|
28507
|
The frame for the racer by @17Potatoes | Stardance
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17Potatoes
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0
|
0.0
|
0
|
[]
|
[]
|
Title: The frame for the racer by @17Potatoes | St Title: The frame for the racer by @17Potatoes | Stardance...
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1793148992.298407
|
1793753792.298407
|
|
28512
|
My very own WebOS by @blair_c | Stardance
|
blair_c
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @blair_c | Stardance
|
1793148991.4321802
|
1793753791.4321802
|
|
34051
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ysws Simulator by @rangodamango | Stardance
|
rangodamango
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T11:59:16Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finally completed the game. Never using python again, the conversion to exe was a nightmare. Also, let me know if there’s any feedback. Thx!", "repo": "https://github.com/RangoDaMango/ysws-sim", "demo": "https://rangodamango.itch.io/ysws-simulator"}]...
|
[{"post_id": 29416, "ts": "202 [{"post_id": 29416, "ts": "2026-07-16T11:02:00Z", "hours": 0.7458, "text": "Finally finished enough for it to be a ship! Please try it out and lemme know how it goes. also, try not to break the game (pls)."}, {"post_id": 28876, "ts": "2026-07-15T13:28:40Z", "hours": 1.0683, "text": "Finally finished enough for it to be at the very least a C, and now, I’m going to be polishing everything up. for some reason, i’ve resorted to naming my variables woho, or choho, or mochoho, or prowo, or vopro, or some other variation of two or three syllables with a consonant phoneme followed by an o sound afterwards, which corresponds to the first 2 phonemes of each word (for example, woho being worked hours). Someone tell me how to make variables look normal, if i keep this up until i get into the workforce im not getting hired for anything involving teams."}, {"post_id": 28286, "ts": "2026-07-14T13:23:02Z", "hours": 1.2958, "text": "I finally added the ability to work on projects! also scoring. i unfortunately ditched the programs since all programs were essentially the same."}, {"post_id": 27677, "ts": "2026-07-13T13:38:07Z", "hours": 2.0839, "text": "Finally got to the skill system. Rng to determine result of study session. i also started on projects."}, {"post_id": 27535, "ts": "2026-07-13T05:31:06Z", "hours": 1.3033, "text": "added in 4 ysws programs you can be in: sunjig, tastecity, summer of production, and red publish. i also added in a skill system and started time progression. skill system also has training, where rng decides the effectiveness of your study. 213 lines in 2 hours isnt that bad. next devlog will probably finally be projects."}, {"post_id": 27201, "ts": "2026-07-12T15:24:41Z", "hours": 1.1983, "text": "I started on the initial screen, created the basics of the simulation system, and set up the project and program mechanism."}]...
|
Title: ysws Simulator by @rangodamango | Stardance Title: ysws Simulator by @rangodamango | Stardance
Devlogs:
I started on the initial screen, created the basics of the simulation system, and set up the project and program mechanism.
added in 4 ysws programs you can be in: sunjig, tastecity, summer of production, and red publish. i also added in a skill system and started time progression. skill system also has training, where rng decides the effectiveness of your study. 213 lines in 2 hours isnt that bad. next devlog will probably finally be projects.
Finally got to the skill system. Rng to determine result of study session. i also started on projects.
I finally added the ability to work on projects! also scoring. i unfortunately ditched the programs since all programs were essentially the same.
Finally finished enough for it to be at the very least a C, and now, I’m going to be polishing everything up. for some reason, i’ve resorted to naming my variables woho, or choho, or mochoho, or prowo, or vopro, or some other variation of two or three syllables with a consonant phoneme followed by an o sound afterwards, which corresponds to the first 2 phonemes of each word (for example, woho being worked hours). Someone tell me how to make variables look normal, if i keep this up until i get into the workforce im not getting hired for anything involving teams.
Finally finished enough for it to be a ship! Please try it out and lemme know how it goes. also, try not to break the game (pls).
Ships:
I finally completed the game. Never using python again, the conversion to exe was a nightmare. Also, let me know if there’s any feedback. Thx!...
|
1793667390.7865503
|
1793753790.7865503
|
|
10573
|
Untitled project by @Nyxiie | Stardance
|
Nyxiie
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Nyxiie | Stardance
|
1793148989.3038049
|
1793753789.3038049
|
|
49506
|
My own website! by @berragurlesin | Stardance
|
berragurlesin
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T21:25:51Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This project is a personal website I created for myself. It’s a platform where I can bring together my research and other things related to myself. It includes an “About Me” page I designed in a scrapbook style, an “Essays and Research” section where I’ll share my personal writings and research, a “Projects and Milestones” page showcasing my competitions, awards, and projects, and a “Social and Media” page with links to my other social media accounts. I also added hover effects that make the images enlarge and stand out when the mouse hovers over them, and I also created a mobile-specific design to make the site simpler and more user-friendly on smaller screens. One of the most challenging parts for me was adjusting the positions of the images in the scrapbook collage. Since I wanted the collage to look a certain way, I manually adjusted the positions of each image one by one and experimented with different values until I achieved the look I wanted. Since changing the position or size of a single image sometimes affected the appearance of the entire collage, this process required a great deal of trial and error. In addition, I had to learn many things I didn’t know before during the process. Although this made the project more difficult, it allowed me to learn more about web development. What I’m most proud of about this project is that it’s my first website and while people usually use ready-made applications to build websites, I’m very happy that I created this site from scratch by coding it myself in Visual Studio, and the site turned out exactly the way I wanted it to. One thing to keep in mind while browsing the site is that the “Essays and Research” section isn’t complete yet. The reason for this is that, although I’ve actually written some pieces for this section, I want to polish them up before adding them. That’s why I’ve chosen not to upload my articles at this stage. I plan to add them to the site as I continue to refine my writing. I spent a total of more than 5–6 hours on this project, but seeing something functional come out of it makes me feel like it was worth the effort! If you check out my site, I’d love to hear your feedback and make improvements based on it. ˚.⋆🔭⋆⭒🪐⭒˚.⋆", "repo": "https://github.com/berragurlesin/my-website", "demo": "https://berragurlesin.github.io/my-website"}]...
|
[{"post_id": 49145, "ts": "202 [{"post_id": 49145, "ts": "2026-08-17T19:36:15Z", "hours": 1.0336, "text": "My website now looks good on mobile devices too! To fix this issue, I removed the images from the mobile version, but it’s fully functional now. So I’ve finished my project, gained experience building a website, and feel really motivated!! ༄˖°.🚀.ೃ࿔*:・"}, {"post_id": 48447, "ts": "2026-08-16T19:55:18Z", "hours": 3.4408, "text": "After +4 hours, my website is almost done! After creating the basic layout of my website, I selected the photos I wanted to use in the collage on the homepage and chose the fonts and colors. I wrote my bio and spent hours tweaking the collage to look exactly the way I wanted, adjusting the position of each photo one by one. Inspired by a website I’d seen before, I wanted the images to move when the mouse hovered over them and to have a footer section at the bottom, so I asked the AI to teach me how to do that. It turned out to be really easy! To make the images move, CSS uses a property called :hover (basically, you’re telling it what should happen when the mouse hovers over it) I added “transform: scale(1.08)” to the image to make it enlarge slightly when hovered over. To ensure this happened smoothly, I also added “transition: transform 0.25s ease”. For the footer, there’s an HTML tag called “”. Just add it to the very bottom of the page and type whatever text you want inside it (I added a copyright notice to make it look cool). You can try it too! Right now, I have a homepage introducing me, a page where I talk about my projects and achievements, and a page with links to my social media accounts. Later, I’ll also add my own essays to the site. That’s how I built my first website, and it actually really excited me!"}, {"post_id": 48100, "ts": "2026-08-16T11:59:20Z", "hours": 0.2747, "text": "My own website! This is just the beginning! 🚀"}]...
|
Title: My own website! by @berragurlesin | Stardan Title: My own website! by @berragurlesin | Stardance
Devlogs:
My own website! This is just the beginning! 🚀
After +4 hours, my website is almost done! After creating the basic layout of my website, I selected the photos I wanted to use in the collage on the homepage and chose the fonts and colors. I wrote my bio and spent hours tweaking the collage to look exactly the way I wanted, adjusting the position of each photo one by one. Inspired by a website I’d seen before, I wanted the images to move when the mouse hovered over them and to have a footer section at the bottom, so I asked the AI to teach me how to do that. It turned out to be really easy! To make the images move, CSS uses a property called :hover (basically, you’re telling it what should happen when the mouse hovers over it) I added “transform: scale(1.08)” to the image to make it enlarge slightly when hovered over. To ensure this happened smoothly, I also added “transition: transform 0.25s ease”. For the footer, there’s an HTML tag called “”. Just add it to the very bottom of the page and type whatever text you want inside it (I added a copyright notice to make it look cool). You can try it too! Right now, I have a homepage introducing me, a page where I talk about my projects and achievements, and a page with links to my social media accounts. Later, I’ll also add my own essays to the site. That’s how I built my first website, and it actually really excited me!
