use my website, they can skip the step of inputting their names every time they decide to play. This idea was inspired by a similar feature I saw on an app (I can’t find its name) that was very similar to Imposter Who . Right now, the system is built into each game’s game setup screen, but I am considering moving it to the home screen so that each game screen is a bit more clean. If you are a reviewer reading this, let me know if the “Party” system gets in the way. Completed Work: Round Timer I also added the option for a round timer to the Imposter game. It was relatively simple as I just had to move around the timer code I used for Signal Jam. The CSS was moved to my global CSS file and I copied over and adjusted the HTML and JS. While I was at it, I made a few more polishes, such as adding a custom designed scroll bar . Next Steps: I am going to ship the project today. I already have my README drafted, I just need to make a few edits. I am not done with this project. I’m going to wait and see what feedback I get, but some plans I have for the future are making a globalized JavaScript file, adding a custom word/prompt bank feature to most games, adding more prompts to each game, adding more party games that can be played on one screen and adding a filter and sort system to the homepage. Thanks for reading!"}, {"post_id": 74701, "ts": "2026-09-28T01:09:48Z", "hours": 7.2839, "text": "Devlog #08 Development has really slowed down now that I am entering the thick of it at school. Regardless, over the past two weekends, I finished Signal Jam and started the fourth (and final) game before shipping, The Outsider! Completed Work: Signal Jam Finishing this up was quick and smooth. I don’t remember exactly how long it took, but it was fast enough that I decided to wait until completing the idea I had sitting in the back of my mind (The Outsider) before posting another devlog. I reused the Results screen code from the previous games, tweaked the content to be specific to the game, and added a few extra if statements since this game has more win conditions. After playtesting, I made some small polish changes and committed everything. Completed Work: The Outsider This game’s flow was inspired by Chameleon. I went in expecting it to make a quick reskin of Imposter with a new word grid feature, but building that grid took more time than planned. Getting the grid to look good on both mobile and desktop was tricky. I eventually decided to lock mobile players into landscape mode so the grid would have more space and be easier to see when everyone’s looking at the same screen. Then, I had to figure out wrapping and line break issues to ensure the words were consistently displayed neatly. One technical highlight I would like to share is that, originally, I thought about storing the selected word index using a data-selected-index attribute on the grid container, but since attributes only store strings, handling 0 (the first cell index) would have required extra checks to avoid false negatives. Instead, I used a closure variable ( selectedIndex ) inside the function that built the word grid. This clean solution enables it to reset automatically each time the grid renders, which also clears the previous selection. Next Steps: The project is basically ready to ship! I’ll make one more devlog to add some localStorage features and wrap things up before release. Thanks for reading!"}, {"post_id": 67455, "ts": "2026-09-13T15:45:07Z", "hours": 9.9003, "text": "Devlog #07 The CSS Revamp is complete and the third game for Pass n’ Play is in development. After this devlog, I’m going to make sure I post more frequent devlogs. I keep procrastinating… Completed Work: Finished Polishing Website After the last devlog, I spent 4 more hours finishing up the CSS and the Imposter Game. The second installment to Pass n’ Play is now fully functional, with 156 different words to play with. It is also fully polished to a level I am ready to present, both in game flow and aesthetics. I think one thing that made this process longer than I had initially thought it would be is the fact many minute details needed adjustments throughout all my code. Since I had copied over the secret saboteur code for the imposter game before changing up the UI, I had to ensure I properly transferred the new style changes I made to the HTML and JS of the imposter game (since only my css is globalized). I finally think I have locked in the style that I would like to use for this website and that my code is a lot more organized than before. This should hopefully make development quicker in the future. Completed Work: New Game Also continuing from my last devlog, I have begun working on the third party game for Pass n’ Play: Signal Jam. Its fundamental gameplay is similar to the classic 20 Questions, however it has specialized roles which I believe create interesting dynamics and increase the fun. The game flow was inspired by another party game called Werewords. So far I have my game information, game setup, main discussion and voting screens done. It currently has 75 unique words as game prompts. I’m finding it a bit hard to add additional insightful details because I am basically repeating the process I had to make the Imposter. So, I’m going to describe how I have refined my process to work a bit faster than with the Imposter game. I first made the Game Information page so I have all the rules established. Each game is its own file that keeps all files specific to the game within it. So in order to write the game information I copied the Secret Saboteur info.html and edited the content to explain the rules for Signal Jam. This page has no JavaScript and was already linked to my generalized info.css file, so I did not have to do anything else. After that, I started building the game in sections, starting with all the code I would need up to the discussion screen. For the HTML, I would copy over individual blocks of code I knew I could reuse (often editing them to fit the language of the new game), note what new components I needed, and research how I could add it to the game. For instance, this game has a round timer, which no other game had, so I had to add a few new HTML and JS elements. Also, to keep things organized, instead of adding more stuff to the main game.css file, I used a separate style.css page. Once everything was polished to a level I was happy with, I started on the next chunk of my game. I continued this process until the game was completed. This was much better than what I did before for the Imposter game where I basically duplicated all the code for Secret Saboteur and then scoured through it to see what I needed to change and remove. Next Steps: I primarily need to complete the game (which is almost done, I just need to make the Results Screen!) Afterwards, I want to add a custom word bank feature to the game that saves with localStorage and an option to add a round timer to the discussion screen. Finally, I got to think of one more game to add before I ship. Thanks for reading!"}, {"post_id": 63127, "ts": "2026-09-06T19:12:46Z", "hours": 10.0089, "text": "Devlog #06 It certainly has been a while since my last devlog! I paused development for a few weeks in order to finish another website idea I had been working on. I honestly then procrastinated on working on this again once I realized I had to readjust and familiarize myself to the inner workings of my old code. It was definitely more disorganised than I had remembered leaving it. When I did eventually start, school was also beginning, so I have only been able to work on it in small intervals throughout the week. This slow development, combined with the roadblocks I stumbled upon (as described below) made the past 10 hours of development time come quite unexpectedly. Completed Work: Imposter Game Functionality As I said in the last devlog, I would begin to work on my second game: Imposter. I got the HTML done relatively quickly. I would say about half of my time was spent finishing the game logic for my Imposter game, which is now fully functional. It honestly took longer than I thought because my code for Secret Saboteur did not translate as smoothly as I thought it would to the imposter game. Directly copy-pasting the Secret Saboteur code for the Imposter game led to a few errors, and I spent a lot of time combing through the imposter code to figure out what needed to be changed or removed from the secret saboteur code. I definitely need to figure out a better approach for adding new games. Fortunately, I have been able to implement Secret Sabouter’s CSS without many issues. Completed Work: Design Revamp As I was working on Imposter, I had been brainstorming ways to improve the UI and had settled on a few ideas. So before polishing the CSS for the Imposter game, I decided to revamp and finalize the UI for the secret saboteur game. With my old design, I felt as though everything was competing for attention. I think I used the card style way too often, which did not bring much diversity to the design and made organization a bit fuzzy. With my new design changes, I believe my design now has more breathing room and utilizes each game’s accent colors more directly. I also tried to make my shadow sizes, border radii and spacing a bit more consistent. Instead of using emojis, I have been trying to complete SVG icons. I sourced them from Lucide’s Lucide and Bootstrap’s icon libraries. This definitely took up most of my time. Completing this took a lot longer than I was expecting. I think one reason time flew by so quickly is because when I first tried to change up my design, I messed up a lot of things. Midway through the process, I was questioning if doing this was a mistake, because I had ruined the look of Secret Saboteur and caused its game flow to stop working due to inconsistently changing a few class names. If I had to do this again, I would take note of exactly what I changed so I can easily work through errors and debugging. I also found that as I was redoing my design, I ended up cleaning up a bit of my Javascript and CSS in the process. There was quite a bit of code from abandoned ideas still hanging around. Next Steps: I would not say the Imposter Game or the design changes are completely done. Those 10 hours snuck up on me; I think I need to spend a bit more time getting each of my games the level of polish I would like. However, I don;t think it will take too long, as I am really close to finishing this “polishing” process. After that, I’m going to try and add two more games before making my first ship. You’ll have to wait until the next devlog to see what party game I add next. By the way, feel free to suggest any games and I’ll try to see if I can add them. Thanks for reading! - 2026/09/06"}, {"post_id": 42324, "ts": "2026-08-07T00:19:28Z", "hours": 6.3547, "text": "Devlog #05 The first Pass n’ Play game is now fully playable and polished! The core functionality was finished shortly after posting the last devlog (about 3.5 hours of coding in), but the real work happened afterward. In order to make the game feel more polished and actually part of the Pass n’ Play design system I had to tighten the layout, fix hierarchy inconsistencies, and clean up the UI. Completed Work: Javascript Right after posting the last devlog, I realized I had completely forgotten to implement the Guesser role. Once I added it, I noticed I had accidentally configured the game so the first player always became the guesser. This meant rewriting a section of my assignRoles() function so roles actually randomize correctly. After that, I finished the Javascript for both the guessing screen and the results screen. The biggest friction point was the saboteur button layout. I originally formatted them in a column, but switching to rows made the spacing and logic behave properly. The longest debugging issue came from something small. I had removed a header from the info popup in my HTML, but forgot to delete the Javascript function that controlled it. This “ghost” function caused a whole section of my script to stop working, and I kept thinking I had broken other functions. Once I finally noticed and removed the unused function, everything went back to normal. Completed Work: CSS Once the game was functional, I felt the CSS still looked unpolished. The text inside <main> did not feel like part of the same physical UI system as the buttons and headers. I rebuilt these text blocks into proper card badges so they look like real components instead of raw HTML. I also inverted the text hierarchy for the game header, removed redundant labels, and cleaned up the popup by removing the extra close anchor and header (which caused the Javascript issue mentioned earlier). I also spent time making sure the design would translate well to mobile. With some research and AI help (which only confirmed formatting issues and did not write code), I updated my layout so everything uses a unified 600px max‑width. This prevents the header from overflowing on smaller screens and makes the whole app feel like a cohesive handheld interface. The button grids now collapse into balanced two‑column stacks on narrow displays. While doing this, I adjusted a few element styles, reorganized the setup elements into a clean vertical column grid, and grouped Play Again and New Game into a structural wrapper so their spacing is predictable. Overall, making the spacing and alignment more intentional helped the entire interface feel more cohesive. Next Steps I am now starting work on Pass n’ Play’s second game: Imposter, based on the “Imposter Who?” party game that was popular earlier this year. I am also still unhappy with how the Game Setup screen looks, so I will probably adjust it soon. Any advice on improving the design would be greatly appreciated. Thanks for reading! - 2026/08/06"}, {"post_id": 41139, "ts": "2026-08-05T04:50:09Z", "hours": 8.1986, "text": "Devlog #04 I have almost finished the first party game for Play n’ Play the past few days. I completed almost all of the game CSS, did most of the JavaScript and made some additional edits and fixes. For instance, after reviewing the HTML my sleep deprived mind wrote last devlog I realized I had copied the old game layout a bit too closely to my liking; including parts I specifically wanted to improve. With a clearer head the next morning, I redesigned the setup screen. One change I made, for instance, replaced the bulky button grid with compact quantity selectors for choosing the player and saboteur count. It was at this moment I realized I should go back into my planning doc and finalize my notes on game logic. Some of the mechanics I originally wrote down didn’t match the flow I wanted anymore, so I rewrote those sections and made sure the updated logic was reflected in my JavaScript structure. This redesign also helped me clarify how players move through the game (especially the setup and guessing phases) which made the later coding steps feel more intentional. JavaScript Progress I said in the last devlog that I would update once the JavaScript was finished, but my logged time was approaching the 10‑hour cap, so I wanted to post earlier to be safe. Right now, the JS is fully implemented up to the guessing screen, which puts me at roughly 3/5 of the game logic completed. My workflow looked like this: I explained my game logic to an AI (ChatGPT) and asked it to describe the functions I would need, just to outline their purpose (it did not write the actual code for me). With those descriptions and my own research, I drafted the most of JS file in commented sections like game setup , discussion , and event listeners . You can even see these comments in the JS screenshot. After that, I wrote the actual functions myself, discovering how each piece worked as I went. I should also note I used AI for some tedious tasks, like checking the game’s 105 discussion prompts (most of which I derived from the oold game version) for duplicates or adjusting ones that weren’t broad enough for a general audience. Completing CSS Even though I started with JavaScript, I eventually drifted into CSS (partly because I wanted a break, and partly because I wasn’t sure how clean my HTML structure was). I swapped back and forth between working on JS and CSS until I accidentally completed most of the styling. Implementing the CSS helped me see where I needed more classes or where the markup was missing hooks for interactivity. For instance, writing the CSS made it easy to envision and test how the progression button would look when disabled or enabled (depending on if all the required information on the game setup screen was complete). I’m hoping developing future games for this project will go faster now that I’m more familiar with this workflow. Additional Reflections Working on this project has taught me a lot about VSCode shortcuts I didn’t know before; small things that make typing and navigating code much faster. Learning JavaScript has definitely harder for me than learning HTML and CSS, but I’ve noticed some similarities to C++, which I’ve used for past hardware projects. That familiarity makes the learning curve feel a bit less steep. As for the website design… something still feels slightly “off.” I can’t pinpoint it yet, but I think the aesthetic could be improved. If you have suggestions, I would greatly appreciate feedback in the comments. Next Steps My plan is to finish the JavaScript completely, then polish everything afterward and commit my updates to GitHub. If all goes well, the next devlog will cover the finished, playable version of Secret Saboteur. Thanks for reading! — 2026/08/04"}, {"post_id": 39198, "ts": "2026-08-02T00:06:21Z", "hours": 3.3308, "text": "Devlog #03 Built the main HTML structure for Secret Saboteur (my first game) today . I was able to speed my planning process up by referencing the layout I had set up in my previous draft, making sure to not directly copy my old code. I may add a few more additional components as I work on the JS and CSS later on. I found that writing a big block of HTML at once makes it a lot harder to find typos, which I often made. Another thing I spent a lot of time on was cleaning my HTML structure so adding JavaScript later won’t turn into a mess. The hardest part was preparing the markup for JavaScript. I’m used to only setting things up for CSS, but after researching JS (and getting debugging hints from AI), I realized I needed to specify waayyy more classes than usual. Now that the foundation is finally in place, my next step will be making the game actually functionable by bringing it to life with JavaScript. Thanks for reading! - 2026/08/01"}, {"post_id": 38537, "ts": "2026-08-01T00:04:57Z", "hours": 1.8419, "text": "Devlog #02 Added consistent styling to both game instruction pages. I styled the instructions for the first game, Secret Saboteur, on my site and added a new instructions page for another game - Imposter (based on Imposter Who? ). I reused the homepage’s layout and visual identity, but the fun part was making the accent colors fully customizable. By turning the accent colors into CSS variables, I could swap themes right from the HTML without touching the stylesheet! I think this small change made the site feel cohesive while keeping customization effortless. It’s satisfying seeing design consistency emerge from my use of variables and general coding structure. Thanks for reading! - 2026/07/29-30"}, {"post_id": 37429, "ts": "2026-07-30T04:50:17Z", "hours": 3.1317, "text": "Devlog #01 Today, I worked on making and styling the homepage. I also drafted the info page for one of my games, Secret Saboteur, in html. The hardest part today was trying to organize my code so that I could easily add more games in the future. Much time was spent fixing a few syntax errors I made that broke my CSS design. Pass n’ Play will be a website that hosts multiple party games that can all be played on one device (preferably a phone). It will be great for times when a group of friends want to play a game but have no board or card games handy. It avoids the issue of playing over a poor connection or not everyone having their own device, which many online multiplayer games have. Project Inspiration During school at lunch, my friends and I used to play Imposter Who? at lunch. However, we eventually got bored of the categories and didn’t want to pay for the expanded word banks. This made me wonder if I could code my own version of the game that had its own categories - which led me to create a quite scrappy version, heavily influenced with AI and super disorganized (the whole game crammed into a single, 2375 lined, html file). I also started to add a super buggy version of Secret Saboteur , based on a Smosh Games video I had recently watched. So I decided that I would reattempt making those games from scratch for the Stardance challenge. This time, much more organized and with no AI. The only thing I will be borrowing from the previous version is some word banks I made. Completed Work In my previous version, the instructions were cramped onto one screen and honestly were not that clear, so I gave each game a dedicated info screen in the new remake. Additionally, the games did not really have an identity of their own. The CSS was pretty basic (the only other color was cyan). The new design draws partial inspiration from Nintendo and heavily from neo‑brutalism web design. A guide I found on Medium I read that really helped me capture the aesthetic. Each game will share the same overall style but have its own emoji and accent color, giving it a distinct identity while keeping the ecosystem cohesive. Next Steps The next devlog will probably be when I finish styling the info page for Secret Sabotuer, which will be the first game I will make functional. I’m also compiling a list of party games that work well on one device. So far I’m planning to include Chameleon and my own game, Role Roulette. If you have any suggestions for fun one‑screen party games, I’d love to hear them! Thanks for reading! - 2026/07/29"}]...