My website now looks good on mobile devices too! To fix this issue, I removed the images from the mobile version, but it’s fully functional now. So I’ve finished my project, gained experience building a website, and feel really motivated!! ༄˖°.🚀.ೃ࿔*:・
Ships:
This project is a personal website I created for myself. It’s a platform where I can bring together my research and other things related to myself. It includes an “About Me” page I designed in a scrapbook style, an “Essays and Research” section where I’ll share my personal writings and research, a “Projects and Milestones” page showcasing my competitions, awards, and projects, and a “Social and Media” page with links to my other social media accounts. I also added hover effects that make the images enlarge and stand out when the mouse hovers over them, and I also created a mobile-specific design to make the site simpler and more user-friendly on smaller screens. One of the most challenging parts for me was adjusting the positions of the images in the scrapbook collage. Since I wanted the collage to look a certain way, I manually adjusted the positions of each image one by one and experimented with different values until I achieved the look I wanted. Since changing the position or size of a single image sometimes affected the appearance of the entire collage, this process required a great deal of trial and error. In addition, I had to learn many things I didn’t know before during the process. Although this made the project more difficult, it allowed me to learn more about web development. What I’m most proud of about this project is that it’s my first website and while people usually use ready-made applications to build websites, I’m very happy that I created this site from scratch by coding it myself in Visual Studio, and the site turned out exactly the way I wanted it to. One thing to keep in mind while browsing the site is that the “Essays and Research” section isn’t complete yet. The reason for this is that, although I’ve actually written some pieces for this section, I want to polish them up before adding them. That’s why I’ve chosen not to upload my articles at this stage. I plan to add them to the site as I continue to refine my writing. I spent a total of more than 5–6 hours on this project, but seeing something functional come out of it makes me feel like it was worth the effort! If you check out my site, I’d love to hear your feedback and make improvements based on it. ˚.⋆🔭⋆⭒🪐⭒˚.⋆...
|
1793667388.37451
|
1793753788.37451
|
|
19694
|
ESP32-NAS by @Deva | Stardance
|
Deva
|
0
|
8.6
|
0
|
[]
|
[{"post_id": 15843, "ts": "202 [{"post_id": 15843, "ts": "2026-06-25T19:17:56Z", "hours": 0.5481, "text": "Completed the API - Set Mode. Now currently working on API-Stats + Health. After that coming up API — FILES, the WEB dashboard settings page, then the Main WEB page."}, {"post_id": 14535, "ts": "2026-06-23T17:57:53Z", "hours": 1.6808, "text": "Completed the Login page and its web functions. Next I’m going to work on the API setup, stats, files and add the Web-OTA update feature."}, {"post_id": 12008, "ts": "2026-06-19T16:22:14Z", "hours": 1.3883, "text": "Completed the Deepsleep/Shutdown function. Now I’m working on the login and logout page of the web interface."}, {"post_id": 10745, "ts": "2026-06-17T17:10:40Z", "hours": 0.6992, "text": "Working on the Deepsleep/Shutdown function."}, {"post_id": 10571, "ts": "2026-06-17T11:34:53Z", "hours": 1.7911, "text": "Added the sd_wrappers, added all the file format systems for audio,video,doc,etc. Started making the webpage starting with the Authentication page and its backend."}, {"post_id": 10034, "ts": "2026-06-16T16:24:34Z", "hours": 1.7339, "text": "Added the Forward Declarations and NVS CONFIG. Declared the functions of the temperature monitor and automation section. Also added three ‘Power Modes’ to alter the performance of the NAS via the web UI. Made a hibernate/sleep function for the NAS to go into when not in use or forced to go into low power mode and it is also integrated to the power modes itself."}, {"post_id": 9892, "ts": "2026-06-16T11:42:43Z", "hours": 0.7539, "text": "Worked on the user config, added threshold for the nas’s system, defined the power modes, defined thermal threshold and thermal control."}]...
|
Title: ESP32-NAS by @Deva | Stardance
Devlogs:
Wo Title: ESP32-NAS by @Deva | Stardance
Devlogs:
Worked on the user config, added threshold for the nas’s system, defined the power modes, defined thermal threshold and thermal control.
Added the Forward Declarations and NVS CONFIG. Declared the functions of the temperature monitor and automation section. Also added three ‘Power Modes’ to alter the performance of the NAS via the web UI. Made a hibernate/sleep function for the NAS to go into when not in use or forced to go into low power mode and it is also integrated to the power modes itself.
Added the sd_wrappers, added all the file format systems for audio,video,doc,etc. Started making the webpage starting with the Authentication page and its backend.
Working on the Deepsleep/Shutdown function.
Completed the Deepsleep/Shutdown function. Now I’m working on the login and logout page of the web interface.
Completed the Login page and its web functions. Next I’m going to work on the API setup, stats, files and add the Web-OTA update feature.
Completed the API - Set Mode. Now currently working on API-Stats + Health. After that coming up API — FILES, the WEB dashboard settings page, then the Main WEB page....
|
1793148987.196
|
1793753787.196
|
|
58158
|
My personal site by @IcedThrower_95 | Stardance
|
IcedThrower_95
|
2
|
14.0
|
96
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T10:19:01Z", "hours": 11.0, "multiplier": 8.57, "payout": 96, "blessing": "neutral", "text": "I redesigned my personal Portfolio website for myself. I have made some pretty good upgrades I first went over to the projects section and added scrolling using GSAP and Lenis to add some nice animations for these, I found the right inspiration from this website to develop this : https://www.epic.net/en/ . Second, to develop the starting loading animation, I referred to a few sites on https://www.awwwards.com/awwwards/collections/loading-page/ , took some code and gave it my twist. I also changed the fonts to Inter for the home page. -Once again i was struggling with the css for the home page. At last I am so happy with the way it turned out.", "repo": "https://github.com/IcedThrower95/mokii.dev_Portfolio", "demo": "https://icedthrower95.github.io/mokii.dev_Portfolio/"}, {"ship_num": 2, "ts": "2026-09-06T13:05:35Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made personal Portfolio website for myself.Getting creative the CSS elements was a bit challenging.I am proud that i was able to pull of such a good one in such less time.I actually spent a lot of time learning what are the styles and effects available.", "repo": "https://github.com/IcedThrower95/mokii.dev_Portfolio", "demo": "https://icedthrower95.github.io/mokii.dev_Portfolio/"}]...
|
[{"post_id": 73919, "ts": "202 [{"post_id": 73919, "ts": "2026-09-26T09:58:10Z", "hours": 2.5556, "text": "finally I am finished with the redesign of the webiste,i am so happy with the way it turned out at last. today i spent my time fixing the messy scroll animations everything was so wrong in the projects page and also i made the letter in “Projects” to jump to add a nice fun element to the page and finally I finished the scrollign part of the home page and added a small terminal window to give it a developer vibe, showcasing my current projects and at last I added the text “Lets Build What’s Next”, also added links to my socials and my email"}, {"post_id": 73200, "ts": "2026-09-24T16:22:06Z", "hours": 8.6325, "text": "over the past two days i have been working on redeveloping my portfolio site. I have made some pretty good upgrades i can, first i went over to the projects section. I added scrolling animations using GSAP and Lenis to add some nice animations; I found the right inspiration from this websiteto develop this : https://www.epic.net/en/ . Second, I developed the starting loading animation, I referred to a few sites on https://www.awwwards.com/awwwards/collections/loading-page/ , and I also changed the fonts to better ones. Let me know how is it."}, {"post_id": 62894, "ts": "2026-09-06T12:55:21Z", "hours": 1.6611, "text": "Built on my own from scratch, initially using AI to learn about new effects and taking it’s code and then modifying it to my usecase,the F1-themed idea initially struck me and i decided to use its wallpaper across the site and I made several iterations of the layout variations before settling on the final one. Additionally, added glassmorphism UI with Petronas Teal accents, and an interactive landing hero section. Rebuilt the hobbies page as an extreme expanding flex-gallery, showcasing my activities, and turned the start-up and robotics sections into a 3D-flip card grid. Furthermore, I debugged the layout issues using AI and unified the look and feel and published the site on GitHub Pages."}, {"post_id": 62203, "ts": "2026-09-05T13:51:21Z", "hours": 1.6433, "text": "I just started working on my personal site and added custom Mercedes F1 background, Petronas Teal accents, and a blue hover glow. I also rebuilt the project flip-cards and fixed the navigation bar layout"}]...