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Title: Pass n’ Play by @ReuTheNetizen | Stardance
Title: Pass n’ Play by @ReuTheNetizen | Stardance
Devlogs:
Devlog #01 Today, I worked on making and styling the homepage. I also drafted the info page for one of my games, Secret Saboteur, in html. The hardest part today was trying to organize my code so that I could easily add more games in the future. Much time was spent fixing a few syntax errors I made that broke my CSS design. Pass n’ Play will be a website that hosts multiple party games that can all be played on one device (preferably a phone). It will be great for times when a group of friends want to play a game but have no board or card games handy. It avoids the issue of playing over a poor connection or not everyone having their own device, which many online multiplayer games have. Project Inspiration During school at lunch, my friends and I used to play Imposter Who? at lunch. However, we eventually got bored of the categories and didn’t want to pay for the expanded word banks. This made me wonder if I could code my own version of the game that had its own categories - which led me to create a quite scrappy version, heavily influenced with AI and super disorganized (the whole game crammed into a single, 2375 lined, html file). I also started to add a super buggy version of Secret Saboteur , based on a Smosh Games video I had recently watched. So I decided that I would reattempt making those games from scratch for the Stardance challenge. This time, much more organized and with no AI. The only thing I will be borrowing from the previous version is some word banks I made. Completed Work In my previous version, the instructions were cramped onto one screen and honestly were not that clear, so I gave each game a dedicated info screen in the new remake. Additionally, the games did not really have an identity of their own. The CSS was pretty basic (the only other color was cyan). The new design draws partial inspiration from Nintendo and heavily from neo‑brutalism web design. A guide I found on Medium I read that really helped me capture the aesthetic. Each game will share the same overall style but have its own emoji and accent color, giving it a distinct identity while keeping the ecosystem cohesive. Next Steps The next devlog will probably be when I finish styling the info page for Secret Sabotuer, which will be the first game I will make functional. I’m also compiling a list of party games that work well on one device. So far I’m planning to include Chameleon and my own game, Role Roulette. If you have any suggestions for fun one‑screen party games, I’d love to hear them! Thanks for reading! - 2026/07/29
Devlog #02 Added consistent styling to both game instruction pages. I styled the instructions for the first game, Secret Saboteur, on my site and added a new instructions page for another game - Imposter (based on Imposter Who? ). I reused the homepage’s layout and visual identity, but the fun part was making the accent colors fully customizable. By turning the accent colors into CSS variables, I could swap themes right from the HTML without touching the stylesheet! I think this small change made the site feel cohesive while keeping customization effortless. It’s satisfying seeing design consistency emerge from my use of variables and general coding structure. Thanks for reading! - 2026/07/29-30
Devlog #03 Built the main HTML structure for Secret Saboteur (my first game) today . I was able to speed my planning process up by referencing the layout I had set up in my previous draft, making sure to not directly copy my old code. I may add a few more additional components as I work on the JS and CSS later on. I found that writing a big block of HTML at once makes it a lot harder to find typos, which I often made. Another thing I spent a lot of time on was cleaning my HTML structure so adding JavaScript later won’t turn into a mess. The hardest part was preparing the markup for JavaScript. I’m used to only setting things up for CSS, but after researching JS (and getting debugging hints from AI), I realized I needed to specify waayyy more classes than usual. Now that the foundation is finally in place, my next step will be making the game actually functionable by bringing it to life with JavaScript. Thanks for reading! - 2026/08/01
Devlog #04 I have almost finished the first party game for Play n’ Play the past few days. I completed almost all of the game CSS, did most of the JavaScript and made some additional edits and fixes. For instance, after reviewing the HTML my sleep deprived mind wrote last devlog I realized I had copied the old game layout a bit too closely to my liking; including parts I specifically wanted to improve. With a clearer head the next morning, I redesigned the setup screen. One change I made, for instance, replaced the bulky button grid with compact quantity selectors for choosing the player and saboteur count. It was at this moment I realized I should go back into my planning doc and finalize my notes on game logic. Some of the mechanics I originally wrote down didn’t match the flow I wanted anymore, so I rewrote those sections and made sure the updated logic was reflected in my JavaScript structure. This redesign also helped me clarify how players move through the game (especially the setup and guessing phases) which made the later coding steps feel more intentional. JavaScript Progress I said in the last devlog that I would update once the JavaScript was finished, but my logged time was approaching the 10‑hour cap, so I wanted to post earlier to be safe. Right now, the JS is fully implemented up to the guessing screen, which puts me at roughly 3/5 of the game logic completed. My workflow looked like this: I explained my game logic to an AI (ChatGPT) and asked it to describe the functions I would need, just to outline their purpose (it did not write the actual code for me). With those descriptions and my own research, I drafted the most of JS file in commented sections like game setup , discussion , and event listeners . You can even see these comments in the JS screenshot. After that, I wrote the actual functions myself, discovering how each piece worked as I went. I should also note I used AI for some tedious tasks, like checking the game’s 105 discussion prompts (most of which I derived from the oold game version) for duplicates or adjusting ones that weren’t broad enough for a general audience. Completing CSS Even though I started with JavaScript, I eventually drifted into CSS (partly because I wanted a break, and partly because I wasn’t sure how clean my HTML structure was). I swapped back and forth between working on JS and CSS until I accidentally completed most of the styling. Implementing the CSS helped me see where I needed more classes or where the markup was missing hooks for interactivity. For instance, writing the CSS made it easy to envision and test how the progression button would look when disabled or enabled (depending on if all the required information on the game setup screen was complete). I’m hoping developing future games for this project will go faster now that I’m more familiar with this workflow. Additional Reflections Working on this project has taught me a lot about VSCode shortcuts I didn’t know before; small things that make typing and navigating code much faster. Learning JavaScript has definitely harder for me than learning HTML and CSS, but I’ve noticed some similarities to C++, which I’ve used for past hardware projects. That familiarity makes the learning curve feel a bit less steep. As for the website design… something still feels slightly “off.” I can’t pinpoint it yet, but I think the aesthetic could be improved. If you have suggestions, I would greatly appreciate feedback in the comments. Next Steps My plan is to finish the JavaScript completely, then polish everything afterward and commit my updates to GitHub. If all goes well, the next devlog will cover the finished, playable version of Secret Saboteur. Thanks for reading! — 2026/08/04
Devlog #05 The first Pass n’ Play game is now fully playable and polished! The core functionality was finished shortly after posting the last devlog (about 3.5 hours of coding in), but the real work happened afterward. In order to make the game feel more polished and actually part of the Pass n’ Play design system I had to tighten the layout, fix hierarchy inconsistencies, and clean up the UI. Completed Work: Javascript Right after posting the last devlog, I realized I had completely forgotten to implement the Guesser role. Once I added it, I noticed I had accidentally configured the game so the first player always became the guesser. This meant rewriting a section of my assignRoles() function so roles actually randomize correctly. After that, I finished the Javascript for both the guessing screen and the results screen. The biggest friction point was the saboteur button layout. I originally formatted them in a column, but switching to rows made the spacing and logic behave properly. The longest debugging issue came from something small. I had removed a header from the info popup in my HTML, but forgot to delete the Javascript function that controlled it. This “ghost” function caused a whole section of my script to stop working, and I kept thinking I had broken other functions. Once I finally noticed and removed the unused function, everything went back to normal. Completed Work: CSS Once the game was functional, I felt the CSS still looked unpolished. The text inside <main> did not feel like part of the same physical UI system as the buttons and headers. I rebuilt these text blocks into proper card badges so they look like real components instead of raw HTML. I also inverted the text hierarchy for the game header, removed redundant labels, and cleaned up the popup by removing the extra close anchor and header (which caused the Javascript issue mentioned earlier). I also spent time making sure the design would translate well to mobile. With some research and AI help (which only confirmed formatting issues and did not write code), I updated my layout so everything uses a unified 600px max‑width. This prevents the header from overflowing on smaller screens and makes the whole app feel like a cohesive handheld interface. The button grids now collapse into balanced two‑column stacks on narrow displays. While doing this, I adjusted a few element styles, reorganized the setup elements into a clean vertical column grid, and grouped Play Again and New Game into a structural wrapper so their spacing is predictable. Overall, making the spacing and alignment more intentional helped the entire interface feel more cohesive. Next Steps I am now starting work on Pass n’ Play’s second game: Imposter, based on the “Imposter Who?” party game that was popular earlier this year. I am also still unhappy with how the Game Setup screen looks, so I will probably adjust it soon. Any advice on improving the design would be greatly appreciated. Thanks for reading! - 2026/08/06
Devlog #06 It certainly has been a while since my last devlog! I paused development for a few weeks in order to finish another website idea I had been working on. I honestly then procrastinated on working on this again once I realized I had to readjust and familiarize myself to the inner workings of my old code. It was definitely more disorganised than I had remembered leaving it. When I did eventually start, school was also beginning, so I have only been able to work on it in small intervals throughout the week. This slow development, combined with the roadblocks I stumbled upon (as described below) made the past 10 hours of development time come quite unexpectedly. Completed Work: Imposter Game Functionality As I said in the last devlog, I would begin to work on my second game: Imposter. I got the HTML done relatively quickly. I would say about half of my time was spent finishing the game logic for my Imposter game, which is now fully functional. It honestly took longer than I thought because my code for Secret Saboteur did not translate as smoothly as I thought it would to the imposter game. Directly copy-pasting the Secret Saboteur code for the Imposter game led to a few errors, and I spent a lot of time combing through the imposter code to figure out what needed to be changed or removed from the secret saboteur code. I definitely need to figure out a better approach for adding new games. Fortunately, I have been able to implement Secret Sabouter’s CSS without many issues. Completed Work: Design Revamp As I was working on Imposter, I had been brainstorming ways to improve the UI and had settled on a few ideas. So before polishing the CSS for the Imposter game, I decided to revamp and finalize the UI for the secret saboteur game. With my old design, I felt as though everything was competing for attention. I think I used the card style way too often, which did not bring much diversity to the design and made organization a bit fuzzy. With my new design changes, I believe my design now has more breathing room and utilizes each game’s accent colors more directly. I also tried to make my shadow sizes, border radii and spacing a bit more consistent. Instead of using emojis, I have been trying to complete SVG icons. I sourced them from Lucide’s Lucide and Bootstrap’s icon libraries. This definitely took up most of my time. Completing this took a lot longer than I was expecting. I think one reason time flew by so quickly is because when I first tried to change up my design, I messed up a lot of things. Midway through the process, I was questioning if doing this was a mistake, because I had ruined the look of Secret Saboteur and caused its game flow to stop working due to inconsistently changing a few class names. If I had to do this again, I would take note of exactly what I changed so I can easily work through errors and debugging. I also found that as I was redoing my design, I ended up cleaning up a bit of my Javascript and CSS in the process. There was quite a bit of code from abandoned ideas still hanging around. Next Steps: I would not say the Imposter Game or the design changes are completely done. Those 10 hours snuck up on me; I think I need to spend a bit more time getting each of my games the level of polish I would like. However, I don;t think it will take too long, as I am really close to finishing this “polishing” process. After that, I’m going to try and add two more games before making my first ship. You’ll have to wait until the next devlog to see what party game I add next. By the way, feel free to suggest any games and I’ll try to see if I can add them. Thanks for reading! - 2026/09/06
Devlog #07 The CSS Revamp is complete and the third game for Pass n’ Play is in development. After this devlog, I’m going to make sure I post more frequent devlogs. I keep procrastinating… Completed Work: Finished Polishing Website After the last devlog, I spent 4 more hours finishing up the CSS and the Imposter Game. The second installment to Pass n’ Play is now fully functional, with 156 different words to play with. It is also fully polished to a level I am ready to present, both in game flow and aesthetics. I think one thing that made this process longer than I had initially thought it would be is the fact many minute details needed adjustments throughout all my code. Since I had copied over the secret saboteur code for the imposter game before changing up the UI, I had to ensure I properly transferred the new style changes I made to the HTML and JS of the imposter game (since only my css is globalized). I finally think I have locked in the style that I would like to use for this website and that my code is a lot more organized than before. This should hopefully make development quicker in the future. Completed Work: New Game Also continuing from my last devlog, I have begun working on the third party game for Pass n’ Play: Signal Jam. Its fundamental gameplay is similar to the classic 20 Questions, however it has specialized roles which I believe create interesting dynamics and increase the fun. The game flow was inspired by another party game called Werewords. So far I have my game information, game setup, main discussion and voting screens done. It currently has 75 unique words as game prompts. I’m finding it a bit hard to add additional insightful details because I am basically repeating the process I had to make the Imposter. So, I’m going to describe how I have refined my process to work a bit faster than with the Imposter game. I first made the Game Information page so I have all the rules established. Each game is its own file that keeps all files specific to the game within it. So in order to write the game information I copied the Secret Saboteur info.html and edited the content to explain the rules for Signal Jam. This page has no JavaScript and was already linked to my generalized info.css file, so I did not have to do anything else. After that, I started building the game in sections, starting with all the code I would need up to the discussion screen. For the HTML, I would copy over individual blocks of code I knew I could reuse (often editing them to fit the language of the new game), note what new components I needed, and research how I could add it to the game. For instance, this game has a round timer, which no other game had, so I had to add a few new HTML and JS elements. Also, to keep things organized, instead of adding more stuff to the main game.css file, I used a separate style.css page. Once everything was polished to a level I was happy with, I started on the next chunk of my game. I continued this process until the game was completed. This was much better than what I did before for the Imposter game where I basically duplicated all the code for Secret Saboteur and then scoured through it to see what I needed to change and remove. Next Steps: I primarily need to complete the game (which is almost done, I just need to make the Results Screen!) Afterwards, I want to add a custom word bank feature to the game that saves with localStorage and an option to add a round timer to the discussion screen. Finally, I got to think of one more game to add before I ship. Thanks for reading!
Devlog #08 Development has really slowed down now that I am entering the thick of it at school. Regardless, over the past two weekends, I finished Signal Jam and started the fourth (and final) game before shipping, The Outsider! Completed Work: Signal Jam Finishing this up was quick and smooth. I don’t remember exactly how long it took, but it was fast enough that I decided to wait until completing the idea I had sitting in the back of my mind (The Outsider) before posting another devlog. I reused the Results screen code from the previous games, tweaked the content to be specific to the game, and added a few extra if statements since this game has more win conditions. After playtesting, I made some small polish changes and committed everything. Completed Work: The Outsider This game’s flow was inspired by Chameleon. I went in expecting it to make a quick reskin of Imposter with a new word grid feature, but building that grid took more time than planned. Getting the grid to look good on both mobile and desktop was tricky. I eventually decided to lock mobile players into landscape mode so the grid would have more space and be easier to see when everyone’s looking at the same screen. Then, I had to figure out wrapping and line break issues to ensure the words were consistently displayed neatly. One technical highlight I would like to share is that, originally, I thought about storing the selected word index using a data-selected-index attribute on the grid container, but since attributes only store strings, handling 0 (the first cell index) would have required extra checks to avoid false negatives. Instead, I used a closure variable ( selectedIndex ) inside the function that built the word grid. This clean solution enables it to reset automatically each time the grid renders, which also clears the previous selection. Next Steps: The project is basically ready to ship! I’ll make one more devlog to add some localStorage features and wrap things up before release. Thanks for reading!
Devlog #09 I got some spare time to work today, so I thought I would add a few tiny features to elevate the Pass n’ Play experience. I think this project is ready to ship; each game is fully playable and I think now is a good time where feedback can help me greatly improve each game so it provides the best experience possible! Completed Work: Parties With a lot of assistance from AI (when figuring out how to properly get my localStorage function working), I have incorporated a new “Party” system into each game! It allows a group to save all of their names as a “Party” to their device so that they can quickly fill in every player’s name upon loading a new game. The new system supports up to 8 parties, which can each be given a unique name. Aside from making it easier to switch games, because of its localStorage usage, if the same group of friends regularly use my website, they can skip the step of inputting their names every time they decide to play. This idea was inspired by a similar feature I saw on an app (I can’t find its name) that was very similar to Imposter Who . Right now, the system is built into each game’s game setup screen, but I am considering moving it to the home screen so that each game screen is a bit more clean. If you are a reviewer reading this, let me know if the “Party” system gets in the way. Completed Work: Round Timer I also added the option for a round timer to the Imposter game. It was relatively simple as I just had to move around the timer code I used for Signal Jam. The CSS was moved to my global CSS file and I copied over and adjusted the HTML and JS. While I was at it, I made a few more polishes, such as adding a custom designed scroll bar . Next Steps: I am going to ship the project today. I already have my README drafted, I just need to make a few edits. I am not done with this project. I’m going to wait and see what feedback I get, but some plans I have for the future are making a globalized JavaScript file, adding a custom word/prompt bank feature to most games, adding more prompts to each game, adding more party games that can be played on one screen and adding a filter and sort system to the homepage. Thanks for reading!
Ships:
What did you make? Pass n’ Play is a website that serves as a party game hub for all ages in which a group can play 4 unique social deduction games by passing a single device around the table. The site is inspired by a neo-brutalist design, caters towards mobile devices, and is meant to look more like an app than a standard website. What are you proud of? I am most proud of the third game I made, Signal Jam. It has the most unique features out of all 4 games and really pushed me to finalize my aesthetic of my website. It was also the game I had most fun with when play-testing with my family. Furthermore it was not a game I had drafted in my prior failed attempt of this project so I had no codebase to fall back on. What was challenging? I was shocked by how long it took me to formulate a design style for the website that consistently looks well formatted and neat. Creating this neo-brutalist inspired style was much harder than expected and I feel as though a few pages could still use some improvement. Feedback on the design and game flow of the website would be greatly appreciated by reviewers. Another thing that took most of my brainpower was figuring out the JavaScript. Unlike my CSS, it had no globalized file. Reviewers, if you are reading this, please let me know if there are better programming languages, libraries or software that are more appropriate for making a project like this. I would love to further improve my programming skills and spend less time correcting mistakes due to my inefficiencies. What should people know so you can test your project? This is a purely frontend website, so just click the “Try Project” button to explore the site. I would recommend trying to playtest a game with nearby friends or relatives if possible. If you want a quick overview of my development process, just read the initial section and bolded text of the longer devlogs. They kinda serve as a TL;DR of the project’s progress....
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40395
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Rescue-Maze by @Thorn | Stardance
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Thorn
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0
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1.0
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0
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[]
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[{"post_id": 35847, "ts": "202 [{"post_id": 35847, "ts": "2026-07-27T15:29:45Z", "hours": 1.0, "text": "Devlog-1: goddamn finally the TESTING code of all the sensors is done which is traumatic because i still have to figure out how maze exploration works in like 4 days but ill cope :D (ignore the print and comments)"}]...
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Title: Rescue-Maze by @Thorn | Stardance
Devlogs: Title: Rescue-Maze by @Thorn | Stardance
Devlogs:
Devlog-1: goddamn finally the TESTING code of all the sensors is done which is traumatic because i still have to figure out how maze exploration works in like 4 days but ill cope :D (ignore the print and comments)...
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1792896467.6166296
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1793760467.6166296
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11147
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NULL
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NULL
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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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1792896466.8000116
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1793760466.8000116
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56146
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a simple shell in c by @premharsha | Stardance
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premharsha
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T13:30:23Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "#INTRODUCTION: *I made a simple Shell for Linux written in C. *This Shell works just like any basic Shell but it doesn’t store any history. #MY EXPERIENCE: *the hardest part of making this shell is parsing the input and also executing it. *Because the execvp() function used to execute Commands is a bit tricky and parsing Commands into tokens too, as this is my 1st time working with pointer arrays. *it felt exciting at first and a bit exhausting too but i’m proud atleast after completing the project. #TECHNICAL DETAILS: *the shell is written purely in C language and does need to be compiled before executing it . *the shell makes use of string functions like strtok(),strcmp(),etc to work with input strings *and it makes use of execvp() to execute os functions. *Runs only on linux. #REQUIREMENTS: *Linux OS (to run the program). *any c compliler(for compilation).", "repo": "https://github.com/premharsha970-png/simple-c-shell/blob/main/README.md", "demo": "https://github.com/premharsha970-png/simple-c-shell"}]...
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[{"post_id": 72197, "ts": "202 [{"post_id": 72197, "ts": "2026-09-22T13:14:00Z", "hours": 0.3, "text": "Finally, i completed writing the shell guys !!!!! this felt very hard but , i am proud to complete my 1st project and becoming one of you guys… :)"}, {"post_id": 71779, "ts": "2026-09-21T15:09:41Z", "hours": 1.3, "text": "hey guys, writing a linux shell in c for linux ,and yeah this is my 1st project and the process is going great but it kind feels exhausting because this is my first time making projects. if you have any ideas or improvements then you are free to contact mee!! here is my email ID: [email protected]"}]...
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Title: a simple shell in c by @premharsha | Starda Title: a simple shell in c by @premharsha | Stardance
Devlogs:
hey guys, writing a linux shell in c for linux ,and yeah this is my 1st project and the process is going great but it kind feels exhausting because this is my first time making projects. if you have any ideas or improvements then you are free to contact mee!! here is my email ID: [email protected]
Finally, i completed writing the shell guys !!!!! this felt very hard but , i am proud to complete my 1st project and becoming one of you guys… :)
Ships:
#INTRODUCTION: *I made a simple Shell for Linux written in C. *This Shell works just like any basic Shell but it doesn’t store any history. #MY EXPERIENCE: *the hardest part of making this shell is parsing the input and also executing it. *Because the execvp() function used to execute Commands is a bit tricky and parsing Commands into tokens too, as this is my 1st time working with pointer arrays. *it felt exciting at first and a bit exhausting too but i’m proud atleast after completing the project. #TECHNICAL DETAILS: *the shell is written purely in C language and does need to be compiled before executing it . *the shell makes use of string functions like strtok(),strcmp(),etc to work with input strings *and it makes use of execvp() to execute os functions. *Runs only on linux. #REQUIREMENTS: *Linux OS (to run the program). *any c compliler(for compilation)....
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1793674066.6684916
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1793760466.6684916
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7950
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Untitled project by @arafay_bscs23seecs_8475 | Sta Untitled project by @arafay_bscs23seecs_8475 | Stardance...
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arafay_bscs23seecs_8475
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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 @arafay_bscs23seecs_847 Title: Untitled project by @arafay_bscs23seecs_8475 | Stardance...
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1793155666.4322755
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1793760466.4322755
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39837
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NULL
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NULL
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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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1792896465.6552618
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1793760465.6552618
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56104
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MetroWeb by @Shafi | Stardance
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Shafi
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T00:14:10Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This project took around 3 hours, but I am happy that I was able to gain valuable experience and create a site where I can write about the different things that I have done.", "repo": "https://github.com/suisbetter/personal_website", "demo": "https://suisbetter.github.io/personal_website/index.html"}]...
|
[{"post_id": 65163, "ts": "202 [{"post_id": 65163, "ts": "2026-09-10T03:25:30Z", "hours": 1.4206, "text": "I just added more pages, will ship soon hopefully."}, {"post_id": 63993, "ts": "2026-09-08T02:49:49Z", "hours": 1.3586, "text": "I just created the basic structure of the website. I’m going to add more features and make it look nicer, but this is the basic layout. Here is the code and how it works as of now:"}]...
|
Title: MetroWeb by @Shafi | Stardance
Devlogs:
I Title: MetroWeb by @Shafi | Stardance
Devlogs:
I just created the basic structure of the website. I’m going to add more features and make it look nicer, but this is the basic layout. Here is the code and how it works as of now:
I just added more pages, will ship soon hopefully.