|
Title: My personal site by @IcedThrower_95 | Stard Title: My personal site by @IcedThrower_95 | Stardance
Devlogs:
I just started working on my personal site and added custom Mercedes F1 background, Petronas Teal accents, and a blue hover glow. I also rebuilt the project flip-cards and fixed the navigation bar layout
Built on my own from scratch, initially using AI to learn about new effects and taking it’s code and then modifying it to my usecase,the F1-themed idea initially struck me and i decided to use its wallpaper across the site and I made several iterations of the layout variations before settling on the final one. Additionally, added glassmorphism UI with Petronas Teal accents, and an interactive landing hero section. Rebuilt the hobbies page as an extreme expanding flex-gallery, showcasing my activities, and turned the start-up and robotics sections into a 3D-flip card grid. Furthermore, I debugged the layout issues using AI and unified the look and feel and published the site on GitHub Pages.
over the past two days i have been working on redeveloping my portfolio site. I have made some pretty good upgrades i can, first i went over to the projects section. I added scrolling animations using GSAP and Lenis to add some nice animations; I found the right inspiration from this websiteto develop this : https://www.epic.net/en/ . Second, I developed the starting loading animation, I referred to a few sites on https://www.awwwards.com/awwwards/collections/loading-page/ , and I also changed the fonts to better ones. Let me know how is it.
finally I am finished with the redesign of the webiste,i am so happy with the way it turned out at last. today i spent my time fixing the messy scroll animations everything was so wrong in the projects page and also i made the letter in “Projects” to jump to add a nice fun element to the page and finally I finished the scrollign part of the home page and added a small terminal window to give it a developer vibe, showcasing my current projects and at last I added the text “Lets Build What’s Next”, also added links to my socials and my email
Ships:
I made personal Portfolio website for myself.Getting creative the CSS elements was a bit challenging.I am proud that i was able to pull of such a good one in such less time.I actually spent a lot of time learning what are the styles and effects available.
I redesigned my personal Portfolio website for myself. I have made some pretty good upgrades I first went over to the projects section and added scrolling using GSAP and Lenis to add some nice animations for these, I found the right inspiration from this website to develop this : https://www.epic.net/en/ . Second, to develop the starting loading animation, I referred to a few sites on https://www.awwwards.com/awwwards/collections/loading-page/ , took some code and gave it my twist. I also changed the fonts to Inter for the home page. -Once again i was struggling with the css for the home page. At last I am so happy with the way it turned out....
|
1793667387.1194613
|
1793753787.1194613
|
|
26299
|
Obfuscated C Smoke Sim by @blobbingblobb | Stardan Obfuscated C Smoke Sim by @blobbingblobb | Stardance...
|
blobbingblobb
|
0
|
10.13
|
0
|
[]
|
[{"post_id": 17018, "ts": "202 [{"post_id": 17018, "ts": "2026-06-27T16:58:32Z", "hours": 1.8383, "text": "this took a while! Figured out the smoke output was weird due to a small issue with one of the preprocessor macros and not because of using complex math. Next up I have to make it runnable on the browser so people don’t have to download it!"}, {"post_id": 16936, "ts": "2026-06-27T14:34:03Z", "hours": 1.0403, "text": "I don’t fully like how complex numbers instead of vec2 changed the smoke behaviour, but that’s the tradeoff to make the code even less straight forward. I am happy with the written preprocessors and I’m now gonna start making this thing a mess to read! Video of new smoke behaviour attached"}, {"post_id": 16899, "ts": "2026-06-27T13:08:31Z", "hours": 1.9408, "text": "I know code screenshots aren’t allowed, but that’s the core of my project so I hope an eye can be closed. That said, I finally started the obfuscation process! Slowly moving to preprocessor macros (in the meanwhile even accidentally deleted all my project files but thankfully had the main.c saved in a discord chat..). Created a repository too! So far works well."}, {"post_id": 16512, "ts": "2026-06-26T21:19:54Z", "hours": 1.2556, "text": "Took a long while to understand the issue, but now files are correctly parsed! Had some issues with solid boundary checks and some other issues with the parsing functions, but it’s all fine now. I think I’m gonna refine it a tiny bit and then move to obfuscating the code"}, {"post_id": 16425, "ts": "2026-06-26T18:40:09Z", "hours": 0.3178, "text": "Well buoyancy was pretty easy to implement! Now to figure out how to spawn smoke: parsing it from file or have preset? Don’t know what would be better then when I will start obfuscating"}, {"post_id": 16343, "ts": "2026-06-26T16:18:39Z", "hours": 0.2894, "text": "Fixed it! was actually an issue with how smoke was being drawn. Now I can finally add temperature effect and I’m technically done with the base smoke sim. Will follow some file parser or something and then obfuscation!"}, {"post_id": 16296, "ts": "2026-06-26T14:47:22Z", "hours": 0.4975, "text": "I don’t think advection is happening correctly. It looks very, very weird to me. That said, it’s a start! I’m still missing temperature but first I wanna figure out if there is a problem with advection or I’m just dreaming it."}, {"post_id": 16288, "ts": "2026-06-26T14:14:01Z", "hours": 1.2372, "text": "There was a mix of issues in bilinear interpolation and pressure calculation but smoke is now being correctly advected. Will now code the advection for vx and vy!"}, {"post_id": 16240, "ts": "2026-06-26T11:48:23Z", "hours": 1.1378, "text": "Implemented pressure solve, velocities update and smoke advection to see everything in action (still missing velocities advection but that should be pretty easy to implement as it uses the same functions as smoke advection). Tried testing it but it just explodes. Gotta figure out what’s wrong! But first, gotta limit fps. This is too fast."}, {"post_id": 16205, "ts": "2026-06-26T10:29:25Z", "hours": 0.5789, "text": "It’s obviously gonna be heavily stripped down and not refined as my original Smoke Sim project. Will run on console etc. Got some display down for now, now to write pressure solve function! Can’t wait to get to the end of this so I can start obfuscating the code :). All of this because I’m on vacation with my Mac and can’t code OpenGL on it to continue my main project…"}]...
|
Title: Obfuscated C Smoke Sim by @blobbingblobb | Title: Obfuscated C Smoke Sim by @blobbingblobb | Stardance
Devlogs:
It’s obviously gonna be heavily stripped down and not refined as my original Smoke Sim project. Will run on console etc. Got some display down for now, now to write pressure solve function! Can’t wait to get to the end of this so I can start obfuscating the code :). All of this because I’m on vacation with my Mac and can’t code OpenGL on it to continue my main project…
Implemented pressure solve, velocities update and smoke advection to see everything in action (still missing velocities advection but that should be pretty easy to implement as it uses the same functions as smoke advection). Tried testing it but it just explodes. Gotta figure out what’s wrong! But first, gotta limit fps. This is too fast.
There was a mix of issues in bilinear interpolation and pressure calculation but smoke is now being correctly advected. Will now code the advection for vx and vy!
I don’t think advection is happening correctly. It looks very, very weird to me. That said, it’s a start! I’m still missing temperature but first I wanna figure out if there is a problem with advection or I’m just dreaming it.
Fixed it! was actually an issue with how smoke was being drawn. Now I can finally add temperature effect and I’m technically done with the base smoke sim. Will follow some file parser or something and then obfuscation!
Well buoyancy was pretty easy to implement! Now to figure out how to spawn smoke: parsing it from file or have preset? Don’t know what would be better then when I will start obfuscating
Took a long while to understand the issue, but now files are correctly parsed! Had some issues with solid boundary checks and some other issues with the parsing functions, but it’s all fine now. I think I’m gonna refine it a tiny bit and then move to obfuscating the code
I know code screenshots aren’t allowed, but that’s the core of my project so I hope an eye can be closed. That said, I finally started the obfuscation process! Slowly moving to preprocessor macros (in the meanwhile even accidentally deleted all my project files but thankfully had the main.c saved in a discord chat..). Created a repository too! So far works well.
I don’t fully like how complex numbers instead of vec2 changed the smoke behaviour, but that’s the tradeoff to make the code even less straight forward. I am happy with the written preprocessors and I’m now gonna start making this thing a mess to read! Video of new smoke behaviour attached
this took a while! Figured out the smoke output was weird due to a small issue with one of the preprocessor macros and not because of using complex math. Next up I have to make it runnable on the browser so people don’t have to download it!...
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WarioWare Game by @wahouansou133 | Stardance
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wahouansou133
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Title: WarioWare Game by @wahouansou133 | Stardanc Title: WarioWare Game by @wahouansou133 | Stardance...
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My very own WebOS by @samuel_suchard | Stardance
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samuel_suchard
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Title: My very own WebOS by @samuel_suchard | Star Title: My very own WebOS by @samuel_suchard | Stardance...