Ships:
This project took around 3 hours, but I am happy that I was able to gain valuable experience and create a site where I can write about the different things that I have done....
|
1793674065.551158
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1793760465.551158
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40281
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NULL
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NULL
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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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1792896464.8229954
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1793760464.8229954
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327
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ToBeDone... by @Koy | Stardance
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Koy
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1
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37.36
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T21:48:12Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a notetaking app for the TUI. Please read the Readme for quickstart instructions!", "repo": "https://github.com/By-Koy/ToBeDone", "demo": "https://github.com/By-Koy/ToBeDone/releases/latest"}]...
|
[{"post_id": 79282, "ts": "202 [{"post_id": 79282, "ts": "2026-10-13T09:56:35Z", "hours": 2.3603, "text": "DevLog[9] - “Wait didn’t you ship this alr?” well hello to you too but uhh yeah… I tried to ship this like 5 times by now but it had so many problems that I didn’t think of (thanks Shipwrights! ) Anyway here are the changes since my last devlog: 1. Windows install scripts: Made with help from my friend Nadav Babad ( @smokinghotcode on github) because he has an actual windows capable pc 2. Switched to stderr: This switch happened because of windows not opening the exe file directly in the terminal (you would have to open it via command prompt). I am yet to test it but this was the only I have found to maybe make this work. 3. Better Github actions: This was just a by-product of all the iterations I went through, it was a nice intro to actions though! Anw good luck to me and the shipwrights, here’s a picture of the windows iso downloading (Insert edit from after testing since I feel like it won’t work)"}, {"post_id": 68298, "ts": "2026-09-14T21:43:39Z", "hours": 4.1486, "text": "DevLog[8] - “The End.” TL;DR: I got sick of this project and ended it. How did we get here? Formatting suckssssss. anyway, So I’ve been thinking about how I can save formatting to a file without encoding it into md and long story short, I can’t. The only way I could think of was to save binary files and simply (it was so hard I gave up) flush the memory into a file. Yeah I couldn’t figure that out. So what DID I do in the last 4 hours? Finishing touches! basically, I made build scripts, finished the readme, and made a github action to build the portable files. I also cleaned up just a bit from the uneaded code and (theoretically) made the app cross-platform (I don’t have access to a windows machine so it ended up getting a lot less love… oopsie…) I hope you can still enjoy my project (or my wacky writing ) without everything I neglected to do. and for one last (maybe) time. Have a nice day!"}, {"post_id": 66508, "ts": "2026-09-12T10:50:01Z", "hours": 4.4931, "text": "DevLog[7] - “MiniLog!” Hiiiiiii this time I focused on one thing (wasn’t easy lol) and that was a reset option! you can now remove all notes in one command! :3 I also gave up and then un-gave up on cross-platform so that’s cool Anyway I might go back to work and do cross-platform next (I rlly don’t wanna do formating )"}, {"post_id": 50968, "ts": "2026-08-20T13:18:44Z", "hours": 9.0122, "text": "DevLog[6] - “Rebase Rebase Rebase Rebase Rebase” Hi again! This… is a sad one. But first, the accomplishments!! in this devlog I have: Refactored the file.rs file (that saves/reads the files) to remove things like creating an uninitialized variable just to initialize it 3.14 seconds later in an if statement, in favor of initializing the variable with the if statement. ( let id = if input... ) Changed the massive iterator function line for cutting away from the displayed strings into the paragraph.scroll() function (which like, since when does that exist yk?) Moved the args struct into a static LazyLock<Mutex> which allows for a (relatively) safe global variable defined at runtime :3. Added modifier parsing for proper hotkeys and an options menu (internally called FormatDisplay , for reasons to be explained later) to show all the hotkeys. Turns out 9 hours is a lot lol. WAIT NO I DON’T WANN- Markdown Or well, the lack of it. over time while trying to work on this I realised that full markdown support is wayyyyy out of the scope of my (and the TUI’s) capabilities. {more info in the readme } after testing a few options (including a line-by-line implementation) I had found a silver-lining: FormatDisplay The menu is a new widget in the program, it simply shows the available keybinds, with SUPER keybinds formatting text, while control does things in the program. Do be warned though. I did not have time to make the actual functionality 😭"}, {"post_id": 38192, "ts": "2026-07-31T13:54:28Z", "hours": 2.0144, "text": "DevLog[5] - “I’m not wasting time or anything, why do you ask?” 👀👀👀 Hey all! this is a smaller one as I get things ready for the next part, markdown! Today, (and by this I mean it’s no longer 3 am) I have added CLI arguments for debugging, generating sample text, and no… eggs? Yeah Idk what that’s about (actually though that one is saved for later it might disappear) I have also fixed a few leftover errors and have tested the program on MacOS! :33 it worked almost immediately once I created the folder where all the notes are stored and set its permissions (I will set up install scripts to set everything up once I do all the functionality and windows support) By the way.. I wrote the readme.. you should check it out!! » Anw, have a nice dayy :3 (🥚)"}, {"post_id": 37943, "ts": "2026-07-30T23:45:40Z", "hours": 6.3153, "text": "DevLog[4] - “Movement, again” Hi there, welcome to my personal hell. ( ) It’s called movement. I have spent the last (non-consecutive) 6 hours to make something not too interesting, but not too uninteresting. (👀 ) cursor movement is extremely important for a note-taking app which currently doesn’t have planned mouse support, so I made sure to perfect (copy nano’s) it! Over the time I also: Moved all cursor based functions and the terminal constraint vars into the cursor struct itself Seperated some code to make it easier to read/edit Changed function names about a thousand times (it’s hard ) Learned the value of friendship (/j) I don’t really have much to show just because of the shear monotony of the task but here is a video of the weirdest bug I encountered on this journey (and probably the weirdest I ever will encounter), let’s see if you can figure out what happened :p"}, {"post_id": 10142, "ts": "2026-06-16T19:02:31Z", "hours": 2.425, "text": "DevLog[3] - “This Takes Way Too Long” Hey everyone!! For this log I have prepared a delightful… nevermind, this is all technical stuff. :sadge Never the less we will take a look! the main things I did was adding cursor support and improving input handling, which went from temporary to (practically) production! The other part (the hard part that took like two hours) was adding the cursor. I hate this thing. The cursor made the program panic in so many ways that I stopped counting. also figuring out how to even add it was another hour or two just in research (this ended up as like three lines btw) for anyone wondering, the cursor is held in the main struct as it’s own struct of two u16 variables which are added (or removed from) whenever the arrow keys are pressed. The displayed block is Ratatui’s default cursor that took me a million years to find. :sob Anyway, I have attached a video of most of the programs capabilities (I forgot to film the recent option and am too tired to do it again, sorry) [the hello and goodbye notes were not there initially]"}, {"post_id": 4751, "ts": "2026-06-08T06:18:40Z", "hours": 3.3658, "text": "DevLog[2] - “File Reader” Hiiiiii In this devlog I have implemented all of the logic to read files, save them to the main app struct and then save a symlink that let’s you access the last used note without specifying its title. (currently everything is linux only, cross-platform support will come later) (explanation for the screenshots: both commands shown in fig. 1 have the same output [shown in fig. 2.])"}, {"post_id": 3412, "ts": "2026-06-06T10:20:28Z", "hours": 3.1089, "text": "DevLog[1] - POC Hey! in this devlog I implemented the main TUI function, though I have not yet implemented a good way to control it (currently I am not even checking which key was pressed or if the event was a key press…), and a little Sample text file for testing. I don’t really have much to add, I am still new to Rust and Ratatui so I am very slow. (sorry :sob) Thanks for reading! :purple-heart"}]...
|
Title: ToBeDone... by @Koy | Stardance
Devlogs:
D Title: ToBeDone... by @Koy | Stardance
Devlogs:
DevLog[1] - POC Hey! in this devlog I implemented the main TUI function, though I have not yet implemented a good way to control it (currently I am not even checking which key was pressed or if the event was a key press…), and a little Sample text file for testing. I don’t really have much to add, I am still new to Rust and Ratatui so I am very slow. (sorry :sob) Thanks for reading! :purple-heart
DevLog[2] - “File Reader” Hiiiiii In this devlog I have implemented all of the logic to read files, save them to the main app struct and then save a symlink that let’s you access the last used note without specifying its title. (currently everything is linux only, cross-platform support will come later) (explanation for the screenshots: both commands shown in fig. 1 have the same output [shown in fig. 2.])
DevLog[3] - “This Takes Way Too Long” Hey everyone!! For this log I have prepared a delightful… nevermind, this is all technical stuff. :sadge Never the less we will take a look! the main things I did was adding cursor support and improving input handling, which went from temporary to (practically) production! The other part (the hard part that took like two hours) was adding the cursor. I hate this thing. The cursor made the program panic in so many ways that I stopped counting. also figuring out how to even add it was another hour or two just in research (this ended up as like three lines btw) for anyone wondering, the cursor is held in the main struct as it’s own struct of two u16 variables which are added (or removed from) whenever the arrow keys are pressed. The displayed block is Ratatui’s default cursor that took me a million years to find. :sob Anyway, I have attached a video of most of the programs capabilities (I forgot to film the recent option and am too tired to do it again, sorry) [the hello and goodbye notes were not there initially]
DevLog[4] - “Movement, again” Hi there, welcome to my personal hell. ( ) It’s called movement. I have spent the last (non-consecutive) 6 hours to make something not too interesting, but not too uninteresting. (👀 ) cursor movement is extremely important for a note-taking app which currently doesn’t have planned mouse support, so I made sure to perfect (copy nano’s) it! Over the time I also: Moved all cursor based functions and the terminal constraint vars into the cursor struct itself Seperated some code to make it easier to read/edit Changed function names about a thousand times (it’s hard ) Learned the value of friendship (/j) I don’t really have much to show just because of the shear monotony of the task but here is a video of the weirdest bug I encountered on this journey (and probably the weirdest I ever will encounter), let’s see if you can figure out what happened :p
DevLog[5] - “I’m not wasting time or anything, why do you ask?” 👀👀👀 Hey all! this is a smaller one as I get things ready for the next part, markdown! Today, (and by this I mean it’s no longer 3 am) I have added CLI arguments for debugging, generating sample text, and no… eggs? Yeah Idk what that’s about (actually though that one is saved for later it might disappear) I have also fixed a few leftover errors and have tested the program on MacOS! :33 it worked almost immediately once I created the folder where all the notes are stored and set its permissions (I will set up install scripts to set everything up once I do all the functionality and windows support) By the way.. I wrote the readme.. you should check it out!! » Anw, have a nice dayy :3 (🥚)
DevLog[6] - “Rebase Rebase Rebase Rebase Rebase” Hi again! This… is a sad one. But first, the accomplishments!! in this devlog I have: Refactored the file.rs file (that saves/reads the files) to remove things like creating an uninitialized variable just to initialize it 3.14 seconds later in an if statement, in favor of initializing the variable with the if statement. ( let id = if input... ) Changed the massive iterator function line for cutting away from the displayed strings into the paragraph.scroll() function (which like, since when does that exist yk?) Moved the args struct into a static LazyLock<Mutex> which allows for a (relatively) safe global variable defined at runtime :3. Added modifier parsing for proper hotkeys and an options menu (internally called FormatDisplay , for reasons to be explained later) to show all the hotkeys. Turns out 9 hours is a lot lol. WAIT NO I DON’T WANN- Markdown Or well, the lack of it. over time while trying to work on this I realised that full markdown support is wayyyyy out of the scope of my (and the TUI’s) capabilities. {more info in the readme } after testing a few options (including a line-by-line implementation) I had found a silver-lining: FormatDisplay The menu is a new widget in the program, it simply shows the available keybinds, with SUPER keybinds formatting text, while control does things in the program. Do be warned though. I did not have time to make the actual functionality 😭
DevLog[7] - “MiniLog!” Hiiiiiii this time I focused on one thing (wasn’t easy lol) and that was a reset option! you can now remove all notes in one command! :3 I also gave up and then un-gave up on cross-platform so that’s cool Anyway I might go back to work and do cross-platform next (I rlly don’t wanna do formating )
DevLog[8] - “The End.” TL;DR: I got sick of this project and ended it. How did we get here? Formatting suckssssss. anyway, So I’ve been thinking about how I can save formatting to a file without encoding it into md and long story short, I can’t. The only way I could think of was to save binary files and simply (it was so hard I gave up) flush the memory into a file. Yeah I couldn’t figure that out. So what DID I do in the last 4 hours? Finishing touches! basically, I made build scripts, finished the readme, and made a github action to build the portable files. I also cleaned up just a bit from the uneaded code and (theoretically) made the app cross-platform (I don’t have access to a windows machine so it ended up getting a lot less love… oopsie…) I hope you can still enjoy my project (or my wacky writing ) without everything I neglected to do. and for one last (maybe) time. Have a nice day!
DevLog[9] - “Wait didn’t you ship this alr?” well hello to you too but uhh yeah… I tried to ship this like 5 times by now but it had so many problems that I didn’t think of (thanks Shipwrights! ) Anyway here are the changes since my last devlog: 1. Windows install scripts: Made with help from my friend Nadav Babad ( @smokinghotcode on github) because he has an actual windows capable pc 2. Switched to stderr: This switch happened because of windows not opening the exe file directly in the terminal (you would have to open it via command prompt). I am yet to test it but this was the only I have found to maybe make this work. 3. Better Github actions: This was just a by-product of all the iterations I went through, it was a nice intro to actions though! Anw good luck to me and the shipwrights, here’s a picture of the windows iso downloading (Insert edit from after testing since I feel like it won’t work)
Ships:
This is a notetaking app for the TUI. Please read the Readme for quickstart instructions!...
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1793674064.337885
|
1793760464.337885
|
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5533
|
Regatta Results by @sumanmuppavarapu | Stardance
|
sumanmuppavarapu
|
0
|
2.41
|
0
|
[]
|
[{"post_id": 2890, "ts": "2026 [{"post_id": 2890, "ts": "2026-06-05T19:53:47Z", "hours": 1.2964, "text": "Finished incorporating 2 new sources"}, {"post_id": 1124, "ts": "2026-06-02T23:14:15Z", "hours": 1.1111, "text": "UI Updates + figuring out alternative backends and sailor profiles"}]...
|
Title: Regatta Results by @sumanmuppavarapu | Star Title: Regatta Results by @sumanmuppavarapu | Stardance
Devlogs:
UI Updates + figuring out alternative backends and sailor profiles
Finished incorporating 2 new sources...
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1793155664.2778032
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1793760464.2778032
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52482
|
MacroPad(Pico) by @shriyanpawar | Stardance
|
shriyanpawar
|
0
|
1.72
|
0
|
[]
|
[{"post_id": 53117, "ts": "202 [{"post_id": 53117, "ts": "2026-08-23T15:27:58Z", "hours": 0.9169, "text": "I revised the design and made a better detailed diagram of the project and I also revised the components list and uploaded it to Github. Now I am prolly going to submit it for funding. That’s all for today."}, {"post_id": 52157, "ts": "2026-08-22T07:52:13Z", "hours": 0.8006, "text": "Finally made the design for the macro pad. This macro pad can control features such as mic on/off, volume knob and much more. I initially made a rough sketch of it on paper now i have finally made a digital diagram of it. I have also made a components list for all the parts in the project. Thank you"}]...
|
Title: MacroPad(Pico) by @shriyanpawar | Stardance Title: MacroPad(Pico) by @shriyanpawar | Stardance
Devlogs:
Finally made the design for the macro pad. This macro pad can control features such as mic on/off, volume knob and much more. I initially made a rough sketch of it on paper now i have finally made a digital diagram of it. I have also made a components list for all the parts in the project. Thank you
I revised the design and made a better detailed diagram of the project and I also revised the components list and uploaded it to Github. Now I am prolly going to submit it for funding. That’s all for today....
|
1792896464.005755
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1793760464.005755
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4649
|
My first slack bot! by @aimaneon | Stardance
|
aimaneon
|
0
|
0.0
|
0
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[]
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[]
|
Title: My first slack bot! by @aimaneon | Stardanc Title: My first slack bot! by @aimaneon | Stardance...
|
1793155663.3711307
|
1793760463.3711307
|
|
11248
|
NULL
|
NULL
|
0
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0.0
|
0
|
[]
|
[]
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1792896463.1785777
|
1793760463.1785777
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2957
|
Antimatter by @Hengtime787 | Stardance
|
Hengtime787
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T08:03:57Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A linux command line tool, made to put cli controls like bluetooth, brightness, and media in one place. Mostly as a test platform for other projects like my upcoming Atlas Voice Assistant, Antimatter CLI has a few nice tools, like a calculator (that works as postfix or prefix),. It was coded in Typer, making the python commands fun to learn, and easy to use. It’s extremely underdeveloped, but it stands as a useful platform that I can just chuck things onto if I need to (for cli format).", "repo": "https://github.com/Hengtime787/Antimatter", "demo": "https://aur.archlinux.org/packages/amctl"}]...
|
[{"post_id": 37490, "ts": "202 [{"post_id": 37490, "ts": "2026-07-30T08:37:44Z", "hours": 0.9711, "text": "Hi! Just released release 1.0 for amctl. Posted it on the AUR (Arch User Repository). Anyone running an Archlinux machine can now download it with yay -S amctl (assuming you use yay as your package manager)."}, {"post_id": 6653, "ts": "2026-06-11T04:43:36Z", "hours": 5.4633, "text": "Hey, I made a cli for controlling system settings and utilities on Linux. All of the basic systems are down, like controlling Bluetooth connections, brightness, volume, and songs playing, with a lot more like network, battery, and theming coming up soon. Hope to see some cool projects soon!"}, {"post_id": 4001, "ts": "2026-06-07T04:36:26Z", "hours": 0.9997, "text": "My python cli calculator project part of my main cli, using Typer + Python."}]...
|
Title: Antimatter by @Hengtime787 | Stardance
Dev Title: Antimatter by @Hengtime787 | Stardance
Devlogs:
My python cli calculator project part of my main cli, using Typer + Python.
Hey, I made a cli for controlling system settings and utilities on Linux. All of the basic systems are down, like controlling Bluetooth connections, brightness, volume, and songs playing, with a lot more like network, battery, and theming coming up soon. Hope to see some cool projects soon!
Hi! Just released release 1.0 for amctl. Posted it on the AUR (Arch User Repository). Anyone running an Archlinux machine can now download it with yay -S amctl (assuming you use yay as your package manager).
Ships:
A linux command line tool, made to put cli controls like bluetooth, brightness, and media in one place. Mostly as a test platform for other projects like my upcoming Atlas Voice Assistant, Antimatter CLI has a few nice tools, like a calculator (that works as postfix or prefix),. It was coded in Typer, making the python commands fun to learn, and easy to use. It’s extremely underdeveloped, but it stands as a useful platform that I can just chuck things onto if I need to (for cli format)....
|
1793674063.1706336
|
1793760463.1706336
|
|
52473
|
My very own WebOS by @explorer_hustle | Stardance
|
explorer_hustle
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @explorer_hustle | Sta Title: My very own WebOS by @explorer_hustle | Stardance...
|
1792896462.3594646
|
1793760462.3594646
|
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50849
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floating-computer-portfolio-site by @Broken_Proof floating-computer-portfolio-site by @Broken_Proof | Stardance...
|
Broken_Proof
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1
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22.0
|
353
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T15:39:28Z", "hours": 22.0, "multiplier": 15.8, "payout": 353, "blessing": "neutral", "text": "I’ve made a personal portfolio site that involves a computer floating in space. Basically it’s a 3D model within a custom made starfied in a Three js scene. When clicked it zooms in and overlays my own custom OS terminal. The OS has cool things like puzzles I made, resume download features and more. I had challenges setting up the conditional orbit controls and some of the UI features, but I eventually got it to work. So proud of this project and in the future I want to make it an option to navigate via terminal or through a static html page. This is because some people may not want to go through the work of figuring out commands on my terminal.", "repo": "https://github.com/broken-proof/personal-portfolio", "demo": "https://broken-proof.github.io/personal-portfolio/"}]...
|
[{"post_id": 64855, "ts": "202 [{"post_id": 64855, "ts": "2026-09-09T15:30:43Z", "hours": 0.6978, "text": "Devlog #8: Alright, so I’m ready to ship. I just added some more comments, organized my assets, fixed some terminal bugs and then improved my ReadMe. Here’s a demo of the final product:"}, {"post_id": 64616, "ts": "2026-09-09T04:31:33Z", "hours": 4.9083, "text": "Devlog #7: Almost ready to ship! Did the following: Added a settings menu with a mute button, fullscreen button, and a help button which renders and auto types help into the computer component. Fixed resizing issues Added Puzzles to it Added a simple start screen. Hosted site on Github Pages using github actions. I had fun making my icons on piskelapp.com. What’s left is probably to refine the site, add proper comments and I should be good."}, {"post_id": 63343, "ts": "2026-09-07T03:27:53Z", "hours": 1.6022, "text": "Devlog #6: Added Some Audio! Used use useSound React hook to add powerOn, powerOff and a Space void default sound. Also added a mute button which I will definitely improve later in a settings kind of layout. In the future I need a starter screen that is like “click to play” or sm cause browser audio only starts after an interaction. There’s also some UI issues with resizing so I need to fix those aswell."}, {"post_id": 63234, "ts": "2026-09-06T22:37:33Z", "hours": 1.6942, "text": "Devlog #5: I got the OrbitControls working finally. Took me a while because the Camera Rig and Orbit Controls were fighting for control but I got the scene working. Now the transition is pretty seamless except for the fact that the text is different. That’ll be fixed when I make my own custom model. For now I’ll keep this public model because I’m not tryna learn modeling. The next step is probably adding sound and some icons to the top that help the user figure out what’s going on."}, {"post_id": 63026, "ts": "2026-09-06T16:20:26Z", "hours": 3.9125, "text": "Devlog #4: Lots of new progress. I made my own MOTD, added a history navigation (up/down arrow keys), and a new projects catalog. After that, I refactored the star field to be in React Three fiber and experimented with some views for my computer. As of now, I’m using a model I found online, but I plan to make my own later on. I am also using react three drei’s presentation controls but I don’t really like them so maybe Orbit Controls would fit better. Just going to continue experimenting until I get a transition I like."}, {"post_id": 61909, "ts": "2026-09-05T02:37:01Z", "hours": 4.4378, "text": "Devlog #3: Basically, I turned the screen into a proper terminal that runs my personal os. It has some nice commands that allow the user to get a brief bio, download my resume, contact me, customize themes and clear the screen. I was inspired by linux terminal for some of the commands/output formatting and I wish to add further features in the future. I also added features that are usual for a typical terminal including autofocusing and going to the input on clicking any part of the screen. For now, the next step is to add the transition between a computer floating in space to the actual screen."}, {"post_id": 56236, "ts": "2026-08-27T22:15:51Z", "hours": 3.3108, "text": "Devlog #2: Created CSS for the monitor screen. Also had a lot of fun creating the crt terminal like background using a double layered linear gradient with two moving divs on top of it for the scanning effect. The redirects to the different components are functional and the next step is to fill in About.jsx, Projects.jsx … Currently, the crt’s border image is just something I made using pixel art, but I plan to make it look better afterwards. The background effect does not fix with resizing so I have to fix that also. Then, I’ll work on the transition to the monitor screen and the whole experience in general. I’ve gotten good progress so far :)"}, {"post_id": 50086, "ts": "2026-08-19T04:32:58Z", "hours": 1.81, "text": "devlog#1: The idea for the portfolio is that the user will be controlling a retro computer that is floating in space. All my portfolio details will probably go into the monitor ui, but the design will have some more features to play around with. Took me a while to figure out how to use vanilla THREE.js with React useEffect hooks. I later saw there is something called react three fiber but I might implement using that later."}]...
|
Title: floating-computer-portfolio-site by @Broken Title: floating-computer-portfolio-site by @Broken_Proof | Stardance
Devlogs:
devlog#1: The idea for the portfolio is that the user will be controlling a retro computer that is floating in space. All my portfolio details will probably go into the monitor ui, but the design will have some more features to play around with. Took me a while to figure out how to use vanilla THREE.js with React useEffect hooks. I later saw there is something called react three fiber but I might implement using that later.