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the way to teal(just kill) by @love | Stardance
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love
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2
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877
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-15T00:30:44Z", "hours": 23.0, "multiplier": 18.83, "payout": 413, "blessing": "neutral", "text": "this is a movement shooter made in godot 4.6 about a blue man in a green world, i really poured my soul into it so i hope you like it:)", "repo": "https://github.com/IDoTweaks/the-way-to-teal-just-kill-", "demo": "https://idotweaks.itch.io/the-way-to-tealjust-kill"}, {"ship_num": 2, "ts": "2026-06-21T13:09:47Z", "hours": 25.0, "multiplier": 18.23, "payout": 464, "blessing": "neutral", "text": "i made a speedrunning game inspired by a song, i will add more bosses and levels but now its in a state i very much like because this is my first game that i actually like i focused on the game feel way more than the looks and it shows its so fun i made a ghost system without any tutorial something i could never dream of this project let me see that i can build things on my own also i am aiming for a 3d printer so i need like 3x the hours so expect updates!", "repo": "https://github.com/IDoTweaks/the-way-to-teal-just-kill-", "demo": "https://idotweaks.itch.io/the-way-to-tealjust-kill"}]...
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[{"post_id": 31312, "ts": "202 [{"post_id": 31312, "ts": "2026-07-19T16:42:06Z", "hours": 4.2094, "text": "DEVLOG 18 - ig we got a lot of art now new things in the game so pretty much all i did was new ui, make the game fit into a cartoon art style and some cover art for it new itch.io page the itch.io page sucked so i made it again and its so much better now check it out so as always the downloadable version is much better but there is still web support try it out: https://idotweaks.itch.io/the-way-to-tealjust-kill AND I LEFT SOME OF THE ART HERE SO YOU CAN SEE"}, {"post_id": 30937, "ts": "2026-07-18T22:54:39Z", "hours": 8.4639, "text": "DEVLOG 17 - i cant stop working on this last devlog i said i am done with the game but after those reviews i just cant stop key insights from the reviews so the main complains are that the game isnt visually appealing in some devices it ran poorly some mechanics arent clear/ need better tutorial the sfx are annoying (also there were some balancing issues and little bugs) i still got a little less than 19 per hour meaning people really did like it and it needs little changes so what did i change? i changed the tutorial to MAKE you do each mechanic and added a ghost that shows you how to do it new sfx i changed all the art style to be cartoonist i buffed the shotgun i did so much more but its so little that i cant point to each one so lets just say qol changes planning next i have already made 2 mini bosses and currently am working on some more enemy types, i will change the current levels to be the story mode with added story and dialogue and add a completly new mode which i will talk about in later devlogs"}, {"post_id": 28633, "ts": "2026-07-15T00:29:18Z", "hours": 1.1447, "text": "mini DEVLOG 16 - da final straw important if you rate it please download it, the web version is much much worse new levels added levels 7-9 unfortunate losses: sadly the styling system was very bad and i couldnt make it work so i just took it out something i had to add you could cheese everything with the dashes so im sorry… i added stamina da end so yeah i wont work on this project anymore prob but i am starting my own asm docs! be sure to stay updated!"}, {"post_id": 28494, "ts": "2026-07-14T19:34:05Z", "hours": 5.3678, "text": "DEVLOG 15 - boss redesign boss update the boss now attacks with a couple of new attacks! you can see them in the video AND a new paralysis system da cool af part so the boss now takes you to his office where he will offer you a deal: for 20% of your health you can get your paralysis level down! ui update so it looks better now, thats it XD UPDATE! so it is now updated in both github and itch.io but its very bad in the web versionT_T please just download itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill github: https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST video btw the video was compressed and then converted so its low quality"}, {"post_id": 26518, "ts": "2026-07-11T11:21:23Z", "hours": 5.4061, "text": "DEVLOG 14 - the project is super star! boss update the current boss is very lazy in design so i decided to change it completely! with a snake boss, what i did is create a self generating floor and a snake with custom pathfinding boring technical stuff the floor has a function that does holes in it and makes sure the snake cannot get soft locked(since it cant pass through its own body) then the snake turns its positon + the player’s position into a tile in the map and using breadth first search from the head’s tile to the player’s tile it finds the next tile it needs to travel to this sounds so simple why did it take 5 hours? the reason is that this mf floor does not like generating how i want it to and i am very bad at algorithms so i had to try again and again and again and then i had to do the same thing with the snake because i havnt touched bfs in like 1.5 years THANKS FOR THE SUPER STAR as you can see while i was on vacation this project got a super star! i am very grateful for it! when will it be in the game? as you can see in the video it just follows the player right now, it has no attacks or something like it so i hope i can get it done by the end of this week(its saturday now so by next saturday) and it isnt wired into the game yet so its still just the old boss"}, {"post_id": 17327, "ts": "2026-06-28T02:11:05Z", "hours": 11.3172, "text": "DEVLOG 13 - UPDATE 1.1! this is a large update 1.1 basically doubles the size of the game and makes it actually feel good to play heres everything: enemies/combat added 4 new enemy types: the charger (rushes you and dashes), the drone (flies around and shoots), the exploder (runs at you and goes boom), and the sniper (snipes. very creative ik) added a sniper weapon for the player too shotgun and sniper now play a little reload animation between shots the new style system grading is no longer based on time insted its based on a style meter that is affected by cool things like no scoping in the air your final grade now mixes score + style + your final health ranking up the meter pops and flashes like super cool game feel hit-stop on kills(like a tiny freeze frame) FOV widens when you’re moving fast and stuff like that low health throws up a red vignette and getting hit shows an arrow pointing at whoever hit you combo kills rise in pitch the longer chain camera rolls when you strafe and dips when you land levels redesigned level 1 from scratch added levels 2 through 6 added a proper boss fight at the end added a tutorial UI + quality of life completely new UI that looks 10x better weapon indicator in the side added sound effects and music pause menu, switching weapons with the scroll wheel, on screen enemy counter settings menu for sensitivity, fov, volume, resolution, etc progress (and your best-run ghosts) now save locally web version web version is now fixed BUT its still a desktop game so its worse download github release: https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill yeah thats it now go kill stuff"}, {"post_id": 13096, "ts": "2026-06-21T13:00:34Z", "hours": 2.7217, "text": "DEVLOG - 12 shipping soon notes if a reviewer sees this: i got a report about some web problems which did not happen to me, if you see the textures as too dark tho try downloading it i was not able to test the mac version as well changes i made a readme for the github added a text of damage done above enemies added a mage type enemy that shoots projectiles SHIPPING after this im shipping this so make sure to look at my github + itch.io github: https://github.com/IDoTweaks/the-way-to-teal-just-kill- itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill"}, {"post_id": 12239, "ts": "2026-06-19T23:54:55Z", "hours": 4.3089, "text": "DEVLOG - 11 (THE GAME IS ALMOST COMPLETE) + WINNER ANNOUNCEMENT so in the competition the only person that submitted a score was in the comments and late but he is now the winner:) @Connor you won! i will add you to the game soon major things i added: a ghost of your best run that plays back (if anyone is wondering i spent like an hour making it record every input with a timestamp and the WAY easier approach i ended up using is just saving the position + rotation + weapon used every frame (if animations were important to me i would have added them its not that hard) ground slam that does damage to enemies a jump orb to make levels feel less slow minor things i added: a health bar fixed enemies to know attack with a cooldown added a death screen now the enemies have black hands because animating csg shapes is expensive the state of the game now the game now is in what i feel full technicality ready the only things needed are: more levels, bosses, more enemies, more obstacles and interesting things in general and maybe a 3rd gun but other than that its basically ready so dont forget to playtest and lmk DOWNLOAD itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill side note:D also im the developer of the game so its not that hard for me to get s+ and im sure you can too so just spam ground slam its op(expect a patch soon🫣🫣🫣)so here is a clip of me getting s+ plus you can see the ghost after"}, {"post_id": 11305, "ts": "2026-06-18T14:29:13Z", "hours": 0.5894, "text": "THE TOURNAMENT IS STARTING NOW! as you can see in the last devlog the tournament said in it is starting right now! explanation this is a speedrunning competition in my 1 level demo game(very early in development) in that game you cant even die yet so go wild rules the clips must be unedited(unless you add like an edit of lebron and then its fine) submissions end when this post reaches 24 hours/2:30 pm utc and will be sent directly to me on slack/discord(which you can find in my bio) exploits are allowed! runs can only be in the current build in itch.io -runs that are on linux/windows must not use the web