Devlog #2: Created CSS for the monitor screen. Also had a lot of fun creating the crt terminal like background using a double layered linear gradient with two moving divs on top of it for the scanning effect. The redirects to the different components are functional and the next step is to fill in About.jsx, Projects.jsx … Currently, the crt’s border image is just something I made using pixel art, but I plan to make it look better afterwards. The background effect does not fix with resizing so I have to fix that also. Then, I’ll work on the transition to the monitor screen and the whole experience in general. I’ve gotten good progress so far :)
Devlog #3: Basically, I turned the screen into a proper terminal that runs my personal os. It has some nice commands that allow the user to get a brief bio, download my resume, contact me, customize themes and clear the screen. I was inspired by linux terminal for some of the commands/output formatting and I wish to add further features in the future. I also added features that are usual for a typical terminal including autofocusing and going to the input on clicking any part of the screen. For now, the next step is to add the transition between a computer floating in space to the actual screen.
Devlog #4: Lots of new progress. I made my own MOTD, added a history navigation (up/down arrow keys), and a new projects catalog. After that, I refactored the star field to be in React Three fiber and experimented with some views for my computer. As of now, I’m using a model I found online, but I plan to make my own later on. I am also using react three drei’s presentation controls but I don’t really like them so maybe Orbit Controls would fit better. Just going to continue experimenting until I get a transition I like.
Devlog #5: I got the OrbitControls working finally. Took me a while because the Camera Rig and Orbit Controls were fighting for control but I got the scene working. Now the transition is pretty seamless except for the fact that the text is different. That’ll be fixed when I make my own custom model. For now I’ll keep this public model because I’m not tryna learn modeling. The next step is probably adding sound and some icons to the top that help the user figure out what’s going on.
Devlog #6: Added Some Audio! Used use useSound React hook to add powerOn, powerOff and a Space void default sound. Also added a mute button which I will definitely improve later in a settings kind of layout. In the future I need a starter screen that is like “click to play” or sm cause browser audio only starts after an interaction. There’s also some UI issues with resizing so I need to fix those aswell.
Devlog #7: Almost ready to ship! Did the following: Added a settings menu with a mute button, fullscreen button, and a help button which renders and auto types help into the computer component. Fixed resizing issues Added Puzzles to it Added a simple start screen. Hosted site on Github Pages using github actions. I had fun making my icons on piskelapp.com. What’s left is probably to refine the site, add proper comments and I should be good.
Devlog #8: Alright, so I’m ready to ship. I just added some more comments, organized my assets, fixed some terminal bugs and then improved my ReadMe. Here’s a demo of the final product:
Ships:
I’ve made a personal portfolio site that involves a computer floating in space. Basically it’s a 3D model within a custom made starfied in a Three js scene. When clicked it zooms in and overlays my own custom OS terminal. The OS has cool things like puzzles I made, resume download features and more. I had challenges setting up the conditional orbit controls and some of the UI features, but I eventually got it to work. So proud of this project and in the future I want to make it an option to navigate via terminal or through a static html page. This is because some people may not want to go through the work of figuring out commands on my terminal....
|
1793674062.0113623
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1793760462.0113623
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1792896461.3984144
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1793760461.3984144
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11996
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My awesome macropad! by @MohammedAM | Stardance
|
MohammedAM
|
0
|
0.0
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0
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[]
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[]
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Title: My awesome macropad! by @MohammedAM | Stard Title: My awesome macropad! by @MohammedAM | Stardance...
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1793155661.3056123
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1793760461.3056123
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19050
|
PennyWise by @DinoLife | Stardance
|
DinoLife
|
2
|
34.0
|
466
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T02:44:32Z", "hours": 0.0, "multiplier": 14.54, "payout": 7, "blessing": "neutral", "text": "I fixed some more of my screen size bug. Like on mobile the baseboard was kinda weird so I fixed it. I also added a like better thing to the dashboard when there was no budgets.", "repo": "https://github.com/karwals/PennyWise", "demo": "https://penny-wise-pu256a31d-karwals-projects.vercel.app/"}, {"ship_num": 2, "ts": "2026-09-23T09:57:21Z", "hours": 34.0, "multiplier": 13.52, "payout": 459, "blessing": "neutral", "text": "I made a Money Management website. That is targeted at 15-19 year old. I made this to solve the problem of people spending money on things they can’t afford and ending up in debt without realizing. So, I wanted to create a product that helped them view and visualize their money in one place. I would love for you to try out signing up and try to create budget and expenses.", "repo": "https://github.com/karwals/PennyWise", "demo": "https://penny-wise-pu256a31d-karwals-projects.vercel.app/"}]...
|
[{"post_id": 73910, "ts": "202 [{"post_id": 73910, "ts": "2026-09-26T09:40:16Z", "hours": 0.4942, "text": "Fixed some different device size display bugs."}, {"post_id": 72595, "ts": "2026-09-23T09:41:20Z", "hours": 3.6022, "text": "I did some testing to make sure everything was nice and worked well on different screen sizes. I also hosted it on vercel. I also made some over all improvement to the layout of the code. I also made my own logo in illustrator"}, {"post_id": 70414, "ts": "2026-09-19T04:30:28Z", "hours": 1.2528, "text": "I found out that if you changed the number and the end of the link when you were in one of the budget’s expenses tab you can access other peoples’ data and edit it. This is a big privacy breach and makes my website not very secure so I fixed it."}, {"post_id": 70029, "ts": "2026-09-18T10:06:05Z", "hours": 0.8919, "text": "I also came across the bug that if you had no budgets created the skeleton loader would still show. This happen because the code was just checking if there was more then 0 budget or not. I changed it to stop after the website had connected with the data base."}, {"post_id": 70019, "ts": "2026-09-18T09:04:59Z", "hours": 2.8569, "text": "Finished the dashboard page on the website. I decided to make it display the Total Budgets, Total Spent, No. of Budgets, Activity, Budgets, and Expenses. If you have any suggestions I would love to hear them."}, {"post_id": 69029, "ts": "2026-09-16T07:48:28Z", "hours": 4.3497, "text": "Did more of the budget tab and learn more. In the budgets tab I made the animation for the graph and looks of the graph a lot better. I also did some Boundary testing for the graph. I also went through and made sure that everything was smaller screen compatible/ easily usable. Love to hear your thoughts."}, {"post_id": 67073, "ts": "2026-09-13T03:47:50Z", "hours": 1.9522, "text": "I started to do the learn more section. and make some improvements to the landing page and other part of the website."}, {"post_id": 64647, "ts": "2026-09-09T06:42:35Z", "hours": 2.2644, "text": "Bid some testing. Started to make the dashboard page."}, {"post_id": 64072, "ts": "2026-09-08T06:56:52Z", "hours": 3.2106, "text": "I added edit and delete buttons to delete or edit budgets. I also made it so you can press enter in the input sections to make it so that if every thing is right it will add the budget or expense. I also make it so that you can only add numbers and not letter and the number has to be above 0."}, {"post_id": 61416, "ts": "2026-09-04T09:57:26Z", "hours": 5.6731, "text": "Testing and improvement. I did some test on the budget and expense creation and found out that I had not really made it that full from like you were able to enter negative number and stuff. I also did some testing on how i was going host the website."}, {"post_id": 21364, "ts": "2026-07-03T08:07:00Z", "hours": 0.3925, "text": "Made the logo"}, {"post_id": 14961, "ts": "2026-06-24T09:21:58Z", "hours": 3.0328, "text": "I made the create expense thing work. I also made them diplay in a table at the bottom. I found that after creating an expense, the text remained in the input boxes. To fix this, I cleared the input field state values after the expense was successfully added to the database. By add setName(“”); setAmount(“”); when with the toast. The date part is nto working right now but that is want i am going to do next."}, {"post_id": 12800, "ts": "2026-06-20T22:40:19Z", "hours": 1.4611, "text": "Started to make the create expenses thing does not work right now. making it work is the next step."}, {"post_id": 11177, "ts": "2026-06-18T08:45:46Z", "hours": 1.4839, "text": "Started on the expenses tab. Made it so that when you click on one of the budgets you get set to the expenses tab for that budget."}, {"post_id": 9821, "ts": "2026-06-16T08:33:43Z", "hours": 1.0094, "text": "I made the text in the background liek more to my liking and i would love to have soem feedback on what you guys think about it. The images also have my current budgets tab and the create budgets popup. I also made it so that when the budgets are still loading there is like a loading animation the gray boxes also like pulse."}, {"post_id": 9566, "ts": "2026-06-15T22:50:55Z", "hours": 0.5014, "text": "Making the login look better."}]...
|
Title: PennyWise by @DinoLife | Stardance
Devlogs Title: PennyWise by @DinoLife | Stardance
Devlogs:
Making the login look better.
I made the text in the background liek more to my liking and i would love to have soem feedback on what you guys think about it. The images also have my current budgets tab and the create budgets popup. I also made it so that when the budgets are still loading there is like a loading animation the gray boxes also like pulse.
Started on the expenses tab. Made it so that when you click on one of the budgets you get set to the expenses tab for that budget.
Started to make the create expenses thing does not work right now. making it work is the next step.
I made the create expense thing work. I also made them diplay in a table at the bottom. I found that after creating an expense, the text remained in the input boxes. To fix this, I cleared the input field state values after the expense was successfully added to the database. By add setName(“”); setAmount(“”); when with the toast. The date part is nto working right now but that is want i am going to do next.
Made the logo
Testing and improvement. I did some test on the budget and expense creation and found out that I had not really made it that full from like you were able to enter negative number and stuff. I also did some testing on how i was going host the website.
I added edit and delete buttons to delete or edit budgets. I also made it so you can press enter in the input sections to make it so that if every thing is right it will add the budget or expense. I also make it so that you can only add numbers and not letter and the number has to be above 0.
Bid some testing. Started to make the dashboard page.
I started to do the learn more section. and make some improvements to the landing page and other part of the website.
Did more of the budget tab and learn more. In the budgets tab I made the animation for the graph and looks of the graph a lot better. I also did some Boundary testing for the graph. I also went through and made sure that everything was smaller screen compatible/ easily usable. Love to hear your thoughts.
Finished the dashboard page on the website. I decided to make it display the Total Budgets, Total Spent, No. of Budgets, Activity, Budgets, and Expenses. If you have any suggestions I would love to hear them.
I also came across the bug that if you had no budgets created the skeleton loader would still show. This happen because the code was just checking if there was more then 0 budget or not. I changed it to stop after the website had connected with the data base.
I found out that if you changed the number and the end of the link when you were in one of the budget’s expenses tab you can access other peoples’ data and edit it. This is a big privacy breach and makes my website not very secure so I fixed it.
I did some testing to make sure everything was nice and worked well on different screen sizes. I also hosted it on vercel. I also made some over all improvement to the layout of the code. I also made my own logo in illustrator
Fixed some different device size display bugs.
Ships:
I made a Money Management website. That is targeted at 15-19 year old. I made this to solve the problem of people spending money on things they can’t afford and ending up in debt without realizing. So, I wanted to create a product that helped them view and visualize their money in one place. I would love for you to try out signing up and try to create budget and expenses.
I fixed some more of my screen size bug. Like on mobile the baseboard was kinda weird so I fixed it. I also added a like better thing to the dashboard when there was no budgets....
|
1793674060.8338442
|
1793760460.8338442
|
|
25574
|
My awesome macropad! by @aahish_abbani | Stardance
|
aahish_abbani
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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 @aahish_abbani | St Title: My awesome macropad! by @aahish_abbani | Stardance...
|
1792896460.5715816
|
1793760460.5715816
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10783
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[]
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1792896459.7505808
|
1793760459.7505808
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15804
|
Crunchyroll Multi Sub by @AndyNoob | Stardance
|
AndyNoob
|
1
|
46.9
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T22:15:32Z", "hours": 46.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Alright, it’s been a pretty long ride, so let me try to sum this up. - The idea for this extension sprang forth when I was trying to watch Frieren. For context, on Crunchyroll dubbed shows, there are two types of subtitles (for the most part, AD subs also exist but are very uncommon), closed caption and on screen translation subtitles: closed caption captures only character dialogues (generally), whereas the on screen translation subs translate signs and such on screen, typically using ASS subtitles (so fancy typesetting texts). - As it so turned out, you can’t pick both subtitles at the same time, which makes it really annoying for me to hear what the dialogues are saying if there are a lot of sound effects and BGM. So, I decided to look into how I can render both types of subtitles. - After a long course of development, and many hurdles (mostly related to Crunchyroll’s internal API being very not external developer friendly, I wonder why…), I was able to ship this little extension, which currently has about 200 or so active users? - -TLDR: Crunchyroll default subtitle system sucks so I made it better. Also if you don’t have Crunchyroll just watch this slightly outdated demo video: https://www.youtube.com/watch?v=C6fvmeJ0SoM", "repo": "https://github.com/AndyNoob/crunchyroll-dual-subs", "demo": "https://chromewebstore.google.com/detail/crunchyroll-dual-subs/mahcmkjllaabldhminilhldfiickigmi"}]...
|
[{"post_id": 79415, "ts": "202 [{"post_id": 79415, "ts": "2026-10-13T21:22:25Z", "hours": 0.9047, "text": "NEW FEATURE ALERT - Due to popular requests (one person on Github who opened an issue), I have added a spanking new feature to move subtitles up and down. LIFE CHANGING, I know. - Rahaha, more stuff incoming. Also the more I work on tis the more I realize my code sucks."}, {"post_id": 72422, "ts": "2026-09-22T22:05:42Z", "hours": 1.7556, "text": "Yoo - Kind of forgot to post this one. Basically, I just made it so the subtitles loaded from the original audio are marked as [original] , you can pick either or. - That’s about it. Yay"}, {"post_id": 39304, "ts": "2026-08-02T06:02:52Z", "hours": 9.5822, "text": "Been a minute. - Let’s see what I worked on… Mostly fixing minor issues. LIke subtitles being unmovable. And after that fixed it teleporting to Narnia when being moved. While I was doing that, I actually finished the subtitle editor in last devlog that I actually didn’t finish. - Aside from the UI, there’s also numerous minor bugs that sometimes causes the side bar to malfunction. And some that causes the extension to not load. All that good stuff. - The biggest update, however, is that the extension, using a very, very sneaky method, now loads additional subtitles for dubbed episodes. Typically, the majority of subtitles are made for the original audio language (Japanese mostly), and they are usually drag-and-drop ready for other audio languages. The idea is nothing new, but I had to brainstorm a new way of achieving that. - Essentially, the extension “mimics” the Crunchyroll player by making a stream request to the original audio language, and capturing the subtitles. All before the actual player starts its own stream request. This way, we don’t trigger the concurrent stream limit. Pretty neat! - Also added a on/off switch because you never know when this might break. Peak CSS right here haha."}, {"post_id": 33250, "ts": "2026-07-23T00:31:38Z", "hours": 7.1061, "text": "Worked on a bunch of stuff, mostly random issues: extension broken on Opera, extension randomly not updating subtitles, features of extension randomly bricking if you do a specific set of stuff (like adding and deleting masks really fast). - Other than that, I added a new subtitle style editor. I thought it was gonna be a 30min quick change. And then it ended up being like 4 hours long. The font selector is so damn annoying to add because there’s really only one way to do it, and that’s through Google. And of course it’s going to be a pain in the rear when it’s Google. - Whatever, at least it looks good."}, {"post_id": 29868, "ts": "2026-07-17T00:59:24Z", "hours": 3.2006, "text": "Fixed a bunnnnnch of issues as an aftermath of the last devlog… Took a minute but I finally released 0.12.0 (and immediately realized there’s more bugs. Also cleaned up the README and made it look real fancy."}, {"post_id": 28206, "ts": "2026-07-14T10:49:37Z", "hours": 7.2869, "text": "Ok, it’s been a minute, so let me go over the changes. (also i finally figured out you need to shift + enter to do new line bruh) Firstly, in preparation for the subtitle masking feature, I changed the extension popup to be a side bar/panel instead. This way, you can keep it open while you interact with the page. Secondly, I swapped the old “Reset subtitle position” button (which didn’t even work LMAO) with the new “Edit subtitle configuration” button. When you click it, a new section expands. This is where my other project (move-it) plays in! (see video). When you add a mask, it will block out subtitles using the CSS clip-path property, which is pretty neat! I also fixed a bunch of random issues along the way, so yay!"}, {"post_id": 25032, "ts": "2026-07-08T23:35:26Z", "hours": 6.48, "text": "Forgot to post devlogs ngl… Anyways, I fixed a bunch of weird bugs and compatibility issues with other extensions and userscripts. And then, I spent a few hours restyling the scoped options menu. Look at it moveee- Anyways, the moving part is made with a see through ::after element that is moved using the CSS transform: translateX element. I am able to move it programmatically by changing a CSS property/variable that translateX reads from. And then, I slapped a fancy transition on there. Works like a charm! (I had considered doing slide effect on the actual options, but that seemed like too much work haha.)"}, {"post_id": 10370, "ts": "2026-06-17T01:40:31Z", "hours": 3.7725, "text": "Working on the prerequisite parts of implementing a subtitle masking feature (hide subtitle base on defined areas). Also released 0.11.0 of the extension. Out on chrome already but firefox will probably be another month :sigh:"}, {"post_id": 8287, "ts": "2026-06-13T19:39:02Z", "hours": 0.7133, "text": "Nice… negative notes. The users’ll absolutely adore this."}, {"post_id": 7889, "ts": "2026-06-13T05:08:58Z", "hours": 3.8869, "text": "IT MOVESSS!! What’s happening here is that the extension loads JSON data from an unlisted Gist and reads the developer notes that I put down every 5 hours. Once it does, it populates the popup with those notes. The “1 new notes” thing isn’t actively updated yet, so I’ll implement that next. Just need to keep track of opened notes using their slug. Only took 4 hrs 🫠"}, {"post_id": 7250, "ts": "2026-06-12T02:53:56Z", "hours": 2.3333, "text": "Currently trying to add a dev note/changelog system by loading a gist that I have loaded on my system as a git repo and then symlinked as a file in my actual project. I actually did not know you could do that, learned it from Claude ha! Anyways, adding a new section to the popup menu, so I had to make some space. My solution: SMOOOOTH drop down. Note how the border-radius on the bottom of the overlay settings change from 0 to rounded at different speed depending on if the drop down is retracting vs. extending. CSS is a pain in the rear even when AI is helping…"}]...
|
Title: Crunchyroll Multi Sub by @AndyNoob | Starda Title: Crunchyroll Multi Sub by @AndyNoob | Stardance
Devlogs:
Currently trying to add a dev note/changelog system by loading a gist that I have loaded on my system as a git repo and then symlinked as a file in my actual project. I actually did not know you could do that, learned it from Claude ha! Anyways, adding a new section to the popup menu, so I had to make some space. My solution: SMOOOOTH drop down. Note how the border-radius on the bottom of the overlay settings change from 0 to rounded at different speed depending on if the drop down is retracting vs. extending. CSS is a pain in the rear even when AI is helping…
IT MOVESSS!! What’s happening here is that the extension loads JSON data from an unlisted Gist and reads the developer notes that I put down every 5 hours. Once it does, it populates the popup with those notes. The “1 new notes” thing isn’t actively updated yet, so I’ll implement that next. Just need to keep track of opened notes using their slug. Only took 4 hrs 🫠
Nice… negative notes. The users’ll absolutely adore this.
Working on the prerequisite parts of implementing a subtitle masking feature (hide subtitle base on defined areas). Also released 0.11.0 of the extension. Out on chrome already but firefox will probably be another month :sigh:
Forgot to post devlogs ngl… Anyways, I fixed a bunch of weird bugs and compatibility issues with other extensions and userscripts. And then, I spent a few hours restyling the scoped options menu. Look at it moveee- Anyways, the moving part is made with a see through ::after element that is moved using the CSS transform: translateX element. I am able to move it programmatically by changing a CSS property/variable that translateX reads from. And then, I slapped a fancy transition on there. Works like a charm! (I had considered doing slide effect on the actual options, but that seemed like too much work haha.)
Ok, it’s been a minute, so let me go over the changes. (also i finally figured out you need to shift + enter to do new line bruh) Firstly, in preparation for the subtitle masking feature, I changed the extension popup to be a side bar/panel instead. This way, you can keep it open while you interact with the page. Secondly, I swapped the old “Reset subtitle position” button (which didn’t even work LMAO) with the new “Edit subtitle configuration” button. When you click it, a new section expands. This is where my other project (move-it) plays in! (see video). When you add a mask, it will block out subtitles using the CSS clip-path property, which is pretty neat! I also fixed a bunch of random issues along the way, so yay!
Fixed a bunnnnnch of issues as an aftermath of the last devlog… Took a minute but I finally released 0.12.0 (and immediately realized there’s more bugs. Also cleaned up the README and made it look real fancy.
Worked on a bunch of stuff, mostly random issues: extension broken on Opera, extension randomly not updating subtitles, features of extension randomly bricking if you do a specific set of stuff (like adding and deleting masks really fast). - Other than that, I added a new subtitle style editor. I thought it was gonna be a 30min quick change. And then it ended up being like 4 hours long. The font selector is so damn annoying to add because there’s really only one way to do it, and that’s through Google. And of course it’s going to be a pain in the rear when it’s Google. - Whatever, at least it looks good.