version because its super bad changes this version press r to restart + finished the end gui + fixed some score calculation bugs controls: wasd + space - normal movement ngl ctrl - slide lmb - shoot(with shotgun you get knockback btw) shift - dash 1/2 - switch weapons r - restart winner the winner will be the one with highest score by the end of the 24 hours/2:30 pm utc or the first person to reach a perfect score and he will win being inside the game + in the next devlog itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill now for the general stuff my discord: swiftfishi3 my slack: loveTheGodotDeveloper (if there will be any edits i will put them here) for now take a look at my fastest run(you have to wait a bit and its mid development)- runs can only be in the current build in itch.io like and repost so more people see it:D"}, {"post_id": 10797, "ts": "2026-06-17T18:26:42Z", "hours": 2.7661, "text": "DEVLOG - 10 this is a large milestone! COMPETITION ANNOUNCEMENT AT THE END i updated the map textures to a retro-ish style and updated the bullet holes and steps to look much better too! i added a timer and score with a grading system that allows for better speedrunning! i added a custom finish level orb with a custom shader that makes it look super cool look at this gameplay it looks like a real game! now the competition: so the competition will start in the next devlog because i plan to add a restart button to make it easier to speedrun and more now THE WINNER AND PRIZE: the winner will be the person that will get the highest score in 24 hours after the devlog is posted or the first person to get a perfect score of 20k(which is very hard gl) and the prize will be (imagine a drum roll) yeah you will just be on a wall or something its not that huge i will also write about you in the next devlog if thats important to you CLARIFICATIONS BECAUSE CLAUDE SAID THIS DEVLOG IS SHIT: 1.the competition will not be in the current build and will be submitted directly to me through slack/discord with the name you have in stardance 2.the prize is shit idk why claude treats it like i should try to deceive you into thinking its good, its bad i promise 3.if someone sends me they got a 20k score it will end idk whats confusing about it anyway only like 3 people will submit probably itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill (textures in web version are bugged please download!) if you have anything to say about this devlog you may comment it and i will ignore it(unless its a real question) anyway look at this clippp its happening now look at next devlog!"}, {"post_id": 10574, "ts": "2026-06-17T11:42:16Z", "hours": 1.5328, "text": "DEVLOG - 09 i added a shotgun! the shotgun has a large cooldown + it applies force on you! + itch.io update IF YOU DONT CARE ABOUT THE TECHNICAL STUFF WATCH THE VIDEO DOWN HERE TO JUST SEE THE COOL SHOTGUN it was much easier to implement because all i did was add a bunch of raycasts and randomize them with this simple code: func randomizeRays(): var i : int = 0 for ray in children: if ray is RayCast3D: ray.target_position.x = orgPos[i] + randf_range(-spread,spread) i+=1 ray.target_position.y = orgPos[i] + randf_range(-spread,spread) i+=1 the actual hard part was getting both guns to work with eachother but i managed to do that the force function was also interesting because i use a chartacterbody3d in godot i have to make this stuff myself with basically only velocity so the code is pretty easy to understand i dont think i need to explain much func _applyForce(point :Vector3,force , maxRange:float = 10): var dir = global_position - point var dist = dir.length() if dist > maxRange: return dir = dir.normalized() var fallOff = clamp(1 - (dist/ maxRange),0,1) velocity += dir * force * fallOff knockbackTimer = KNOCKBACK_LOCK_TIME also the game is now updated and free on itch.io! link: https://idotweaks.itch.io/the-way-to-tealjust-kill (please download it its much better than the web version because i cant solve some web specific bugs)"}, {"post_id": 9462, "ts": "2026-06-15T20:27:16Z", "hours": 1.6878, "text": "DEVLOG - 08 added an interesting navigation optimization script i encountered some lag even with 4 enemies so sadly i had to optimize it on the bright side i saw yesterday a video about exactly that and omfg it saved me and explains the general idea of what i do its just that i do it worse and in a different way video: https://www.youtube.com/watch?v=BPNr_txi6TU&t=813s time 33(already in link) how it works? ok so its not the MOST OPTIMAL but it is good i mean i can every time an enemy die to resort it blah blah blah and use the modulo but this works good enough even though i spent half an hour fixing a bug that doesnt exist(turns out if you select a navigation region and bake navigation mesh it does that to all regions and not just the one you selected) but for some reason i did have to use a raycast down the enemy’s feet for it to work so they wont fall probably because of friction so anyways here is the code: extends Node3D var tickAssigned = [] var tickCount = [] var currentTick = 0; var tickTimer = 0.0 const TICK_RATE = 0.025 func _ready() -> void: tickAssigned.resize(navObjects.size()) tickAssigned.fill(0) tickCount.resize(20); tickCount.fill(0) var length = navObjects.size() for i in tickAssigned.size(): tickAssigned[i] = -1 var num = 20.0 /length var current = 0.0 for i in length: if current >= 20: current -= 20 tickAssigned[i] = int(current) tickCount[int(current)]+=1 current += num``` # Called every frame. 'delta' is the elapsed time since the previous frame. ```func _process(delta: float) -> void: tickTimer +=delta if tickTimer < TICK_RATE: return tickTimer = 0.0 var tickDelta = TICK_RATE var count = 0 for entity in navObjects: if entity != null: if tickAssigned[count] == currentTick: var target = entity.target if target != null: var navAgent = entity.navAgent var mode = entity.mode var gotShot = entity.gotShot var SPEED = entity.SPEED var accelaration = entity.accelaration var velocity = entity.velocity if mode == \"chase\" or gotShot: navAgent.target_position = Vector3(target.global_position.x,target.global_position.y,target.global_position.z) var dir = (navAgent.get_next_path_position() - entity.global_position).normalized() print(entity.name, navAgent.get_next_path_position()) entity.velocity = velocity.lerp(dir * SPEED, tickDelta * accelaration) entity.look_at(Vector3(target.global_position.x,entity.global_position.y,target.global_position.z),Vector3.UP,true) entity.shouldMove = true elif mode == \"attack\": navAgent.target_position = Vector3(target.global_position.x,target.global_position.y,target.global_position.z) var dir = (navAgent.get_next_path_position() - entity.global_position).normalized() print(entity.name, navAgent.get_next_path_position()) entity.velocity = velocity.lerp(dir * SPEED, tickDelta * accelaration) entity.look_at(Vector3(target.global_position.x,entity.global_position.y,target.global_position.z),Vector3.UP,true) entity.shouldMove = true count+=1 currentTick +=1 if currentTick >= 20: currentTick = 0 #@onready var body =$body #@onready var explosionParticles = preload(\"res://Particles/enemyExplode.tscn\") #var particleInstance #@export var navAgent : NavigationAgent3D #@export var damage = 10 #@export var accelaration = 10 #var target #var mode : String = \"idle\" #var gotShot = false``` and the enemy code is too long so i cant put it here also here is a clip of the current state of the game"}, {"post_id": 9354, "ts": "2026-06-15T18:10:19Z", "hours": 2.9417, "text": "DEVLOG - 07 added vertical dash wall jumping and started with the tutorial level today i wanted to design the first level so i looked up what good level builders there are and saw trenchbroom and after like an hour of trying to make it work on fedora i gave up and tried something called cyclops but it doesnt support my current godot version so i spent MORE TIME diving into its code because there was only 1 small error(or so i thought) which i managed to fix but then every like 3 minutes of using it it just crashed so i guess im sticking with normal godot AND it took me like 20 versions and about 5 commits that i thought i fixed it to get to a working version of the 4 line code that lets me dash vertically but setting it up based on camera lets you dash up and gain insane momentum instantly so i tried a system of my own which calculated you vertical velocity using your horizontal one and tried a bunch of formulas and ended up with this fine version so the wall jumping was very easy to do because i just reflect the current movement and add a boost the hard part was that every time before hitting the wall i would already switch in my keyboard to the other other direction so to deal with that i “predicted the future” like i did with the slopes so that the movement feels smoother but to deal with the problem of the keyboard switching i also checked for the opposite directions(which is bassicly copy paste with minuses)so here is the code for that: if is_on_floor(): canWallJump = false return var veloc = Vector3(velocity.x,velocity.y,velocity.z) #var future = self.global_position + veloc for i in get_slide_collision_count(): var collision = get_slide_collision(i) if collision.get_normal().y < .3: wallNormal = collision.get_normal() canWallJump = true return if veloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + veloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return var altVeloc = Vector3(-velocity.x,velocity.y,velocity.z) if altVeloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + altVeloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return altVeloc = Vector3(velocity.x,velocity.y,-velocity.z) if altVeloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + altVeloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return canWallJump = false``` anyway here is a clip of the tutorial level now(compressed cause it was somehow 155mb): **NOTE**: it will be updated on itch.io after i finish making this tutorial level im just a little tired today and couldnt work on the project yesterday so i uploaded this devlog early"}, {"post_id": 8257, "ts": "2026-06-13T18:56:58Z", "hours": 1.4006, "text": "DEVLOG - 06 added a main menu! now as you can see THERE IS A MAIN MENU and it doesnt work very good