Been a minute. - Let’s see what I worked on… Mostly fixing minor issues. LIke subtitles being unmovable. And after that fixed it teleporting to Narnia when being moved. While I was doing that, I actually finished the subtitle editor in last devlog that I actually didn’t finish. - Aside from the UI, there’s also numerous minor bugs that sometimes causes the side bar to malfunction. And some that causes the extension to not load. All that good stuff. - The biggest update, however, is that the extension, using a very, very sneaky method, now loads additional subtitles for dubbed episodes. Typically, the majority of subtitles are made for the original audio language (Japanese mostly), and they are usually drag-and-drop ready for other audio languages. The idea is nothing new, but I had to brainstorm a new way of achieving that. - Essentially, the extension “mimics” the Crunchyroll player by making a stream request to the original audio language, and capturing the subtitles. All before the actual player starts its own stream request. This way, we don’t trigger the concurrent stream limit. Pretty neat! - Also added a on/off switch because you never know when this might break. Peak CSS right here haha.
Yoo - Kind of forgot to post this one. Basically, I just made it so the subtitles loaded from the original audio are marked as [original] , you can pick either or. - That’s about it. Yay
NEW FEATURE ALERT - Due to popular requests (one person on Github who opened an issue), I have added a spanking new feature to move subtitles up and down. LIFE CHANGING, I know. - Rahaha, more stuff incoming. Also the more I work on tis the more I realize my code sucks.
Ships:
Alright, it’s been a pretty long ride, so let me try to sum this up. - The idea for this extension sprang forth when I was trying to watch Frieren. For context, on Crunchyroll dubbed shows, there are two types of subtitles (for the most part, AD subs also exist but are very uncommon), closed caption and on screen translation subtitles: closed caption captures only character dialogues (generally), whereas the on screen translation subs translate signs and such on screen, typically using ASS subtitles (so fancy typesetting texts). - As it so turned out, you can’t pick both subtitles at the same time, which makes it really annoying for me to hear what the dialogues are saying if there are a lot of sound effects and BGM. So, I decided to look into how I can render both types of subtitles. - After a long course of development, and many hurdles (mostly related to Crunchyroll’s internal API being very not external developer friendly, I wonder why…), I was able to ship this little extension, which currently has about 200 or so active users? - -TLDR: Crunchyroll default subtitle system sucks so I made it better. Also if you don’t have Crunchyroll just watch this slightly outdated demo video: https://www.youtube.com/watch?v=C6fvmeJ0SoM...
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1793674059.6269627
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1793760459.6269627
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13476
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Cyberdeck by @Alan | Stardance
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Alan
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0
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0.0
|
0
|
[]
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[]
|
Title: Cyberdeck by @Alan | Stardance
|
1793155659.2277634
|
1793760459.2277634
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11933
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NULL
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NULL
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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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1792896458.9122188
|
1793760458.9122188
|
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56035
|
Solar OS by @smallz | Stardance
|
smallz
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1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T08:14:03Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a web os based off nature called Solar OS. It was challenging, but I learnt a lot along the way including how functions work, new css variable things, a little bit on how javascript works, and more. It has features such as a working browser, my portfolio, and more. To view the full features, check out the readme on the github linked. I also made some custom graphics myself. You may notice an incomplete app called “Solz App Installer”. Don’t worry about that, I’m going to follow the Web OS 2 guide to complete it. Thanks for spending your time reviewing this :)", "repo": "https://github.com/smallzdev/solar-os", "demo": "https://solaros.smallz.dev/"}]...
|
[{"post_id": 67195, "ts": "202 [{"post_id": 67195, "ts": "2026-09-13T07:57:23Z", "hours": 3.3867, "text": "Changed appearances, added a browser (lion browser), partially made an app installer (Solz App Installer), made the portfolio app actually display my portfolio, made the access desktop button work, and more! I’m not sure if I’ve said this already, but I’ve also hooked it up to my custom domain on github pages so if you click on my project, you can view it! However I’m not sure how it handled the new update because it seems glitched, but I’ll give it some time to update before I try fixing it."}, {"post_id": 64684, "ts": "2026-09-09T08:47:56Z", "hours": 2.8486, "text": "Made some logos, fixed bugs, made some changes to the bottom bar, added the smallz.dev desktop app, and more! I struggled a bit because I called the ID “portfolioClose” in my script.js, but in the html I forgot that it was case sensitive and wrote it as “portfolioclose”. All sorted now though. :) Also the code is now deployed on a subdomain of my website!"}, {"post_id": 61157, "ts": "2026-09-03T22:39:31Z", "hours": 2.1039, "text": "Completed part 3 of the Jam. Fixed an issue with the bottom bar glitching (which was caused due to sizing). Added my own custom made close, drag, and full screen buttons (full screen doesn’t work yet though). I’ve made the windows draggable, closable, and openable. To open the welcome window, you need to click the Solar OS text on the bottom bar currently, but I plan to change it next update. Thank you!"}, {"post_id": 59438, "ts": "2026-09-01T09:08:33Z", "hours": 0.9419, "text": "Completed part 2 of the Jam. In this update, I’ve finished the time (which refreshes every sec), adde d a top bar, added a background, added a nice looking border, and maybe some other things I’m forgetting as well. It ended up being a lot simpler than i thought it would be to get to this part. Thanks for reading"}, {"post_id": 59351, "ts": "2026-09-01T02:54:45Z", "hours": 1.0075, "text": "Made it look a little more nice, including adding an image, changing the layout slightly, and fixing the previously terrible looking button. I kept changing the CSS to make it way better in my opinion. Now I’m done with step one of the jam, moving onto stage 2. Also published it to github now, so you can see the source code and the commits! I’ll try to commit every devlog from now on, but sometimes i might forget."}, {"post_id": 58032, "ts": "2026-08-30T11:40:23Z", "hours": 0.3683, "text": "Worked on the basics and the FAQ. I’m going to move the FAQ into my welcome message later but yeah. Just for the first 15m i did basically a set up."}]...
|
Title: Solar OS by @smallz | Stardance
Devlogs:
W Title: Solar OS by @smallz | Stardance
Devlogs:
Worked on the basics and the FAQ. I’m going to move the FAQ into my welcome message later but yeah. Just for the first 15m i did basically a set up.
Made it look a little more nice, including adding an image, changing the layout slightly, and fixing the previously terrible looking button. I kept changing the CSS to make it way better in my opinion. Now I’m done with step one of the jam, moving onto stage 2. Also published it to github now, so you can see the source code and the commits! I’ll try to commit every devlog from now on, but sometimes i might forget.
Completed part 2 of the Jam. In this update, I’ve finished the time (which refreshes every sec), adde d a top bar, added a background, added a nice looking border, and maybe some other things I’m forgetting as well. It ended up being a lot simpler than i thought it would be to get to this part. Thanks for reading
Completed part 3 of the Jam. Fixed an issue with the bottom bar glitching (which was caused due to sizing). Added my own custom made close, drag, and full screen buttons (full screen doesn’t work yet though). I’ve made the windows draggable, closable, and openable. To open the welcome window, you need to click the Solar OS text on the bottom bar currently, but I plan to change it next update. Thank you!
Made some logos, fixed bugs, made some changes to the bottom bar, added the smallz.dev desktop app, and more! I struggled a bit because I called the ID “portfolioClose” in my script.js, but in the html I forgot that it was case sensitive and wrote it as “portfolioclose”. All sorted now though. :) Also the code is now deployed on a subdomain of my website!
Changed appearances, added a browser (lion browser), partially made an app installer (Solz App Installer), made the portfolio app actually display my portfolio, made the access desktop button work, and more! I’m not sure if I’ve said this already, but I’ve also hooked it up to my custom domain on github pages so if you click on my project, you can view it! However I’m not sure how it handled the new update because it seems glitched, but I’ll give it some time to update before I try fixing it.
Ships:
I made a web os based off nature called Solar OS. It was challenging, but I learnt a lot along the way including how functions work, new css variable things, a little bit on how javascript works, and more. It has features such as a working browser, my portfolio, and more. To view the full features, check out the readme on the github linked. I also made some custom graphics myself. You may notice an incomplete app called “Solz App Installer”. Don’t worry about that, I’m going to follow the Web OS 2 guide to complete it. Thanks for spending your time reviewing this :)...
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1793674058.4392643
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1793760458.4392643
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9799
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SendCent by @JacksonCouncill | Stardance
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JacksonCouncill
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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: SendCent by @JacksonCouncill | Stardance
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1793155658.3501325
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1793760458.3501325
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|
10607
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NULL
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NULL
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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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1792896458.0721426
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1793760458.0721426
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34372
|
My own site! by @kerlo | Stardance
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kerlo
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @kerlo | Stardance
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1792896457.2203028
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1793760457.2203028
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56007
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Too Much Time In The Arcade by @iboo | Stardance
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iboo
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2
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104.0
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651
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T23:43:54Z", "hours": 41.0, "multiplier": 16.26, "payout": 651, "blessing": "neutral", "text": "My game, “Too Much Time In An Arcade!” is a Warioware style game that is set in an arcade, as the name suggests. Your goal is to reach total 600 points in a total of 5 different minigames. You can get whatever points you want from whichever game. There is no such a thing as you must distibute your points evenly. MINIGAMES As I said there are 5 different minigames. And they all have a different arcade console that you interact with to play the game. These 5 minigames are: Platformer Snake Tetris DinoRun FlappyBird I can summarize what the games are like this: Platformer is a minigame where your goal is to climb up the platforms. Just like Doodle Jump! Snake is the minigame that all of the old devices came with. Your objective is to eat apples and gain points as a snake as much as you can. Tetris is the minigame we all know and love. Block sets called “Tetrominoes” fall from the top and you try to put them in a row. And you gain points when you do it. DinoRun is the minigame that you generally play when you don’t have internet while you try to use a web browser. You are a dino and you run towards some obstacles, such as birds, rocks and tree trunks. You try to dodge them. You gain points as the time goes on and on. Finally, FlappyBird is the minigame we all used to play. It is a classic. Your goal is to fly between the pipes without crashing into one of the pipes or to the ground. THE CODING CHALLENGES AND THE GAME PROBLEMS I FACED While I was doing the assets and the code for this game I faced a ton of problems and challenges. This was probably because it is my first game and my first experience in coding. THE BIGGEST CHALLENGES I HAD 1 - I had a lot of problems with my first minigames code. This is because I tried to do it without any tutorials or any plans. I had problems like, platform spawning not being good, collisions not working and a lot of stuff like that. Eventually I managed to solve all of these. Now I am pretty happy with my code. 2 - I had visual bugs when making the Tetris minigame. I learned that my problems were all caused by a TileMapLayer node in Godot. After I learned what caused it, it was pretty easy to edit and solve it. 3 - I can’t do sound design. I tried to make a theme sound for all of my minigames + the arcade. It was my first time using LLMS and I didn’t know a thing. At first they turned out pretty bad, but in the end, I managed to make some of them quite decent. As I am writing this ship, I want to tell you that I had a REALLY good time. Learning, coding and making art are some of my favourite things in the world. Writing devlogs for this game and interacting with you all was pretty damn COOL, if you ask me. I hope you also have as much fun as me playing my game. If you want to try it you can go to my Itch.io page by clicking on the “ Try project -> ” button down below. If you want to see the project’s Github repository you can also access it from the “ See the source code -> ” button down below. Thanks to all of you for your support! I hope you have a great time playing it. Görüşürüz, sağlıcaklı kalın! Bye Note: “Görüşürüz, sağlıcaklı kalın!” directly translates to “See you, stay well!” in my native language, Turkish.", "repo": "https://github.com/iboobey/too-much-time-in-arcade", "demo": "https://ibrahimbeyinli.itch.io/too-much-time-in-the-arcade"}, {"ship_num": 2, "ts": "2026-09-17T20:29:07Z", "hours": 63.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "“Too Much Time In The Arcade” is a WarioWare-style game that is set in an arcade, as you might guess. It has currently two minigames. These minigames are a platformer and a snake minigame. All of these minigames have their own respective arcade consoles that you can interact with. Your goal is to get a total of score of 400 points to win. You can get all of your points in the platformer or in the snake minigame. There are no limitations. I had a lot of fun time coding, designing and learning Godot for this project. This is my first attempt to develop a game and I find it pretty good for a first try. Although I faced some challenges, I managed to solve nearly all of them. I also learned how to debug code while doing this project. I am very proud of how it turned up. And I hope you have a great time playing it. If you want to try the game, click the “Try project ->” button. When you click it, you will be sent to my itch.io site and you will be able to play the game! To people testing my game. I want to let you know that the platformer minigame has a way smaller hitbox compared to the player sprite. This makes it a ton more doable. Thank you for all of your support I hope you have a FANTASTIC time playing my game!! Kendinize iyi bakın! Bye! Note: “Kendinize iyi bakın!” is “Take care of yourselves!” in my native language, Turkish :)", "repo": "https://github.com/iboobey/too-much-time-in-arcade", "demo": "https://ibrahimbeyinli.itch.io/too-much-time-in-the-arcade"}]...
|
[{"post_id": 85966, "ts": "202 [{"post_id": 85966, "ts": "2026-10-31T22:58:42Z", "hours": 2.7075, "text": "DEVLOG #013 - MOBILE INTEGRATION & GAME DONE This is my last devlog. Thank you SOOO SO much for being with me and reading my devlogs. Anyways. I added mobile integration to my game. Mobile Integration I made a few buttons that allow you to do things that require either a mouse or a keyboard action. Before this it was impossible to play my game in mobile devices. I don’t really have time to explain all of the new buttons cause I am going to ship right now and I will sleep afterwards, It is 2 AM. But also I do not think I need to explain what they do. They are pretty self-explanatory. Other than that I setup my Itch.io page and I edited the README file of the project. So now I am done and ready to say bye to STARDANCE . This devlog was mainly about logging my time to the project and saying my last things. As the end of this devlog approaches. I want to say something. Stars o really dance. Thank you STARDANCE! And for the last time, Hoşçakalın, kendinize iyi bakın!! Goodbye!"}, {"post_id": 85423, "ts": "2026-10-31T09:49:02Z", "hours": 7.1622, "text": "DEVLOG #012 - SOUND SETTINGS AND MINIGAME TITLES This devlog will be probably my last or one before the last. As I am writing this, ‘Stardance’ is ending in 19 hours 30 minutes. Sound Settings I finally added the settings menu. You can access this menu by clicking the “Settings” button from the title screen or pressing ‘TAB’ or ‘ESC’ button while you are in the arcade. It has a few setting to play with. Master ––> effects all of the sounds SFX —––> effects all of the sound effects Theme —> effects all of the theme sounds for the minigames 3.1 - Arcade ––––> effects the main arcade theme 3.2 - Snake ––––> effects the snake theme 3.3 - Tetris ———> effects the tetris theme 3.4 - DinoRun ——> effects the dinorun theme 3.5 - FlappyBird ––> effects the flappybird theme You can lower the sounds to %0 or you can cranck it up to %150. And they are all independent so you can mute the snake theme and listen to tetris theme. Minigame Titles So I made some minigame title cards to add a bit pizzazz. I made a total of 5 of them. 1 for every minigame. I tried to specialize the titles for all of the games with their main mechanics and themes. Doing this took a long time, esspecially for the tetris title, but they turned up great. These were it for today. I will try to make 1 more devlog to finish my game. Hope you have a great time today. Görüşmek üzere! Byes!"}, {"post_id": 84545, "ts": "2026-10-29T20:50:39Z", "hours": 6.0217, "text": "DEVLOG #011 - A VERY SPECIAL DAY ℂ⋆ AND FLAPPY BIRD MINIGAME A VERY VERY SPECIAL DAY Before starting this devlog today is a really special day for me, my people and my country, Türkiye. It is our ‘Independence Day’ !!!!!! ℂ⋆ The people of my nation with our Great Leader Mustafa Kemal Atatürk, fought one of the greatest independece war in history 103 years ago. When they were fighting we didn’t have a lot of money, we didn’t have the required supplies. But we had one thing that the other nations didn’t have- Britihs, French, Greek, Italian…-. We would die for our country, ALL DAY EVERY DAY. In the our heroes gave their lives for this country, for me, for us. I and my people will be forever in his path. We have a pledge. Türküm, doğruyum, çalışkanım. İlkem; küçüklerimi korumak, büyüklerimi saymak, yurdumu, milletimi özümden çok sevmektir. Ülküm; yükselmek, ileri gitmektir. Ey Büyük Atatürk! Açtığın yolda, gösterdiğin hedefe durmadan yürüyeceğime ant içerim. Varlığım Türk varlığına armağan olsun. NE MUTLU TÜRKÜM DİYENE! I am a Turk, I am honest, I am hardworking. My principle is to protect those younger than me, to respect those older than me, and to love my homeland and my nation more than I love myself. My ideal is to rise, to move ever forward. O Great Atatürk! I pledge to march unceasingly along the path you have opened, toward the goal you have set. May my existence be a gift to the Turkish nation. HOW HAPPY IS THE ONE WHO SAYS “I AM A TURK!” FLAPPY BIRD This is probably the last minigame I will add to my game. Because Stardance is ending 2 days later. I will try to add one more but I will try the game up a bit before that. You already know what is flappy bird, and how to play it. You jump, avoid hittting the pipes and gain points. You do that till you die. CONTROLS You can jump with space, right now. But I will add the function needed to use the left mouse button to jump to the game too. ASSETS A big chunk of assets aren’t mine. I took them from the tutorial I followed. The assests were in a Github repo linked to the youtuber and the video. And it didn’t had any licenses. I also saw that everybody uses the same assets so I thought I can use it too. I used Coding With Russ’s flappy bird tutorial. You can find his channel with this link: https://www.youtube.com/@CodingWithRuss He is quite popular. This was all for today. I avm again very proud of my ancestors and my country. Thanks A LOT if you read all of this. Kendinize iyi bakın, iyi günler. See’ya!"}, {"post_id": 82744, "ts": "2026-10-25T18:33:36Z", "hours": 7.6817, "text": "DEVLOG #010 - SOUNDS Double digit devlogs!! So I started doing something that I never ever tried once. Sound design. Although I play the drums for like 3 - 4 years I never tried doing anything related to sound and music in a computer before. And I am pretty damn bad at it rn. I made 2 kind of sound / music. SFX (Sound Effects) and theme musics. Sound Effects I used a program called “Chiptone”. It is a program specifically designed for indie sound effects. It has a lot of tools to make SFX. I liked it a LOT. Anyways, I made some effects for: game consoles, when you lose, when you get to a certain height in platformer, when you die in dino run, when you eat an apple in snake, when a Tetris block lands, when a Tetris column is finished and when you win. These actually turned up pretty good. I am proud of them. Themes This is the part where I couldn’t do achieve what I wanted. I used LMMS -short for Linux Multi Media Studio- for the first time. It is very complicated and very powerful for a first-timer. I made 5 different ones. 1) Main Theme It turned up ~meh It is used for the title, settings and the main arcade scene. 2) Platformer Theme This was my first attempt. I went a little slow paced on this one. It turned up a bit better than most others and I am ok with it. I would give 7.5/10 for a first try. 3) Snake Theme This is absolutely horibble. I am disgusted to be the creator of this monstrosity. It might be because I didn’t really had any idea to what to do. I would give 2/10. I recommend turning of sound just for this. I want to change it but I don’t know if I have time left for that. 4) Tetris Theme As you all know a song for Tetris alreay exists and it is one of the best game songs of all time. It is addicting. I of course, used that theme song and added a little bit pizzazz to it. As I said I played the drums for a long while and one of the things I always wanted to do is to add a drums to Tetris theme song. I added a few drums and it turned up BEAUTIFUL. 10/10 for me. 5) Dino Run Theme This turned up … okay? It is not that bad but it is definitley not good. I am okay to keep it in but I might change it too. 4/10 These nearly took me 8 hours and I still didn’t add the settings screen to control the music levels. I will do that as the next thing. Thanks for reading this! İyi Akşamlar! Byes!"}, {"post_id": 81079, "ts": "2026-10-19T19:54:23Z", "hours": 10.9086, "text": "DEVLOG #009 - Dino Run Done! (Nearly…) Hope you had a good day. I finished (nearly) my fourth game, Dino Run ! It is my version of the game that you play when you don’t have internet in Chrome, Google Dino Run. I probably should stop explaining what these games are cause EVERYBODY, literally EVERYBODY knows what these games are. Fot the last time: Dino Run is a game that you are a dinosour -most of the time but it can change.- and you run. Obstacles and birds spawn while you run. You must jump when the obstacles get near, and ducck when the birds get near. Also you run faster and faster as the time goes on. Controls You can jump with SPACE and you can duck with SHIFT or CTRL . When you jump a timer starts, and you can’t jump until the timer timeouts. I said that I “NEARLY” finished the game. The unfinished part is actually a quiet important part. It is the losing mechanic. It is actually very easy to add but I didn’t want to get my hours wasted because of me not devlogging. I will finish that part until the next devlog and I might forget to mention adding that. You can think it as done for now. These are it for this devlog. I will probably add some sounds and some small updates to the existing games. And at the end of that If I have time left, I will ad more games. Thanks for being here. Kendinize iyi bakın! Cya!"