on linux but my eye hurts so thats a problem for tommorow and let me know how it is on windows itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill"}, {"post_id": 8086, "ts": "2026-06-13T14:35:14Z", "hours": 2.2019, "text": "DEVLOG - 05 (it should’ve taken like 30 minutes wth) i added enemies that chase you and animations to your movements the animations were the easy part… but can someone tell me why godot uses the exact same shader to all of my models? so it took me like 50 god damn minutes to realise i need to just duplicate it and then i had a typo and i thought duplicating it doesnt work because of that so i gave up and sent it to chatgpt AND THEN I WAS RIGHT I DO NEED TO DUPLICATE IT anyways here is a clip of the game now and you have to like it ALSO SPECIAL THANKS TO CONNOR - thank him he is the reason the downloads now work in itch.io at least thats what i hope because if they dont idfk what to do itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill"}, {"post_id": 7998, "ts": "2026-06-13T10:48:12Z", "hours": 1.0583, "text": "DEVLOG - 04 HUGE MILESTONE movement is now finished with all new momentum logic and added dashing wait… why wont you just see for your selves? try out the movement in the link here and tell me if you like it:) https://idotweaks.itch.io/the-way-to-tealjust-kill note: i added downloadable versions and a web version the game is generally for windows/linux(i am on linux so i kinda have to XD) so i will not be fixing any only web only bugs anyways i have to put an image here so watch my first attempt of a crosshairT_T"}, {"post_id": 7964, "ts": "2026-06-13T09:10:34Z", "hours": 0.4461, "text": "mini devlog - 03.5 i wanted some art to the game so i made this banner it isnt proffesional at all and took me a damn hour for something thats kinda bad but this is what i cam up with i hope you like it (if you are interested in the project go check out my profile:)"}, {"post_id": 7754, "ts": "2026-06-12T23:03:36Z", "hours": 0.6658, "text": "DEVLOG - 03 added enemies that turn teal with time read devlog 00 to understand the game:) for this game i didnt want a boring health bar what i wanted was a visual indicator and well the green enemies are the health bar now you can see easily how much health they have as you can see in the video its a simple use of shaders and its my first time! I REALLY HATE THOSE but it works also look at those particles(i<3particles) –please like if you liked it and comment suggestions it really makes me feel better and improve the game"}, {"post_id": 7503, "ts": "2026-06-12T14:46:54Z", "hours": 1.8969, "text": "DEVLOG - 02 (still day one of the project i just do a lot:) IF YOU DONT KNOW WHAT THE GAME IS ABOUT GO TO DEVLOG - 00 added teal footsteps and teal bullet holes to emphasize the mix of blue and green it was implemented using decals which it is the first time i use them so they arent the greatest as you may have noticed i also added a gun with a simple animation+particles and a raycast currently it has nothing to shoot at but i might fix it soon… so the basics are done but i do need to add movement like double jump because after all it is a movement shooter and figure out how i can copy ultrakill’s movement so my game doesnt feel so “slow” next devlog will probably be today againT_T i just cant stop working on itttt"}, {"post_id": 7442, "ts": "2026-06-12T12:05:00Z", "hours": 0.9031, "text": "DEVLOG - 01 – how the way to teal(just kill) calculates sliding i added sliding and right now it isnt as smooth and polished as it might be at the end but i came up with a method that works quite well and im certain i will use it until the end how it works : if you are sliding a script checks what will be your position if you will continue in your current motion without changing the y if you wont be on the ground it means you will probably be on a slope how do we know how “sloppy”(hehe just like the game) it is? we shoot a raycast starting at the player’s feet down about 5 units(you may do whatever number you like) afterwards we check the position in which the raycast intersected with the floor and use it to calculate the force/boost we will give the player using that i can calculate everything i need to slide the player note :if you end up using it check my github because in the code you will need to adjust some things like more downward force in order for the player to not fly anyway here is a clip of it in action the game is in a newborn stage so no judging! –CODE TIME– (I NEVER USE COMMENTS BE GRATEFUL) #calculate the position in the future var horizontalVel = Vector3(velocity.x,0,velocity.z) var future = feet.global_position + horizontalVel #raycast prep var spaceState = get_world_3d().direct_space_state #starting above the future pos in case of upward slopes var rayStart = future + Vector3(0,1,0) var rayEnd = future + Vector3(0,-5,0) #setUp rayCast var rayQuery = PhysicsRayQueryParameters3D.create(rayStart,rayEnd) #so we dont hit ourselves xd rayQuery.exclude = [self.get_rid()] #now lets shoot this bad boyyy var intersect = spaceState.intersect_ray(rayQuery) #results time!!!! if intersect: #we want to return the distance from now to the future return feet.global_position.y - intersect.position.y else: #if it hits nothing we are fucking flying lets return so fucking much return 0```"}, {"post_id": 7416, "ts": "2026-06-12T10:55:30Z", "hours": 0.325, "text": "devlog - 00 today i thought about the idea of the game it will be inspired by a song i heard as a kid of a green man in a green world and he encounters a blue man “from a whole different story” the story is that you are a blue man who is sick from the inequality so you go to a mission killing all the green top % to get to a teal world from which comes the name: the way to teal(just kill) it will be a movement shooter made in godot i will try to create the assets myself but i might end up using some free models for now we will just use this bean with hands"}]...
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Title: the way to teal(just kill) by @love | Stard Title: the way to teal(just kill) by @love | Stardance
Devlogs:
devlog - 00 today i thought about the idea of the game it will be inspired by a song i heard as a kid of a green man in a green world and he encounters a blue man “from a whole different story” the story is that you are a blue man who is sick from the inequality so you go to a mission killing all the green top % to get to a teal world from which comes the name: the way to teal(just kill) it will be a movement shooter made in godot i will try to create the assets myself but i might end up using some free models for now we will just use this bean with hands
DEVLOG - 01 – how the way to teal(just kill) calculates sliding i added sliding and right now it isnt as smooth and polished as it might be at the end but i came up with a method that works quite well and im certain i will use it until the end how it works : if you are sliding a script checks what will be your position if you will continue in your current motion without changing the y if you wont be on the ground it means you will probably be on a slope how do we know how “sloppy”(hehe just like the game) it is? we shoot a raycast starting at the player’s feet down about 5 units(you may do whatever number you like) afterwards we check the position in which the raycast intersected with the floor and use it to calculate the force/boost we will give the player using that i can calculate everything i need to slide the player note :if you end up using it check my github because in the code you will need to adjust some things like more downward force in order for the player to not fly anyway here is a clip of it in action the game is in a newborn stage so no judging! –CODE TIME– (I NEVER USE COMMENTS BE GRATEFUL) #calculate the position in the future var horizontalVel = Vector3(velocity.x,0,velocity.z) var future = feet.global_position + horizontalVel #raycast prep var spaceState = get_world_3d().direct_space_state #starting above the future pos in case of upward slopes var rayStart = future + Vector3(0,1,0) var rayEnd = future + Vector3(0,-5,0) #setUp rayCast var rayQuery = PhysicsRayQueryParameters3D.create(rayStart,rayEnd) #so we dont hit ourselves xd rayQuery.exclude = [self.get_rid()] #now lets shoot this bad boyyy var intersect = spaceState.intersect_ray(rayQuery) #results time!!!! if intersect: #we want to return the distance from now to the future return feet.global_position.y - intersect.position.y else: #if it hits nothing we are fucking flying lets return so fucking much return 0```
DEVLOG - 02 (still day one of the project i just do a lot:) IF YOU DONT KNOW WHAT THE GAME IS ABOUT GO TO DEVLOG - 00 added teal footsteps and teal bullet holes to emphasize the mix of blue and green it was implemented using decals which it is the first time i use them so they arent the greatest as you may have noticed i also added a gun with a simple animation+particles and a raycast currently it has nothing to shoot at but i might fix it soon… so the basics are done but i do need to add movement like double jump because after all it is a movement shooter and figure out how i can copy ultrakill’s movement so my game doesnt feel so “slow” next devlog will probably be today againT_T i just cant stop working on itttt
DEVLOG - 03 added enemies that turn teal with time read devlog 00 to understand the game:) for this game i didnt want a boring health bar what i wanted was a visual indicator and well the green enemies are the health bar now you can see easily how much health they have as you can see in the video its a simple use of shaders and its my first time! I REALLY HATE THOSE but it works also look at those particles(i<3particles) –please like if you liked it and comment suggestions it really makes me feel better and improve the game
mini devlog - 03.5 i wanted some art to the game so i made this banner it isnt proffesional at all and took me a damn hour for something thats kinda bad but this is what i cam up with i hope you like it (if you are interested in the project go check out my profile:)