}, {"post_id": 74942, "ts": "2026-09-28T17:26:36Z", "hours": 6.4428, "text": "DEVLOG #008 - TETRIS GAME DONE! Good Evening y’all! I was away for a few days making a project in thirdspace . Anyways I am working for this project at the side too. And this game was finished few days ago but I couldn’t find the time to post a devlog about it. Here it goes now! Since my last devlog I made my third minigame, Tetris ! I again don’t think that I have to explain what tetris is. LITTERALLY everybody knows it. But for those who lives under a rock: In the game “Tetris”, some blocks fall from the sky and you put them like a puzzle. There are a total of 7 different shaped called “tetrominoes”. They are randomly given to you so it is more complicated and more enjoyable. There is a grid that you are filling with these tetrominoes. When you fill a row with these tetrominoes they disappear and the ones on top of them fall down. Once you complete a row you also get 10 points. There are also some standart futures that every Tetris ccopy has. They are: When you hold “S” the tetrominoes fall faster, when you click “R” the tetrominoes rotate and there is a panel that shows you what piece is going to fall next. The way you lose is when you get nowhere left to place a tetrominoe. When you lose you can try again or quit to the arcade. Things I Will Add In The Future I plan to add some dificult setting in the future for snake and maybe to the other ones. I also plan to make at least 2 more minigames for my arcade. Thank you for reading this devlog! Görüşmek Üzere! See ya later!"}, {"post_id": 69790, "ts": "2026-09-17T19:53:34Z", "hours": 7.9931, "text": "DEVLOG #007 - LAST DEVLOG FROM THE FIRST SHIP! Good Evening Guyss!! I am ready to ship my project for the first warioware mission! Changes Added the winning screen, score system and most of the UIs. I also finished the timelapse that I was recording for a few days. And that Is included in the time spent for this devlog. Things I Want To Say I suspect that the I spent for this project will get deducted for unreasonable amount of time for a project. I want to say that I tried to do as much of the code as I can without getting it directly from the youtube tutorials and as a first time game dev that was reallly time consuming. I just wanted you to know that I tried my best to not to make any inflated time. That was all. :) If you are still here, thanks for reading. Hope the ship goes well! :D Görüşmek üzere! See you later!!"}, {"post_id": 68224, "ts": "2026-09-14T18:44:18Z", "hours": 12.4517, "text": "DEVLOG #006 - SNAKE MINIGAME DONE! Good Evening Everybody! My second minigame, snake, is DONE! Snake Minigame I don’t really want to explain what snake game is cause I don’t know a single person that is 10 - 20 years old and doesn’t know what snake game is. For Those Who Don’t Know: Snake is a game where you try to eat food (apples in my minigame) until you become too big. The main game mechanic is like this: You eat, you get longer and once you are too big to fit in the grid you win. I made the grid 20x20 so it would be big and a bit challenging. But to win the actual game you dont have to get all of the 400 cells in the grid. Also the texture of the apple changes and it has a easter egg. I have to say, It is not a very “suprising” easter egg. :) A Thing I Have To Do Before Shipping I have to add an ending and I also have to make the starting screen and the options page. Thank you a lot for reading this. Görüşmek üzere! See you later!"}, {"post_id": 65324, "ts": "2026-09-10T12:17:32Z", "hours": 2.0442, "text": "DEVLOG #005 - PLATFORMER MINIGAME DONE! Hey guys! I SOLVED THE BUG!! I also completed few other things. I will mention them later. Platformer Minigame Sooo this minigame is probably already known by everybody. But for those who don’t know it is like this: The main objective is to jump to the higher platforms. Your score increases higher you go. The catch is, there are 3 types of platforms. Normal Platform Breaking Platform Frozen Platform These work like this: Normal Platform: It works as you expect it to. It is a normal platform that doesn’t have a catch. You can wait until the end of time to think and plan your next move. Breaking Platform: This type of platform has a time limit how much you can wait on it. When you step on it for the first time a timer starts and when that timer finishes the platform breaks and you fall. It has 3 different sprites that you can see if you try. You can understand when it is about to break by looking at it. Frozen Platform: Lastly this type of platform is slippery. Just like ice. When you are on this platforms it is harder to build up momentum and wait in place. You generally want to be more cautious around this platform. But you also can use the slippery surface to your advantage in certain situations. At the very beginning the normal platforms spawn a lot more. But as you progress further breaking and frozen platforms starts to spawn a lot more. Having different types of platforms make the game harder and more enjoyable. The UI of the game These are a non-negotionable part of any game. When you enter to the minigame you see some red UI elemnts on the left side. They currently show 3 different things. Your current score, your highest score and your y level. The End (Death) Screen When you fall and die, this screen opens. It has 3 different elements in it. A highscore counter and 2 buttons. One of these buttons are to “Try Again” and the other one is “Quit Game”. You can click to whichever you want. THE MAIN GOAL OF THE GAME I don’t remember if I ever mentioned what is the main goal of the main game (Not the minigames). It is actually pretty simple. The goal is to earn a set amount of score from all of the minigames. I didn’t established an amount right now. That will probably be one of my last things to worry about. I also added some small features like the screen of the arcade console light up when you play the game."}, {"post_id": 65043, "ts": "2026-09-09T21:26:15Z", "hours": 11.4339, "text": "Devlog #004.5 - PLATFORMER UPDATES AND A PROBLEM Hi guys! Hope y’all are alright. Cause I have a big proble to solve. Platformer Minigame It is NEARLY done. It is actually 99.99 percent done. But because of a bug that I couldn’t figure out how to solve. I will explain how the minigame works when I am 100 percent done. I hopefully manage it out in a few hours. As for now I am making this devlog for logging my times to stardance. I’ll devlog when I manage to solve the bug! Cya!"}, {"post_id": 62837, "ts": "2026-09-06T11:23:40Z", "hours": 10.1958, "text": "DEVLOG #004 - PLATFORMER MINIGAME MECHANICS Good day everyobdy! Platformer Minigame Since the last devlog I coded the platformer minigame. I actually attempted to code it 3 times. These were how my attempts went like: It didn’t even work. The platform positioning was very bad. Most of the time it led to getting stuck. Best overall.The player can still get stuck, but it is way lower than to other attempts. I will use this for the minigame. Maybe I can play with the code little bit. I wanted to delete the platforms underneath to get rid of the unnecessary FPS loss. So I coded that. On top of that I made the ‘death_zone’, the zone you fall into when you fall from one of the platforms and lose, move when the player goes up. This makes the fall take much shorter and make the game way faster to replay. Platforms types for the minigame Before I start knoe that I currently use Godot’s own sprites for the platform but I will change that in the very near future. If you ever played something like Doodle Jump, you must know that there aren’t only 1 type of platform. There are like 3 types of it most of the time. Normal, breaking and 1 that makes you jump. I already made the normal platform. And I plan to make a few more to make it more interesting and to make it on the same tracks as the other minigames that are this. I want to make platforms with these features: 1. A platform that breakes. 2. A platform that it freezed and makes the player slide on it 3. A platform that makes the player jump higher. I will try to implement these until the next devlog. Other than that I have to make the assets for the minigame, I have to code the point system and some other little things. I probably am going to make devlog about this minigame again, after that I am going to start th e other minigames. Hope you had a good time reading this. İyi Günler! Bye!"}, {"post_id": 61398, "ts": "2026-09-04T09:12:43Z", "hours": 10.6069, "text": "DEVLOG #003 - TILESETS, ARCADE CONSOLES & INTERACTIONS Hi everyone! Hope y’all alright. I worked on my first tileset and my first interactive objects. Tilesets As I said, this was my first tileset. I wanted my game to be seen from a 40~45 degree angle. I wanted it to be look like a bit 3D although it is clearly 2D. I tried to do my best and I think it turned out pretty great. You can find the tileset in the end of this devlog. Arcade Consoles I first tried to make the sprites of these arcade consoles as a tileset to store it as one file. It turned out not so great. I rather use Godots Sprite2D node rather than using the TileMapLayer node. That way tweaking each sprite is a bit easier. But I can still change my mind cause I have an idea that I’ll be working on few days later. I first designed these sprites as a -I am not sure how to say it- directly front view. I already said that I wanted my art to be at a ~45 degree angle. So adjust the looks of the sprites. That made it a bit better but I am not really satisfied with them yet. I will probably redesign them. Interactions When I first started this project I didn’t had any ideas on how to make an interactable object in Godot. After watching some videos on youtube and a lot of trial and errors I manage to make an interactions system that works really good. The interactions is this: When you get close to any of the arcade consoles there is a text shown “[E] TO PLAY”, when you click “E” there will be a split second of the black screen on the console lighting up and shownig a screen accordingly to the game you are going to play after that split second you get sent into a new scene where the minigame will be. I didn’t yet coded nor drew the required thing for the screen lighting up but I will make them later. I think that these kinds of small things will be an important aspect of the gameplay feel. These are all of the things I have done until today. After these done I will start on making the first 2 minigames and finishing the menus. Hope you had a good time reading this, Görüşmek üzere! See ya later!"}, {"post_id": 59466, "ts": "2026-09-01T10:29:50Z", "hours": 7.6631, "text": "DEVLOG #002 - CHARACTER DESIGN I designed my first character !! I made the walking animation and the code for walking + sprinting. A thing I want this game to have is changeable skins. (e.g., different hair types, different shirt colors, different types of caps and more…) This made the code a lot more complicated. I also need to draw the sprites for all of these. I probably won’t make these feature until I ship this project for the WarioWare 1 mission. Minigame Ideas As you probably know this is a WarioWare game. Basically that means that there are a lot of minigames in it. And I wanted to make a list of the minigames I want to make to keep it as a note and show to you. List of Minigame Ideas: -Tetris -Chrome dino -Platformer -Frogger -Pong -Puzzle (This might be a little too big for a “mini”game) These are my ideas for now but I want to add more. I want at least 12 With this much minigames and things to do I probably have to make a save system and a scoreboard system. I’ll think about it more in the future. This is it for now! Thanks for reading :) Görüşürüz! See ya later!"}, {"post_id": 58191, "ts": "2026-08-30T15:26:59Z", "hours": 0.9497, "text": "DEVLOG #001 - New Project Hi everybody!! I was working on other hardware projects for a few weeks and I couldn’t seperate my time for stardance. This is my new project: “I am not sure about what to name it”. It is a game where you have to complete minigames and get to a certain score. With that score you can buy things from the shop. Like plushies, merch and other minigames. Your goal is to finish all of the minigames. I originally planned it to be about waiting and doing the minigames while you were bored of waiting. Thats why I named it “Waiting Room”. After some more thinkering I want to make it an arcade game. I thought that the arcade theme would fit the minigames and points thing. And the shop could be the point store. Right now I started to code the main things in Godot like the starting screen, character movements and some other stuff. Also my experience is very little with Godot so I will learn a lot of stuff with this project I plan to do the sprites for the main character next. It would probably easier to test the charactes with its sprites and animations. If you have any ideas for the name of the game, please write them in the comment section of this post. (I’m not really sure if it’s called that) Also I know that this post is very bad written and scrambled but that my bad. I will try to get it to be better :) Here is some photos of what I did:"}]...
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Title: Too Much Time In The Arcade by @iboo | Star Title: Too Much Time In The Arcade by @iboo | Stardance
Devlogs:
DEVLOG #001 - New Project Hi everybody!! I was working on other hardware projects for a few weeks and I couldn’t seperate my time for stardance. This is my new project: “I am not sure about what to name it”. It is a game where you have to complete minigames and get to a certain score. With that score you can buy things from the shop. Like plushies, merch and other minigames. Your goal is to finish all of the minigames. I originally planned it to be about waiting and doing the minigames while you were bored of waiting. Thats why I named it “Waiting Room”. After some more thinkering I want to make it an arcade game. I thought that the arcade theme would fit the minigames and points thing. And the shop could be the point store. Right now I started to code the main things in Godot like the starting screen, character movements and some other stuff. Also my experience is very little with Godot so I will learn a lot of stuff with this project I plan to do the sprites for the main character next. It would probably easier to test the charactes with its sprites and animations. If you have any ideas for the name of the game, please write them in the comment section of this post. (I’m not really sure if it’s called that) Also I know that this post is very bad written and scrambled but that my bad. I will try to get it to be better :) Here is some photos of what I did:
DEVLOG #002 - CHARACTER DESIGN I designed my first character !! I made the walking animation and the code for walking + sprinting. A thing I want this game to have is changeable skins. (e.g., different hair types, different shirt colors, different types of caps and more…) This made the code a lot more complicated. I also need to draw the sprites for all of these. I probably won’t make these feature until I ship this project for the WarioWare 1 mission. Minigame Ideas As you probably know this is a WarioWare game. Basically that means that there are a lot of minigames in it. And I wanted to make a list of the minigames I want to make to keep it as a note and show to you. List of Minigame Ideas: -Tetris -Chrome dino -Platformer -Frogger -Pong -Puzzle (This might be a little too big for a “mini”game) These are my ideas for now but I want to add more. I want at least 12 With this much minigames and things to do I probably have to make a save system and a scoreboard system. I’ll think about it more in the future. This is it for now! Thanks for reading :) Görüşürüz! See ya later!
DEVLOG #003 - TILESETS, ARCADE CONSOLES & INTERACTIONS Hi everyone! Hope y’all alright. I worked on my first tileset and my first interactive objects. Tilesets As I said, this was my first tileset. I wanted my game to be seen from a 40~45 degree angle. I wanted it to be look like a bit 3D although it is clearly 2D. I tried to do my best and I think it turned out pretty great. You can find the tileset in the end of this devlog. Arcade Consoles I first tried to make the sprites of these arcade consoles as a tileset to store it as one file. It turned out not so great. I rather use Godots Sprite2D node rather than using the TileMapLayer node. That way tweaking each sprite is a bit easier. But I can still change my mind cause I have an idea that I’ll be working on few days later. I first designed these sprites as a -I am not sure how to say it- directly front view. I already said that I wanted my art to be at a ~45 degree angle. So adjust the looks of the sprites. That made it a bit better but I am not really satisfied with them yet. I will probably redesign them. Interactions When I first started this project I didn’t had any ideas on how to make an interactable object in Godot. After watching some videos on youtube and a lot of trial and errors I manage to make an interactions system that works really good. The interactions is this: When you get close to any of the arcade consoles there is a text shown “[E] TO PLAY”, when you click “E” there will be a split second of the black screen on the console lighting up and shownig a screen accordingly to the game you are going to play after that split second you get sent into a new scene where the minigame will be. I didn’t yet coded nor drew the required thing for the screen lighting up but I will make them later. I think that these kinds of small things will be an important aspect of the gameplay feel. These are all of the things I have done until today. After these done I will start on making the first 2 minigames and finishing the menus. Hope you had a good time reading this, Görüşmek üzere! See ya later!
DEVLOG #004 - PLATFORMER MINIGAME MECHANICS Good day everyobdy! Platformer Minigame Since the last devlog I coded the platformer minigame. I actually attempted to code it 3 times. These were how my attempts went like: It didn’t even work. The platform positioning was very bad. Most of the time it led to getting stuck. Best overall.The player can still get stuck, but it is way lower than to other attempts. I will use this for the minigame. Maybe I can play with the code little bit. I wanted to delete the platforms underneath to get rid of the unnecessary FPS loss. So I coded that. On top of that I made the ‘death_zone’, the zone you fall into when you fall from one of the platforms and lose, move when the player goes up. This makes the fall take much shorter and make the game way faster to replay. Platforms types for the minigame Before I start knoe that I currently use Godot’s own sprites for the platform but I will change that in the very near future. If you ever played something like Doodle Jump, you must know that there aren’t only 1 type of platform. There are like 3 types of it most of the time. Normal, breaking and 1 that makes you jump. I already made the normal platform. And I plan to make a few more to make it more interesting and to make it on the same tracks as the other minigames that are this. I want to make platforms with these features: 1. A platform that breakes. 2. A platform that it freezed and makes the player slide on it 3. A platform that makes the player jump higher. I will try to implement these until the next devlog. Other than that I have to make the assets for the minigame, I have to code the point system and some other little things. I probably am going to make devlog about this minigame again, after that I am going to start th e other minigames. Hope you had a good time reading this. İyi Günler! Bye!
Devlog #004.5 - PLATFORMER UPDATES AND A PROBLEM Hi guys! Hope y’all are alright. Cause I have a big proble to solve. Platformer Minigame It is NEARLY done. It is actually 99.99 percent done. But because of a bug that I couldn’t figure out how to solve. I will explain how the minigame works when I am 100 percent done. I hopefully manage it out in a few hours. As for now I am making this devlog for logging my times to stardance. I’ll devlog when I manage to solve the bug! Cya!
DEVLOG #005 - PLATFORMER MINIGAME DONE! Hey guys! I SOLVED THE BUG!! I also completed few other things. I will mention them later. Platformer Minigame Sooo this minigame is probably already known by everybody. But for those who don’t know it is like this: The main objective is to jump to the higher platforms. Your score increases higher you go. The catch is, there are 3 types of platforms. Normal Platform Breaking Platform Frozen Platform These work like this: Normal Platform: It works as you expect it to. It is a normal platform that doesn’t have a catch. You can wait until the end of time to think and plan your next move. Breaking Platform: This type of platform has a time limit how much you can wait on it. When you step on it for the first time a timer starts and when that timer finishes the platform breaks and you fall. It has 3 different sprites that you can see if you try. You can understand when it is about to break by looking at it. Frozen Platform: Lastly this type of platform is slippery. Just like ice. When you are on this platforms it is harder to build up momentum and wait in place. You generally want to be more cautious around this platform. But you also can use the slippery surface to your advantage in certain situations. At the very beginning the normal platforms spawn a lot more. But as you progress further breaking and frozen platforms starts to spawn a lot more. Having different types of platforms make the game harder and more enjoyable. The UI of the game These are a non-negotionable part of any game. When you enter to the minigame you see some red UI elemnts on the left side. They currently show 3 different things. Your current score, your highest score and your y level. The End (Death) Screen When you fall and die, this screen opens. It has 3 different elements in it. A highscore counter and 2 buttons. One of these buttons are to “Try Again” and the other one is “Quit Game”. You can click to whichever you want. THE MAIN GOAL OF THE GAME I don’t remember if I ever mentioned what is the main goal of the main game (Not the minigames). It is actually pretty simple. The goal is to earn a set amount of score from all of the minigames. I didn’t established an amount right now. That will probably be one of my last things to worry about. I also added some small features like the screen of the arcade console light up when you play the game.
DEVLOG #006 - SNAKE MINIGAME DONE! Good Evening Everybody! My second minigame, snake, is DONE! Snake Minigame I don’t really want to explain what snake game is cause I don’t know a single person that is 10 - 20 years old and doesn’t know what snake game is. For Those Who Don’t Know: Snake is a game where you try to eat food (apples in my minigame) until you become too big. The main game mechanic is like this: You eat, you get longer and once you are too big to fit in the grid you win. I made the grid 20x20 so it would be big and a bit challenging. But to win the actual game you dont have to get all of the 400 cells in the grid. Also the texture of the apple changes and it has a easter egg. I have to say, It is not a very “suprising” easter egg. :) A Thing I Have To Do Before Shipping I have to add an ending and I also have to make the starting screen and the options page. Thank you a lot for reading this. Görüşmek üzere! See you later!
DEVLOG #007 - LAST DEVLOG FROM THE FIRST SHIP! Good Evening Guyss!! I am ready to ship my project for the first warioware mission! Changes Added the winning screen, score system and most of the UIs. I also finished the timelapse that I was recording for a few days. And that Is included in the time spent for this devlog. Things I Want To Say I suspect that the I spent for this project will get deducted for unreasonable amount of time for a project. I want to say that I tried to do as much of the code as I can without getting it directly from the youtube tutorials and as a first time game dev that was reallly time consuming. I just wanted you to know that I tried my best to not to make any inflated time. That was all. :) If you are still here, thanks for reading. Hope the ship goes well! :D Görüşmek üzere! See you later!!
DEVLOG #008 - TETRIS GAME DONE! Good Evening y’all! I was away for a few days making a project in thirdspace . Anyways I am working for this project at the side too. And this game was finished few days ago but I couldn’t find the time to post a devlog about it. Here it goes now! Since my last devlog I made my third minigame, Tetris ! I again don’t think that I have to explain what tetris is. LITTERALLY everybody knows it. But for those who lives under a rock: In the game “Tetris”, some blocks fall from the sky and you put them like a puzzle. There are a total of 7 different shaped called “tetrominoes”. They are randomly given to you so it is more complicated and more enjoyable. There is a grid that you are filling with these tetrominoes. When you fill a row with these tetrominoes they disappear and the ones on top of them fall down. Once you complete a row you also get 10 points. There are also some standart futures that every Tetris ccopy has. They are: When you hold “S” the tetrominoes fall faster, when you click “R” the tetrominoes rotate and there is a panel that shows you what piece is going to fall next. The way you lose is when you get nowhere left to place a tetrominoe. When you lose you can try again or quit to the arcade. Things I Will Add In The Future I plan to add some dificult setting in the future for snake and maybe to the other ones. I also plan to make at least 2 more minigames for my arcade. Thank you for reading this devlog! Görüşmek Üzere! See ya later!
DEVLOG #009 - Dino Run Done! (Nearly…) Hope you had a good day. I finished (nearly) my fourth game, Dino Run ! It is my version of the game that you play when you don’t have internet in Chrome, Google Dino Run. I probably should stop explaining what these games are cause EVERYBODY, literally EVERYBODY knows what these games are. Fot the last time: Dino Run is a game that you are a dinosour -most of the time but it can change.- and you run. Obstacles and birds spawn while you run. You must jump when the obstacles get near, and ducck when the birds get near. Also you run faster and faster as the time goes on. Controls You can jump with SPACE and you can duck with SHIFT or CTRL . When you jump a timer starts, and you can’t jump until the timer timeouts. I said that I “NEARLY” finished the game. The unfinished part is actually a quiet important part. It is the losing mechanic. It is actually very easy to add but I didn’t want to get my hours wasted because of me not devlogging. I will finish that part until the next devlog and I might forget to mention adding that. You can think it as done for now. These are it for this devlog. I will probably add some sounds and some small updates to the existing games. And at the end of that If I have time left, I will ad more games. Thanks for being here. Kendinize iyi bakın! Cya!
DEVLOG #010 - SOUNDS Double digit devlogs!! So I started doing something that I never ever tried once. Sound design. Although I play the drums for like 3 - 4 years I never tried doing anything related to sound and music in a computer before. And I am pretty damn bad at it rn. I made 2 kind of sound / music. SFX (Sound Effects) and theme musics. Sound Effects I used a program called “Chiptone”. It is a program specifically designed for indie sound effects. It has a lot of tools to make SFX. I liked it a LOT. Anyways, I made some effects for: game consoles, when you lose, when you get to a certain height in platformer, when you die in dino run, when you eat an apple in snake, when a Tetris block lands, when a Tetris column is finished and when you win. These actually turned up pretty good. I am proud of them. Themes This is the part where I couldn’t do achieve what I wanted. I used LMMS -short for Linux Multi Media Studio- for the first time. It is very complicated and very powerful for a first-timer. I made 5 different ones. 1) Main Theme It turned up ~meh It is used for the title, settings and the main arcade scene. 2) Platformer Theme This was my first attempt. I went a little slow paced on this one. It turned up a bit better than most others and I am ok with it. I would give 7.5/10 for a first try. 3) Snake Theme This is absolutely horibble. I am disgusted to be the creator of this monstrosity. It might be because I didn’t really had any idea to what to do. I would give 2/10. I recommend turning of sound just for this. I want to change it but I don’t know if I have time left for that. 4) Tetris Theme As you all know a song for Tetris alreay exists and it is one of the best game songs of all time. It is addicting. I of course, used that theme song and added a little bit pizzazz to it. As I said I played the drums for a long while and one of the things I always wanted to do is to add a drums to Tetris theme song. I added a few drums and it turned up BEAUTIFUL. 10/10 for me. 5) Dino Run Theme This turned up … okay? It is not that bad but it is definitley not good. I am okay to keep it in but I might change it too. 4/10 These nearly took me 8 hours and I still didn’t add the settings screen to control the music levels. I will do that as the next thing. Thanks for reading this! İyi Akşamlar! Byes!
DEVLOG #011 - A VERY SPECIAL DAY ℂ⋆ AND FLAPPY BIRD MINIGAME A VERY VERY SPECIAL DAY Before starting this devlog today is a really special day for me, my people and my country, Türkiye. It is our ‘Independence Day’ !!!!!! ℂ⋆ The people of my nation with our Great Leader Mustafa Kemal Atatürk, fought one of the greatest independece war in history 103 years ago. When they were fighting we didn’t have a lot of money, we didn’t have the required supplies. But we had one thing that the other nations didn’t have- Britihs, French, Greek, Italian…-. We would die for our country, ALL DAY EVERY DAY. In the our heroes gave their lives for this country, for me, for us. I and my people will be forever in his path. We have a pledge. Türküm, doğruyum, çalışkanım. İlkem; küçüklerimi korumak, büyüklerimi saymak, yurdumu, milletimi özümden çok sevmektir. Ülküm; yükselmek, ileri gitmektir. Ey Büyük Atatürk! Açtığın yolda, gösterdiğin hedefe durmadan yürüyeceğime ant içerim. Varlığım Türk varlığına armağan olsun. NE MUTLU TÜRKÜM DİYENE! I am a Turk, I am honest, I am hardworking. My principle is to protect those younger than me, to respect those older than me, and to love my homeland and my nation more than I love myself. My ideal is to rise, to move ever forward. O Great Atatürk! I pledge to march unceasingly along the path you have opened, toward the goal you have set. May my existence be a gift to the Turkish nation. HOW HAPPY IS THE ONE WHO SAYS “I AM A TURK!” FLAPPY BIRD This is probably the last minigame I will add to my game. Because Stardance is ending 2 days later. I will try to add one more but I will try the game up a bit before that. You already know what is flappy bird, and how to play it. You jump, avoid hittting the pipes and gain points. You do that till you die. CONTROLS You can jump with space, right now. But I will add the function needed to use the left mouse button to jump to the game too. ASSETS A big chunk of assets aren’t mine. I took them from the tutorial I followed. The assests were in a Github repo linked to the youtuber and the video. And it didn’t had any licenses. I also saw that everybody uses the same assets so I thought I can use it too. I used Coding With Russ’s flappy bird tutorial. You can find his channel with this link: https://www.youtube.com/@CodingWithRuss He is quite popular. This was all for today. I avm again very proud of my ancestors and my country. Thanks A LOT if you read all of this. Kendinize iyi bakın, iyi günler. See’ya!
DEVLOG #012 - SOUND SETTINGS AND MINIGAME TITLES This devlog will be probably my last or one before the last. As I am writing this, ‘Stardance’ is ending in 19 hours 30 minutes. Sound Settings I finally added the settings menu. You can access this menu by clicking the “Settings” button from the title screen or pressing ‘TAB’ or ‘ESC’ button while you are in the arcade. It has a few setting to play with. Master ––> effects all of the sounds SFX —––> effects all of the sound effects Theme —> effects all of the theme sounds for the minigames 3.1 - Arcade ––––> effects the main arcade theme 3.2 - Snake ––––> effects the snake theme 3.3 - Tetris ———> effects the tetris theme 3.4 - DinoRun ——> effects the dinorun theme 3.5 - FlappyBird ––> effects the flappybird theme You can lower the sounds to %0 or you can cranck it up to %150. And they are all independent so you can mute the snake theme and listen to tetris theme. Minigame Titles So I made some minigame title cards to add a bit pizzazz. I made a total of 5 of them. 1 for every minigame. I tried to specialize the titles for all of the games with their main mechanics and themes. Doing this took a long time, esspecially for the tetris title, but they turned up great. These were it for today. I will try to make 1 more devlog to finish my game. Hope you have a great time today. Görüşmek üzere! Byes!
DEVLOG #013 - MOBILE INTEGRATION & GAME DONE This is my last devlog. Thank you SOOO SO much for being with me and reading my devlogs. Anyways. I added mobile integration to my game. Mobile Integration I made a few buttons that allow you to do things that require either a mouse or a keyboard action. Before this it was impossible to play my game in mobile devices. I don’t really have time to explain all of the new buttons cause I am going to ship right now and I will sleep afterwards, It is 2 AM. But also I do not think I need to explain what they do. They are pretty self-explanatory. Other than that I setup my Itch.io page and I edited the README file of the project. So now I am done and ready to say bye to STARDANCE . This devlog was mainly about logging my time to the project and saying my last things. As the end of this devlog approaches. I want to say something. Stars o really dance. Thank you STARDANCE! And for the last time, Hoşçakalın, kendinize iyi bakın!! Goodbye!
Ships:
“Too Much Time In The Arcade” is a WarioWare-style game that is set in an arcade, as you might guess. It has currently two minigames. These minigames are a platformer and a snake minigame. All of these minigames have their own respective arcade consoles that you can interact with. Your goal is to get a total of score of 400 points to win. You can get all of your points in the platformer or in the snake minigame. There are no limitations. I had a lot of fun time coding, designing and learning Godot for this project. This is my first attempt to develop a game and I find it pretty good for a first try. Although I faced some challenges, I managed to solve nearly all of them. I also learned how to debug code while doing this project. I am very proud of how it turned up. And I hope you have a great time playing it. If you want to try the game, click the “Try project ->” button. When you click it, you will be sent to my itch.io site and you will be able to play the game! To people testing my game. I want to let you know that the platformer minigame has a way smaller hitbox compared to the player sprite. This makes it a ton more doable. Thank you for all of your support I hope you have a FANTASTIC time playing my game!! Kendinize iyi bakın! Bye! Note: “Kendinize iyi bakın!” is “Take care of yourselves!” in my native language, Turkish :)
My game, “Too Much Time In An Arcade!” is a Warioware style game that is set in an arcade, as the name suggests. Your goal is to reach total 600 points in a total of 5 different minigames. You can get whatever points you want from whichever game. There is no such a thing as you must distibute your points evenly. MINIGAMES As I said there are 5 different minigames. And they all have a different arcade console that you interact with to play the game. These 5 minigames are: Platformer Snake Tetris DinoRun FlappyBird I can summarize what the games are like this: Platformer is a minigame where your goal is to climb up the platforms. Just like Doodle Jump! Snake is the minigame that all of the old devices came with. Your objective is to eat apples and gain points as a snake as much as you can. Tetris is the minigame we all know and love. Block sets called “Tetrominoes” fall from the top and you try to put them in a row. And you gain points when you do it. DinoRun is the minigame that you generally play when you don’t have internet while you try to use a web browser. You are a dino and you run towards some obstacles, such as birds, rocks and tree trunks. You try to dodge them. You gain points as the time goes on and on. Finally, FlappyBird is the minigame we all used to play. It is a classic. Your goal is to fly between the pipes without crashing into one of the pipes or to the ground. THE CODING CHALLENGES AND THE GAME PROBLEMS I FACED While I was doing the assets and the code for this game I faced a ton of problems and challenges. This was probably because it is my first game and my first experience in coding. THE BIGGEST CHALLENGES I HAD 1 - I had a lot of problems with my first minigames code. This is because I tried to do it without any tutorials or any plans. I had problems like, platform spawning not being good, collisions not working and a lot of stuff like that. Eventually I managed to solve all of these. Now I am pretty happy with my code. 2 - I had visual bugs when making the Tetris minigame. I learned that my problems were all caused by a TileMapLayer node in Godot. After I learned what caused it, it was pretty easy to edit and solve it. 3 - I can’t do sound design. I tried to make a theme sound for all of my minigames + the arcade. It was my first time using LLMS and I didn’t know a thing. At first they turned out pretty bad, but in the end, I managed to make some of them quite decent. As I am writing this ship, I want to tell you that I had a REALLY good time. Learning, coding and making art are some of my favourite things in the world. Writing devlogs for this game and interacting with you all was pretty damn COOL, if you ask me. I hope you also have as much fun as me playing my game. If you want to try it you can go to my Itch.io page by clicking on the “ Try project -> ” button down below. If you want to see the project’s Github repository you can also access it from the “ See the source code -> ” button down below. Thanks to all of you for your support! I hope you have a great time playing it. Görüşürüz, sağlıcaklı kalın! Bye Note: “Görüşürüz, sağlıcaklı kalın!” directly translates to “See you, stay well!” in my native language, Turkish....
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1793674057.20169
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1792896456.3840036
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1793760456.3840036
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56000
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Raylibstein by @syntaxbrew_dev | Stardance
|
syntaxbrew_dev
|
1
|
21.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T03:24:07Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Wolfenstein-inspired 3D raycaster built from scratch using C++ and Raylib! I personally found the math and geometry behind the 3D rendering logic the most complicated portion of the project, but it certainly felt rewarding when my code actually worked and didn’t crash! I’m proud of the fact that while creating this project, I was simultaneously improving my C++ knowledge, graphics programming concepts, and low level programming skills, all in one month. I’m also proud of how I still persevered even when things were confusing or didn’t make sense. To test my project, people can simply use the web-playable version. If they want to run it locally, they must clone the repo, install CMake, Ninja, use a valid C++ compiler, and build/run the project.", "repo": "https://github.com/SyntaxBrew/raylibstein", "demo": "https://syntaxbrew.github.io/raylibstein/"}]...
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[{"post_id": 72064, "ts": "202 [{"post_id": 72064, "ts": "2026-09-22T03:13:15Z", "hours": 1.9558, "text": "Today’s the day I ship, I finally released a web-port version of my raycasting engine, and created a detailed README on the Github repo. To do this, I had to use a tool called emsdk which allowed me to convert all my C++/raylib code into Web Assembly + HTML code! I now have live web page up and running using GitHub pages & actions, and I debugged any issues that arose (such as the mouse not properly locking to the screen)"}, {"post_id": 71515, "ts": "2026-09-20T23:47:53Z", "hours": 6.0028, "text": "This took a while, but I successfully added texture rendering to walls, alongside solid roof and floor colors. To do this, I created my own MapTexture class which extracted pixel data from a loaded image.For each ray that fired, its final hit position was mapped to a specific pixel from that texture. (using some row and column calcuations) Some things I also did: Added support for multiple wall types Added noclip toggle, zooming in/out controls Optimized shading calculations for walls Fixed raycasting bug dealing with negative coordinates"}, {"post_id": 60019, "ts": "2026-09-02T03:44:58Z", "hours": 6.4308, "text": "Today I finished implementing the core rendering loop for my 3D C++ raycasting engine and also added player-wall collision detction! In summary, for every column of your screen, a ray is fired to draw a single vertical strip of a specific size based on how far that ray travels. Then all these strips are combined to form a 3D scene. I also added shading to specific sides of walls. I then learned how to fix edge distortions (fish-eye correction) and uneven ray distributions using math + geometry. I also spent ALOT OF MY TIME trying to fix a bug where the player could clip into a corner and get stuck inside, which got very annoying to debug. But I eventually solved it by checking for wall overlaps across the player’s every possible movement position."}, {"post_id": 58293, "ts": "2026-08-30T17:49:25Z", "hours": 6.3406, "text": "I have started working on my new pseudo-3D raycaster project. Using raylib and C++, so far I have created the basic boilerplate code for the main window rendering loop for a basic 2D map. But most importantly during this first session, I created a basic, but working raycasting system which used an algorithm called DDA. (grid-traversal algorithm)To implement it, I worked through the underlying math and logic behind the algorithm, and went through some examples before implementing the code myself. I faced many bugs while coding it and it took a lot of trial and error before I finally had it working.. . The CastRay() function I created allows rays to traverse efficiently across grid cells, skipping over unnecessary positions and without missing any collisions. For the next dev log, I hope to have completed the actual Player object + movement + collision detection, and implement the 3D rendering loop that constructs the 3D scene using my CastRay function."}]...
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Title: Raylibstein by @syntaxbrew_dev | Stardance
Title: Raylibstein by @syntaxbrew_dev | Stardance
Devlogs:
I have started working on my new pseudo-3D raycaster project. Using raylib and C++, so far I have created the basic boilerplate code for the main window rendering loop for a basic 2D map. But most importantly during this first session, I created a basic, but working raycasting system which used an algorithm called DDA. (grid-traversal algorithm)To implement it, I worked through the underlying math and logic behind the algorithm, and went through some examples before implementing the code myself. I faced many bugs while coding it and it took a lot of trial and error before I finally had it working.. . The CastRay() function I created allows rays to traverse efficiently across grid cells, skipping over unnecessary positions and without missing any collisions. For the next dev log, I hope to have completed the actual Player object + movement + collision detection, and implement the 3D rendering loop that constructs the 3D scene using my CastRay function.
Today I finished implementing the core rendering loop for my 3D C++ raycasting engine and also added player-wall collision detction! In summary, for every column of your screen, a ray is fired to draw a single vertical strip of a specific size based on how far that ray travels. Then all these strips are combined to form a 3D scene. I also added shading to specific sides of walls. I then learned how to fix edge distortions (fish-eye correction) and uneven ray distributions using math + geometry. I also spent ALOT OF MY TIME trying to fix a bug where the player could clip into a corner and get stuck inside, which got very annoying to debug. But I eventually solved it by checking for wall overlaps across the player’s every possible movement position.
This took a while, but I successfully added texture rendering to walls, alongside solid roof and floor colors. To do this, I created my own MapTexture class which extracted pixel data from a loaded image.For each ray that fired, its final hit position was mapped to a specific pixel from that texture. (using some row and column calcuations) Some things I also did: Added support for multiple wall types Added noclip toggle, zooming in/out controls Optimized shading calculations for walls Fixed raycasting bug dealing with negative coordinates
Today’s the day I ship, I finally released a web-port version of my raycasting engine, and created a detailed README on the Github repo. To do this, I had to use a tool called emsdk which allowed me to convert all my C++/raylib code into Web Assembly + HTML code! I now have live web page up and running using GitHub pages & actions, and I debugged any issues that arose (such as the mouse not properly locking to the screen)
Ships:
I made a Wolfenstein-inspired 3D raycaster built from scratch using C++ and Raylib! I personally found the math and geometry behind the 3D rendering logic the most complicated portion of the project, but it certainly felt rewarding when my code actually worked and didn’t crash! I’m proud of the fact that while creating this project, I was simultaneously improving my C++ knowledge, graphics programming concepts, and low level programming skills, all in one month. I’m also proud of how I still persevered even when things were confusing or didn’t make sense. To test my project, people can simply use the web-playable version. If they want to run it locally, they must clone the repo, install CMake, Ninja, use a valid C++ compiler, and build/run the project....
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1793674056.062218
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1792896455.5677032
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1792896454.7423458
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1793760454.7423458
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45946
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Digital Library by @Anshhh | Stardance
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Anshhh
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1
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6.0
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22
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T06:48:25Z", "hours": 6.0, "multiplier": 3.43, "payout": 22, "blessing": "neutral", "text": "I created a digital catalogue for my library, where students could search if the book they want is available in the library and if its issued or not at the moment. Adding the search and filter function was new to me, and was fun to create.", "repo": "https://github.com/Mai-Anshhh/digi_library", "demo": "https://mai-anshhh.github.io/digi_library/"}]...
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[{"post_id": 76053, "ts": "202 [{"post_id": 76053, "ts": "2026-10-02T06:43:15Z", "hours": 0.4328, "text": "I wrapped up the project today, Also I archived the book specific page and admin page, I got busy with some other projects and wasn’t able to work on this one, so now I am just clearing it up so it can be used as a display for now and the status of books could be changed through the codebase, I will update this with my library’s actual catalogue after they agree to it."}, {"post_id": 43853, "ts": "2026-08-09T09:17:20Z", "hours": 6.0394, "text": "A library? Made a base for the website, added some “tags” which can be used to filter out genre of books you are looking for, and a search bar where you search (XD) For books, I have added these cards with all the needed details for them, a short desc, author’s name and is the book is available or not right now (main purpose of the website) Right now if I have to add new books or change availability or do any changes in them, I need to edit it in the json file where it is all stored T0T To solve that, I am adding an admin page, through which editing each card could get way easier… Also after that I am planning to make a seperate page for each book, I will add a book.html and update the content for each book through js. I was initially shipping this project to Horizons but now imma do it here :3"}]...
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Title: Digital Library by @Anshhh | Stardance
Dev Title: Digital Library by @Anshhh | Stardance
Devlogs:
A library? Made a base for the website, added some “tags” which can be used to filter out genre of books you are looking for, and a search bar where you search (XD) For books, I have added these cards with all the needed details for them, a short desc, author’s name and is the book is available or not right now (main purpose of the website) Right now if I have to add new books or change availability or do any changes in them, I need to edit it in the json file where it is all stored T0T To solve that, I am adding an admin page, through which editing each card could get way easier… Also after that I am planning to make a seperate page for each book, I will add a book.html and update the content for each book through js. I was initially shipping this project to Horizons but now imma do it here :3
I wrapped up the project today, Also I archived the book specific page and admin page, I got busy with some other projects and wasn’t able to work on this one, so now I am just clearing it up so it can be used as a display for now and the status of books could be changed through the codebase, I will update this with my library’s actual catalogue after they agree to it.
Ships:
I created a digital catalogue for my library, where students could search if the book they want is available in the library and if its issued or not at the moment. Adding the search and filter function was new to me, and was fun to create....
|
1793674054.4167597
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1793760454.4167597
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48831
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1792896453.4075205
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1793760453.4075205
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35316
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my APOD site by @Jordantianlu | Stardance
|
Jordantianlu
|
0
|
0.0
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0
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[]
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[]
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Title: my APOD site by @Jordantianlu | Stardance
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1793155653.3797626
|
1793760453.3797626
|
|
6600
|
slnap-bot by @JSnap | Stardance
|
JSnap
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T19:51:23Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "successfully made the “slnap-bot” (mix of slack and snap… get it? get it???) it can get a cat gif (/slnapbot-gifcat) it can get a cat pic(/slnapbot-catpic) and you can ping it (/slnapbot-ping) it uses catas (cat as a service) for the pics.", "repo": "https://github.com/JSnapXYZ/slnap-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0AS9G1FLAV"}]...
|
[{"post_id": 73723, "ts": "202 [{"post_id": 73723, "ts": "2026-09-25T19:46:54Z", "hours": 1.7225, "text": "successfully made the “slnap-bot” (mix of slack and snap… get it? get it???) it can get a cat gif (/slnapbot-gifcat) it can get a cat pic(/slnapbot-catpic) and you can ping it (/slnapbot-ping) it uses catas (cat as a service) for the pics."}]...
|
Title: slnap-bot by @JSnap | Stardance
Devlogs:
s Title: slnap-bot by @JSnap | Stardance
Devlogs:
successfully made the “slnap-bot” (mix of slack and snap… get it? get it???) it can get a cat gif (/slnapbot-gifcat) it can get a cat pic(/slnapbot-catpic) and you can ping it (/slnapbot-ping) it uses catas (cat as a service) for the pics.