DEVLOG - 04 HUGE MILESTONE movement is now finished with all new momentum logic and added dashing wait… why wont you just see for your selves? try out the movement in the link here and tell me if you like it:) https://idotweaks.itch.io/the-way-to-tealjust-kill note: i added downloadable versions and a web version the game is generally for windows/linux(i am on linux so i kinda have to XD) so i will not be fixing any only web only bugs anyways i have to put an image here so watch my first attempt of a crosshairT_T
DEVLOG - 05 (it should’ve taken like 30 minutes wth) i added enemies that chase you and animations to your movements the animations were the easy part… but can someone tell me why godot uses the exact same shader to all of my models? so it took me like 50 god damn minutes to realise i need to just duplicate it and then i had a typo and i thought duplicating it doesnt work because of that so i gave up and sent it to chatgpt AND THEN I WAS RIGHT I DO NEED TO DUPLICATE IT anyways here is a clip of the game now and you have to like it ALSO SPECIAL THANKS TO CONNOR - thank him he is the reason the downloads now work in itch.io at least thats what i hope because if they dont idfk what to do itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill
DEVLOG - 06 added a main menu! now as you can see THERE IS A MAIN MENU and it doesnt work very good on linux but my eye hurts so thats a problem for tommorow and let me know how it is on windows itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill
DEVLOG - 07 added vertical dash wall jumping and started with the tutorial level today i wanted to design the first level so i looked up what good level builders there are and saw trenchbroom and after like an hour of trying to make it work on fedora i gave up and tried something called cyclops but it doesnt support my current godot version so i spent MORE TIME diving into its code because there was only 1 small error(or so i thought) which i managed to fix but then every like 3 minutes of using it it just crashed so i guess im sticking with normal godot AND it took me like 20 versions and about 5 commits that i thought i fixed it to get to a working version of the 4 line code that lets me dash vertically but setting it up based on camera lets you dash up and gain insane momentum instantly so i tried a system of my own which calculated you vertical velocity using your horizontal one and tried a bunch of formulas and ended up with this fine version so the wall jumping was very easy to do because i just reflect the current movement and add a boost the hard part was that every time before hitting the wall i would already switch in my keyboard to the other other direction so to deal with that i “predicted the future” like i did with the slopes so that the movement feels smoother but to deal with the problem of the keyboard switching i also checked for the opposite directions(which is bassicly copy paste with minuses)so here is the code for that: if is_on_floor(): canWallJump = false return var veloc = Vector3(velocity.x,velocity.y,velocity.z) #var future = self.global_position + veloc for i in get_slide_collision_count(): var collision = get_slide_collision(i) if collision.get_normal().y < .3: wallNormal = collision.get_normal() canWallJump = true return if veloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + veloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return var altVeloc = Vector3(-velocity.x,velocity.y,velocity.z) if altVeloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + altVeloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return altVeloc = Vector3(velocity.x,velocity.y,-velocity.z) if altVeloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + altVeloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return canWallJump = false``` anyway here is a clip of the tutorial level now(compressed cause it was somehow 155mb): **NOTE**: it will be updated on itch.io after i finish making this tutorial level im just a little tired today and couldnt work on the project yesterday so i uploaded this devlog early
DEVLOG - 08 added an interesting navigation optimization script i encountered some lag even with 4 enemies so sadly i had to optimize it on the bright side i saw yesterday a video about exactly that and omfg it saved me and explains the general idea of what i do its just that i do it worse and in a different way video: https://www.youtube.com/watch?v=BPNr_txi6TU&t=813s time 33(already in link) how it works? ok so its not the MOST OPTIMAL but it is good i mean i can every time an enemy die to resort it blah blah blah and use the modulo but this works good enough even though i spent half an hour fixing a bug that doesnt exist(turns out if you select a navigation region and bake navigation mesh it does that to all regions and not just the one you selected) but for some reason i did have to use a raycast down the enemy’s feet for it to work so they wont fall probably because of friction so anyways here is the code: extends Node3D var tickAssigned = [] var tickCount = [] var currentTick = 0; var tickTimer = 0.0 const TICK_RATE = 0.025 func _ready() -> void: tickAssigned.resize(navObjects.size()) tickAssigned.fill(0) tickCount.resize(20); tickCount.fill(0) var length = navObjects.size() for i in tickAssigned.size(): tickAssigned[i] = -1 var num = 20.0 /length var current = 0.0 for i in length: if current >= 20: current -= 20 tickAssigned[i] = int(current) tickCount[int(current)]+=1 current += num``` # Called every frame. 'delta' is the elapsed time since the previous frame. ```func _process(delta: float) -> void: tickTimer +=delta if tickTimer < TICK_RATE: return tickTimer = 0.0 var tickDelta = TICK_RATE var count = 0 for entity in navObjects: if entity != null: if tickAssigned[count] == currentTick: var target = entity.target if target != null: var navAgent = entity.navAgent var mode = entity.mode var gotShot = entity.gotShot var SPEED = entity.SPEED var accelaration = entity.accelaration var velocity = entity.velocity if mode == "chase" or gotShot: navAgent.target_position = Vector3(target.global_position.x,target.global_position.y,target.global_position.z) var dir = (navAgent.get_next_path_position() - entity.global_position).normalized() print(entity.name, navAgent.get_next_path_position()) entity.velocity = velocity.lerp(dir * SPEED, tickDelta * accelaration) entity.look_at(Vector3(target.global_position.x,entity.global_position.y,target.global_position.z),Vector3.UP,true) entity.shouldMove = true elif mode == "attack": navAgent.target_position = Vector3(target.global_position.x,target.global_position.y,target.global_position.z) var dir = (navAgent.get_next_path_position() - entity.global_position).normalized() print(entity.name, navAgent.get_next_path_position()) entity.velocity = velocity.lerp(dir * SPEED, tickDelta * accelaration) entity.look_at(Vector3(target.global_position.x,entity.global_position.y,target.global_position.z),Vector3.UP,true) entity.shouldMove = true count+=1 currentTick +=1 if currentTick >= 20: currentTick = 0 #@onready var body =$body #@onready var explosionParticles = preload("res://Particles/enemyExplode.tscn") #var particleInstance #@export var navAgent : NavigationAgent3D #@export var damage = 10 #@export var accelaration = 10 #var target #var mode : String = "idle" #var gotShot = false``` and the enemy code is too long so i cant put it here also here is a clip of the current state of the game
DEVLOG - 09 i added a shotgun! the shotgun has a large cooldown + it applies force on you! + itch.io update IF YOU DONT CARE ABOUT THE TECHNICAL STUFF WATCH THE VIDEO DOWN HERE TO JUST SEE THE COOL SHOTGUN it was much easier to implement because all i did was add a bunch of raycasts and randomize them with this simple code: func randomizeRays(): var i : int = 0 for ray in children: if ray is RayCast3D: ray.target_position.x = orgPos[i] + randf_range(-spread,spread) i+=1 ray.target_position.y = orgPos[i] + randf_range(-spread,spread) i+=1 the actual hard part was getting both guns to work with eachother but i managed to do that the force function was also interesting because i use a chartacterbody3d in godot i have to make this stuff myself with basically only velocity so the code is pretty easy to understand i dont think i need to explain much func _applyForce(point :Vector3,force , maxRange:float = 10): var dir = global_position - point var dist = dir.length() if dist > maxRange: return dir = dir.normalized() var fallOff = clamp(1 - (dist/ maxRange),0,1) velocity += dir * force * fallOff knockbackTimer = KNOCKBACK_LOCK_TIME also the game is now updated and free on itch.io! link: https://idotweaks.itch.io/the-way-to-tealjust-kill (please download it its much better than the web version because i cant solve some web specific bugs)
DEVLOG - 10 this is a large milestone! COMPETITION ANNOUNCEMENT AT THE END i updated the map textures to a retro-ish style and updated the bullet holes and steps to look much better too! i added a timer and score with a grading system that allows for better speedrunning! i added a custom finish level orb with a custom shader that makes it look super cool look at this gameplay it looks like a real game! now the competition: so the competition will start in the next devlog because i plan to add a restart button to make it easier to speedrun and more now THE WINNER AND PRIZE: the winner will be the person that will get the highest score in 24 hours after the devlog is posted or the first person to get a perfect score of 20k(which is very hard gl) and the prize will be (imagine a drum roll) yeah you will just be on a wall or something its not that huge i will also write about you in the next devlog if thats important to you CLARIFICATIONS BECAUSE CLAUDE SAID THIS DEVLOG IS SHIT: 1.the competition will not be in the current build and will be submitted directly to me through slack/discord with the name you have in stardance 2.the prize is shit idk why claude treats it like i should try to deceive you into thinking its good, its bad i promise 3.if someone sends me they got a 20k score it will end idk whats confusing about it anyway only like 3 people will submit probably itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill (textures in web version are bugged please download!) if you have anything to say about this devlog you may comment it and i will ignore it(unless its a real question) anyway look at this clippp its happening now look at next devlog!