Ships:
successfully made the “slnap-bot” (mix of slack and snap… get it? get it???) it can get a cat gif (/slnapbot-gifcat) it can get a cat pic(/slnapbot-catpic) and you can ping it (/slnapbot-ping) it uses catas (cat as a service) for the pics....
|
1793674053.2984314
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1793760453.2984314
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48827
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48820
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1792896451.7484171
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1793760451.7484171
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55992
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Clear - Macropad by @RishitJain | Stardance
|
RishitJain
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T15:02:37Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Clear, the macropad. It may not be the best, or most aesthetic (although i did try), but it is mine, and thats just so cool. I was having many problems with the firmware, the boot button on the RP2040 was giving me issues, but eventually, I got it to work. I have buttons for Copy, paste, open apps and one to switch to my second desktop. I doubt I’ll use this alot, especially because it doesnt have a battery (i beg include a lipo in the kit), but i might buy one seperately and solder it on. Oo and i forgot, soldering sucks, I hate it. Anyways, hope you like my project, i dont think rating matters cuz i get 5 stardust cuz i followed the mission. Cya!", "repo": "https://github.com/RishitJain-dev/Hackpad", "demo": ""}]...
|
[{"post_id": 74003, "ts": "202 [{"post_id": 74003, "ts": "2026-09-26T14:47:10Z", "hours": 1.9183, "text": "Finished building and soldering :(( macropad i hate soldering its probably cuz my equipment is cheap and the tips rust so quickly and the solder (leaded) doesnt melt until 450 deg C and IM GONNA GET LEAD POISONING, AND I INHALE FUMES EVERY DAY"}, {"post_id": 58029, "ts": "2026-08-30T11:35:41Z", "hours": 1.3667, "text": "Designed the CAD for my macro pad in Onshape"}, {"post_id": 57716, "ts": "2026-08-29T23:35:17Z", "hours": 1.6936, "text": "Finished the PCB for my macropad, I finished wiring the components, placed them as I needed, added a ground pour, and exported GERBERS and STEP files for later CAD modelling."}, {"post_id": 57666, "ts": "2026-08-29T21:47:45Z", "hours": 0.5167, "text": "Designed the schematic for my macro pad PCB"}]...
|
Title: Clear - Macropad by @RishitJain | Stardance Title: Clear - Macropad by @RishitJain | Stardance
Devlogs:
Designed the schematic for my macro pad PCB
Finished the PCB for my macropad, I finished wiring the components, placed them as I needed, added a ground pour, and exported GERBERS and STEP files for later CAD modelling.
Designed the CAD for my macro pad in Onshape
Finished building and soldering :(( macropad i hate soldering its probably cuz my equipment is cheap and the tips rust so quickly and the solder (leaded) doesnt melt until 450 deg C and IM GONNA GET LEAD POISONING, AND I INHALE FUMES EVERY DAY
Ships:
I made Clear, the macropad. It may not be the best, or most aesthetic (although i did try), but it is mine, and thats just so cool. I was having many problems with the firmware, the boot button on the RP2040 was giving me issues, but eventually, I got it to work. I have buttons for Copy, paste, open apps and one to switch to my second desktop. I doubt I’ll use this alot, especially because it doesnt have a battery (i beg include a lipo in the kit), but i might buy one seperately and solder it on. Oo and i forgot, soldering sucks, I hate it. Anyways, hope you like my project, i dont think rating matters cuz i get 5 stardust cuz i followed the mission. Cya!...
|
1793674050.9464324
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1793760450.9464324
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48817
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1792896450.921427
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1793760450.921427
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1792896450.0766504
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1793760450.0766504
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55989
|
Pisces by @moebius | Stardance
|
moebius
|
1
|
12.71
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T23:59:21Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an interactive astronomy website designed to make learning and exploring astronomy much more visual and interesting. I created a cinematic entrance that has a jigsaw theme, I also added facts and images for planets and deep space objects. I also built an interactive journey through astronomical scales, from planets and stars to galaxies and the broader universe. You can also add markers along the journey and return to them later. I used AI heavily for coding while I directed the concept and design, tested the site, debugged it and reviewed the results and worked through some simpler problems as I learned.", "repo": "https://github.com/moebius1eq-dotcom/Pisces", "demo": "https://moebius1eq-dotcom.github.io/Pisces/"}]...
|
[{"post_id": 71887, "ts": "202 [{"post_id": 71887, "ts": "2026-09-21T18:13:37Z", "hours": 0.6822, "text": "Redid the hamburger menu, watched a tutorial on it and had to keep tweaking cuz it was either buggy or looked weird. Managed to make it look decent but still needs some work. I still needa fix the issue when after opening the hamburger menu I cant close it. Oh and I added a cool animation of the hamburger when you click it it turns into 2 lines sorta like a arrow shaped thingy."}, {"post_id": 70964, "ts": "2026-09-20T03:53:35Z", "hours": 2.4786, "text": "I redid the entire homepage and the first thing you see now is a minimalistic black screen with a navbar and in the top left of it it says Pisces and top right there’s a hamnburger. Both don’t work but its ok Im still learning. I also added a hero and its split into two sections. one section is just the main screen when you load it up with the big words PISCES on it and Begin your journey below it with a interactive down arrow that bounces up and down. And then I also increased the height of the entire webpage so it scrolls into the next section below which shows 2 cards one of earth and the other of mars. Not really much there yet. Oh and the down arrow you can click it and there’s a smooth transition into the next section which are the planet cards."}, {"post_id": 68930, "ts": "2026-09-16T02:01:40Z", "hours": 0.5506, "text": "Ok, sooooo I completely scrapped the idea of using AI and now I’m gonna learn myself. :) I remember some things but still very very hard and confusing. This is what I got so far!! Pretty proud of it. Took me a while to figure out how to get the image to be constricted within the box."}, {"post_id": 67744, "ts": "2026-09-13T23:49:36Z", "hours": 0.5947, "text": "Added back the Journey, homepage/hub, planet facts, and deep space stuff that got disconnected while I was rebuilding the entrance. I also made a transition from the jigsaw entrance into the actual PISCES homepage, so now the entrance actually leads somewhere lol. Disclaimer: Used AI heavily for the coding. I directed what I wanted, tested it, reviewed the results, debugged problems, and kept making changes to the final product."}, {"post_id": 67635, "ts": "2026-09-13T19:40:14Z", "hours": 0.7653, "text": "Ok, sooooo lets see. I finally got the vision I wanted. I basically made it so when you click into the website it creates a entrance animation where you are flying through space with lots of jigsaw pieces, each with a picture of a cool astronomy thing. I then made it all fly into place to create this giant jigsaw and fade slightly dark and then PISCES piece together the universe would come in. I chose Pisces because it looks like pieces and its my favorite constellation :) Disclaimer: I used Ai a lot for the coding (I’m pretty nooby and still learning) I directed the design explained my vision/concept. I also tested, reviewed the design and debugged problems and kept things changed until it fitted my idea"}, {"post_id": 66897, "ts": "2026-09-12T21:00:17Z", "hours": 5.4433, "text": "Decided to remake everything as I felt like in order to really make it work I needed a proper opening animation. I also decided to rename the site pisces after the constellation and the theme is a puzzle. The opening I am trying to make is a gigantic puzzle like bluelock with the marvel comic animation flashback but with stars, galaxies, blackholes, other interesting things in each puzzle piece."}, {"post_id": 58427, "ts": "2026-08-30T20:44:23Z", "hours": 1.8789, "text": "Today I added cards as my category for each planet and added a button that when you click it it generates a random planet from the solar system and provides data on it such as the amount of moons, its gravity, diameter, etc.."}]...
|
Title: Pisces by @moebius | Stardance
Devlogs:
To Title: Pisces by @moebius | Stardance
Devlogs:
Today I added cards as my category for each planet and added a button that when you click it it generates a random planet from the solar system and provides data on it such as the amount of moons, its gravity, diameter, etc..
Decided to remake everything as I felt like in order to really make it work I needed a proper opening animation. I also decided to rename the site pisces after the constellation and the theme is a puzzle. The opening I am trying to make is a gigantic puzzle like bluelock with the marvel comic animation flashback but with stars, galaxies, blackholes, other interesting things in each puzzle piece.
Ok, sooooo lets see. I finally got the vision I wanted. I basically made it so when you click into the website it creates a entrance animation where you are flying through space with lots of jigsaw pieces, each with a picture of a cool astronomy thing. I then made it all fly into place to create this giant jigsaw and fade slightly dark and then PISCES piece together the universe would come in. I chose Pisces because it looks like pieces and its my favorite constellation :) Disclaimer: I used Ai a lot for the coding (I’m pretty nooby and still learning) I directed the design explained my vision/concept. I also tested, reviewed the design and debugged problems and kept things changed until it fitted my idea
Added back the Journey, homepage/hub, planet facts, and deep space stuff that got disconnected while I was rebuilding the entrance. I also made a transition from the jigsaw entrance into the actual PISCES homepage, so now the entrance actually leads somewhere lol. Disclaimer: Used AI heavily for the coding. I directed what I wanted, tested it, reviewed the results, debugged problems, and kept making changes to the final product.
Ok, sooooo I completely scrapped the idea of using AI and now I’m gonna learn myself. :) I remember some things but still very very hard and confusing. This is what I got so far!! Pretty proud of it. Took me a while to figure out how to get the image to be constricted within the box.
I redid the entire homepage and the first thing you see now is a minimalistic black screen with a navbar and in the top left of it it says Pisces and top right there’s a hamnburger. Both don’t work but its ok Im still learning. I also added a hero and its split into two sections. one section is just the main screen when you load it up with the big words PISCES on it and Begin your journey below it with a interactive down arrow that bounces up and down. And then I also increased the height of the entire webpage so it scrolls into the next section below which shows 2 cards one of earth and the other of mars. Not really much there yet. Oh and the down arrow you can click it and there’s a smooth transition into the next section which are the planet cards.
Redid the hamburger menu, watched a tutorial on it and had to keep tweaking cuz it was either buggy or looked weird. Managed to make it look decent but still needs some work. I still needa fix the issue when after opening the hamburger menu I cant close it. Oh and I added a cool animation of the hamburger when you click it it turns into 2 lines sorta like a arrow shaped thingy.
Ships:
I made an interactive astronomy website designed to make learning and exploring astronomy much more visual and interesting. I created a cinematic entrance that has a jigsaw theme, I also added facts and images for planets and deep space objects. I also built an interactive journey through astronomical scales, from planets and stars to galaxies and the broader universe. You can also add markers along the journey and return to them later. I used AI heavily for coding while I directed the concept and design, tested the site, debugged it and reviewed the results and worked through some simpler problems as I learned....
|
1793674049.2789383
|
1793760449.2789383
|
|
55984
|
MDS by @zyluxXD | Stardance
|
zyluxXD
|
1
|
16.0
|
210
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T04:49:43Z", "hours": 16.0, "multiplier": 13.31, "payout": 210, "blessing": "neutral", "text": "I made MDS (Meme Delivery Service), a Python Slack bot that fetches programming memes from ProgrammerHumor! It can post a daily batch automatically, or you can use /memes to request anywhere from 1–10 memes from the home, hot, random, or search feeds. There’s also optional LLM moderation and a Show sources button that links back to the original memes! While making this, there were quite a few moving parts to connect, such as scraping the memes, downloading the images, and uploading them to Slack. Handling errors were quite tedious aswell, including unavailable images, moderation errors, and commands used in channels where the bot hasn’t been invited. Overall, I’m happy with how the whole posting system came together! Daily posts interweave the home and hot feeds, and you can configure the schedule, cooldowns, and moderation. Memes :) Anyways, you, yes YOU should try it TODAY, RIGHT NOW. Just join #mds-playground on the Hack Club Slack and check the pinned message! Ty for reading this :D", "repo": "https://github.com/ZyluxXD/MDS", "demo": "https://app.slack.com/client/E09V59WQY1E/C0C6TQZGQ95"}]...
|
[{"post_id": 77741, "ts": "202 [{"post_id": 77741, "ts": "2026-10-08T04:22:20Z", "hours": 0.4175, "text": "Last minute bugfixing!!!! I’m sure all of y’all had atleast one experience before where you discovered a new bug AFTER finalizing everything . That just happened to me when I realized if MDS isn’t in a channel, it just ghosts you and leaves a error in the console. Yeah, not great, so I added this nice little message if that happens, and also just improved a lil bit of the reliability on the slack side of things. Ready to ship, I think"}, {"post_id": 77454, "ts": "2026-10-07T02:16:13Z", "hours": 6.4686, "text": "Spaghetti and bugs really don’t go well together. Don’t believe me? Try it out… Yeah, you see now? So that is precisely why I cleared out the spaghetti and bugs out of my code! Yes. That took a long time. So basically, I reorganized the fetching, moderation, downloading, and Slack posting code so it is actually readable. I also replaced the scattered dictionaries with actual data models and cleaned up how settings are loaded and checked. Less guessing what some random variable contains. Yay!! On the actual bot side, images now download in parallel, broken or oversized downloads get skipped, and /memes has configurable cooldowns for users and channels. I also improved the source button’s link back to the uploaded post, made the daily posting time configurable, and added separate moderation controls for daily posts and slash commands. All those boring things that suddenly become very interesting when they break And last and probably least , I wrote a README with installation instructions, configuration details, and command examples, added an example .env file and license, and gave MDS a logo and banner! So now you can actually figure out how to run it without having to read through all my code first. well you probably could read it now after the refactor You’re welcome. Anyways, MDS is getting pretty close to being ready to ship!!"}, {"post_id": 66271, "ts": "2026-09-12T00:34:20Z", "hours": 2.4236, "text": "Well, well, well. Look who we have here. (You, reading this devlog). So what I did this time was add the slash commands! Yay!! So basically now there is a ‘/memes’ command that lets you summon a collection of memes in your current channel! You can specify what page of ProgrammerHumor you want it from (like home, hot, random), or you can use a search query! Also I kinda messed up my git, as in my last 2 commits I forgot to actually add the files, so I guess I now have two less commits. Anyways, I also improved reliability, logging, and all those boring things."}, {"post_id": 63213, "ts": "2026-09-06T21:52:10Z", "hours": 2.1831, "text": "After getting ragebaited by LangChain for a while, I’m happy to announce that I have finally completed the LLM moderation feature. Now you can finally rest assured that the memes being sent are appropriate! It is off by default, since you obviously need an llm endpoint to use it, but it is nice to have! Later I may add a setting to control how strict the moderation is. I additionally improved the overall reliability of the app, and made it easier to use as well as easier to understand what’s going on!"}, {"post_id": 59908, "ts": "2026-09-01T22:49:44Z", "hours": 1.7822, "text": "LLMs, the cause of the ram shortage, are now a vital (kinda) part of my app. So basically in the about 2 hours ish of this devlog, I managed to implement the first half of the LLM moderation & ranking feature. I first using the OpenAI API, but then switched to langchain to allow support for other API specifications! But yeah, this feature is pretty time consuming to implement… Also, the screenshot this time is just some code as I don’t wanna add yet another screenshot of the app, with the LLM feature not even implemented yet."}, {"post_id": 57717, "ts": "2026-08-29T23:40:13Z", "hours": 1.1853, "text": "Waiter waiter, more upgrades! Alright, so before I jump to the complicated stuff, I just improved the overall code structure by making it more readable and spread apart, added better logging capabilities, as well as added the core feature: scheduled meme posting, and finally, improved the source links button & overall reliability."}, {"post_id": 57628, "ts": "2026-08-29T20:41:34Z", "hours": 1.3381, "text": "Finished the basic structure of the Slack bot; I got it working and posting memes along with a basic scraper, and a sources button. This is a very basic demo for now, there is so much more to come!"}]...
|
Title: MDS by @zyluxXD | Stardance
Devlogs:
Finis Title: MDS by @zyluxXD | Stardance
Devlogs:
Finished the basic structure of the Slack bot; I got it working and posting memes along with a basic scraper, and a sources button. This is a very basic demo for now, there is so much more to come!
Waiter waiter, more upgrades! Alright, so before I jump to the complicated stuff, I just improved the overall code structure by making it more readable and spread apart, added better logging capabilities, as well as added the core feature: scheduled meme posting, and finally, improved the source links button & overall reliability.
LLMs, the cause of the ram shortage, are now a vital (kinda) part of my app. So basically in the about 2 hours ish of this devlog, I managed to implement the first half of the LLM moderation & ranking feature. I first using the OpenAI API, but then switched to langchain to allow support for other API specifications! But yeah, this feature is pretty time consuming to implement… Also, the screenshot this time is just some code as I don’t wanna add yet another screenshot of the app, with the LLM feature not even implemented yet.
After getting ragebaited by LangChain for a while, I’m happy to announce that I have finally completed the LLM moderation feature. Now you can finally rest assured that the memes being sent are appropriate! It is off by default, since you obviously need an llm endpoint to use it, but it is nice to have! Later I may add a setting to control how strict the moderation is. I additionally improved the overall reliability of the app, and made it easier to use as well as easier to understand what’s going on!
Well, well, well. Look who we have here. (You, reading this devlog). So what I did this time was add the slash commands! Yay!! So basically now there is a ‘/memes’ command that lets you summon a collection of memes in your current channel! You can specify what page of ProgrammerHumor you want it from (like home, hot, random), or you can use a search query! Also I kinda messed up my git, as in my last 2 commits I forgot to actually add the files, so I guess I now have two less commits. Anyways, I also improved reliability, logging, and all those boring things.
Spaghetti and bugs really don’t go well together. Don’t believe me? Try it out… Yeah, you see now? So that is precisely why I cleared out the spaghetti and bugs out of my code! Yes. That took a long time. So basically, I reorganized the fetching, moderation, downloading, and Slack posting code so it is actually readable. I also replaced the scattered dictionaries with actual data models and cleaned up how settings are loaded and checked. Less guessing what some random variable contains. Yay!! On the actual bot side, images now download in parallel, broken or oversized downloads get skipped, and /memes has configurable cooldowns for users and channels. I also improved the source button’s link back to the uploaded post, made the daily posting time configurable, and added separate moderation controls for daily posts and slash commands. All those boring things that suddenly become very interesting when they break And last and probably least , I wrote a README with installation instructions, configuration details, and command examples, added an example .env file and license, and gave MDS a logo and banner! So now you can actually figure out how to run it without having to read through all my code first. well you probably could read it now after the refactor You’re welcome. Anyways, MDS is getting pretty close to being ready to ship!!
Last minute bugfixing!!!! I’m sure all of y’all had atleast one experience before where you discovered a new bug AFTER finalizing everything . That just happened to me when I realized if MDS isn’t in a channel, it just ghosts you and leaves a error in the console. Yeah, not great, so I added this nice little message if that happens, and also just improved a lil bit of the reliability on the slack side of things. Ready to ship, I think
Ships:
I made MDS (Meme Delivery Service), a Python Slack bot that fetches programming memes from ProgrammerHumor! It can post a daily batch automatically, or you can use /memes to request anywhere from 1–10 memes from the home, hot, random, or search feeds. There’s also optional LLM moderation and a Show sources button that links back to the original memes! While making this, there were quite a few moving parts to connect, such as scraping the memes, downloading the images, and uploading them to Slack. Handling errors were quite tedious aswell, including unavailable images, moderation errors, and commands used in channels where the bot hasn’t been invited. Overall, I’m happy with how the whole posting system came together! Daily posts interweave the home and hot feeds, and you can configure the schedule, cooldowns, and moderation. Memes :) Anyways, you, yes YOU should try it TODAY, RIGHT NOW. Just join #mds-playground on the Hack Club Slack and check the pinned message! Ty for reading this :D...
|
1793674048.1225703
|
1793760448.1225703
|
|
50726
|
AparnaCanteen by @swarup | Stardance
|
swarup
|
1
|
20.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T09:24:08Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Today, I spent some time working on Aparna Canteen, a project I’m building to make food ordering in our college canteen easier. I worked on improving the UI and planning features like online ordering, cart management, and admin order handling. One thing I’m focusing on is making the website smooth and easy to use, especially on mobile devices. The challenging part is bringing all these features together, but I’m learning a lot while building it. I’m happy with the progress so far and excited to see how the project turns out. Still building, still learning! #HackClub #Stardance #AparnaCanteen", "repo": "https://github.com/JAY4IGNITE/AparnaDeviCanteen", "demo": "https://aparnadevicanteen.onrender.com"}]...
|
[{"post_id": 71097, "ts": "202 [{"post_id": 71097, "ts": "2026-09-20T09:12:09Z", "hours": 19.7336, "text": "Today I worked on Aparna Canteen. Aparna Canteen is an online food ordering platform that makes the college canteen experience easier for students and staff.I focused on improving the mobile- UI menu browsing, cart and order management and admin features. I am also working on making the website on slower networks and exploring real-time order updates. Aparna Canteen will have loading and real-time updates, for all users.There is still a lot to build and improve. I am enjoying the process of turning Aparna Canteen into a useful real world project. #HackClub #Stardance #AparnaCanteen #WebDevelopment #FullStackDevelopment"}]...
|
Title: AparnaCanteen by @swarup | Stardance
Devlo Title: AparnaCanteen by @swarup | Stardance
Devlogs:
Today I worked on Aparna Canteen. Aparna Canteen is an online food ordering platform that makes the college canteen experience easier for students and staff.I focused on improving the mobile- UI menu browsing, cart and order management and admin features. I am also working on making the website on slower networks and exploring real-time order updates. Aparna Canteen will have loading and real-time updates, for all users.There is still a lot to build and improve. I am enjoying the process of turning Aparna Canteen into a useful real world project. #HackClub #Stardance #AparnaCanteen #WebDevelopment #FullStackDevelopment
Ships:
Today, I spent some time working on Aparna Canteen, a project I’m building to make food ordering in our college canteen easier. I worked on improving the UI and planning features like online ordering, cart management, and admin order handling. One thing I’m focusing on is making the website smooth and easy to use, especially on mobile devices. The challenging part is bringing all these features together, but I’m learning a lot while building it. I’m happy with the progress so far and excited to see how the project turns out. Still building, still learning! #HackClub #Stardance #AparnaCanteen...
|
1793674046.952273
|
1793760446.952273
|
|
39529
|
NULL
|
NULL
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0
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0.0
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0
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[]
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[]
|
|
1792896446.4080646
|
1793760446.4080646
|
|
2699
|
Voltrush by @Jtylerneering | Stardance
|
Jtylerneering
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Voltrush by @Jtylerneering | Stardance
|
1793155646.2629912
|
1793760446.2629912
|