THE TOURNAMENT IS STARTING NOW! as you can see in the last devlog the tournament said in it is starting right now! explanation this is a speedrunning competition in my 1 level demo game(very early in development) in that game you cant even die yet so go wild rules the clips must be unedited(unless you add like an edit of lebron and then its fine) submissions end when this post reaches 24 hours/2:30 pm utc and will be sent directly to me on slack/discord(which you can find in my bio) exploits are allowed! runs can only be in the current build in itch.io -runs that are on linux/windows must not use the web version because its super bad changes this version press r to restart + finished the end gui + fixed some score calculation bugs controls: wasd + space - normal movement ngl ctrl - slide lmb - shoot(with shotgun you get knockback btw) shift - dash 1/2 - switch weapons r - restart winner the winner will be the one with highest score by the end of the 24 hours/2:30 pm utc or the first person to reach a perfect score and he will win being inside the game + in the next devlog itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill now for the general stuff my discord: swiftfishi3 my slack: loveTheGodotDeveloper (if there will be any edits i will put them here) for now take a look at my fastest run(you have to wait a bit and its mid development)- runs can only be in the current build in itch.io like and repost so more people see it:D
DEVLOG - 11 (THE GAME IS ALMOST COMPLETE) + WINNER ANNOUNCEMENT so in the competition the only person that submitted a score was in the comments and late but he is now the winner:) @Connor you won! i will add you to the game soon major things i added: a ghost of your best run that plays back (if anyone is wondering i spent like an hour making it record every input with a timestamp and the WAY easier approach i ended up using is just saving the position + rotation + weapon used every frame (if animations were important to me i would have added them its not that hard) ground slam that does damage to enemies a jump orb to make levels feel less slow minor things i added: a health bar fixed enemies to know attack with a cooldown added a death screen now the enemies have black hands because animating csg shapes is expensive the state of the game now the game now is in what i feel full technicality ready the only things needed are: more levels, bosses, more enemies, more obstacles and interesting things in general and maybe a 3rd gun but other than that its basically ready so dont forget to playtest and lmk DOWNLOAD itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill side note:D also im the developer of the game so its not that hard for me to get s+ and im sure you can too so just spam ground slam its op(expect a patch soon🫣🫣🫣)so here is a clip of me getting s+ plus you can see the ghost after
DEVLOG - 12 shipping soon notes if a reviewer sees this: i got a report about some web problems which did not happen to me, if you see the textures as too dark tho try downloading it i was not able to test the mac version as well changes i made a readme for the github added a text of damage done above enemies added a mage type enemy that shoots projectiles SHIPPING after this im shipping this so make sure to look at my github + itch.io github: https://github.com/IDoTweaks/the-way-to-teal-just-kill- itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill
DEVLOG 13 - UPDATE 1.1! this is a large update 1.1 basically doubles the size of the game and makes it actually feel good to play heres everything: enemies/combat added 4 new enemy types: the charger (rushes you and dashes), the drone (flies around and shoots), the exploder (runs at you and goes boom), and the sniper (snipes. very creative ik) added a sniper weapon for the player too shotgun and sniper now play a little reload animation between shots the new style system grading is no longer based on time insted its based on a style meter that is affected by cool things like no scoping in the air your final grade now mixes score + style + your final health ranking up the meter pops and flashes like super cool game feel hit-stop on kills(like a tiny freeze frame) FOV widens when you’re moving fast and stuff like that low health throws up a red vignette and getting hit shows an arrow pointing at whoever hit you combo kills rise in pitch the longer chain camera rolls when you strafe and dips when you land levels redesigned level 1 from scratch added levels 2 through 6 added a proper boss fight at the end added a tutorial UI + quality of life completely new UI that looks 10x better weapon indicator in the side added sound effects and music pause menu, switching weapons with the scroll wheel, on screen enemy counter settings menu for sensitivity, fov, volume, resolution, etc progress (and your best-run ghosts) now save locally web version web version is now fixed BUT its still a desktop game so its worse download github release: https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill yeah thats it now go kill stuff
DEVLOG 14 - the project is super star! boss update the current boss is very lazy in design so i decided to change it completely! with a snake boss, what i did is create a self generating floor and a snake with custom pathfinding boring technical stuff the floor has a function that does holes in it and makes sure the snake cannot get soft locked(since it cant pass through its own body) then the snake turns its positon + the player’s position into a tile in the map and using breadth first search from the head’s tile to the player’s tile it finds the next tile it needs to travel to this sounds so simple why did it take 5 hours? the reason is that this mf floor does not like generating how i want it to and i am very bad at algorithms so i had to try again and again and again and then i had to do the same thing with the snake because i havnt touched bfs in like 1.5 years THANKS FOR THE SUPER STAR as you can see while i was on vacation this project got a super star! i am very grateful for it! when will it be in the game? as you can see in the video it just follows the player right now, it has no attacks or something like it so i hope i can get it done by the end of this week(its saturday now so by next saturday) and it isnt wired into the game yet so its still just the old boss
DEVLOG 15 - boss redesign boss update the boss now attacks with a couple of new attacks! you can see them in the video AND a new paralysis system da cool af part so the boss now takes you to his office where he will offer you a deal: for 20% of your health you can get your paralysis level down! ui update so it looks better now, thats it XD UPDATE! so it is now updated in both github and itch.io but its very bad in the web versionT_T please just download itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill github: https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST video btw the video was compressed and then converted so its low quality
mini DEVLOG 16 - da final straw important if you rate it please download it, the web version is much much worse new levels added levels 7-9 unfortunate losses: sadly the styling system was very bad and i couldnt make it work so i just took it out something i had to add you could cheese everything with the dashes so im sorry… i added stamina da end so yeah i wont work on this project anymore prob but i am starting my own asm docs! be sure to stay updated!
DEVLOG 17 - i cant stop working on this last devlog i said i am done with the game but after those reviews i just cant stop key insights from the reviews so the main complains are that the game isnt visually appealing in some devices it ran poorly some mechanics arent clear/ need better tutorial the sfx are annoying (also there were some balancing issues and little bugs) i still got a little less than 19 per hour meaning people really did like it and it needs little changes so what did i change? i changed the tutorial to MAKE you do each mechanic and added a ghost that shows you how to do it new sfx i changed all the art style to be cartoonist i buffed the shotgun i did so much more but its so little that i cant point to each one so lets just say qol changes planning next i have already made 2 mini bosses and currently am working on some more enemy types, i will change the current levels to be the story mode with added story and dialogue and add a completly new mode which i will talk about in later devlogs
DEVLOG 18 - ig we got a lot of art now new things in the game so pretty much all i did was new ui, make the game fit into a cartoon art style and some cover art for it new itch.io page the itch.io page sucked so i made it again and its so much better now check it out so as always the downloadable version is much better but there is still web support try it out: https://idotweaks.itch.io/the-way-to-tealjust-kill AND I LEFT SOME OF THE ART HERE SO YOU CAN SEE
Ships:
i made a speedrunning game inspired by a song, i will add more bosses and levels but now its in a state i very much like because this is my first game that i actually like i focused on the game feel way more than the looks and it shows its so fun i made a ghost system without any tutorial something i could never dream of this project let me see that i can build things on my own also i am aiming for a 3d printer so i need like 3x the hours so expect updates!
this is a movement shooter made in godot 4.6 about a blue man in a green world, i really poured my soul into it so i hope you like it:)...
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Untitled project by @floren_duerinck | Stardance
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floren_duerinck
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0.0
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Title: Untitled project by @floren_duerinck | Star Title: Untitled project by @floren_duerinck | Stardance...
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1793148979.859065
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My own site! by @dayandnightgooner | Stardance
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dayandnightgooner
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T17:23:56Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A personal portfolio website where I showcase my skills, projects, and what I’m learning. I built it using HTML, CSS, and JavaScript, then deployed it with GitHub Pages. btw i didnt used my information its my friends bwhahahahaha", "repo": "https://github.com/devchandak04/dev-personal-site", "demo": "https://devchandak04.github.io/dev-personal-site/"}]...
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[{"post_id": 48214, "ts": "202 [{"post_id": 48214, "ts": "2026-08-16T14:47:51Z", "hours": 1.3569, "text": "I built my personal website using HTML, CSS, and JavaScript. I created the site in VS Code, added styling and interactive features, pushed it to GitHub, and deployed it using GitHub Pages. I also learned how to connect my coding time through Hackatime and prepare the project for shipping on Stardance."}]...
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Title: My own site! by @dayandnightgooner | Starda Title: My own site! by @dayandnightgooner | Stardance
Devlogs:
I built my personal website using HTML, CSS, and JavaScript. I created the site in VS Code, added styling and interactive features, pushed it to GitHub, and deployed it using GitHub Pages. I also learned how to connect my coding time through Hackatime and prepare the project for shipping on Stardance.
Ships:
A personal portfolio website where I showcase my skills, projects, and what I’m learning. I built it using HTML, CSS, and JavaScript, then deployed it with GitHub Pages. btw i didnt used my information its my friends bwhahahahaha...
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1793667378.1636462
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1793753778.1636462
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My very own WebOS by @HenryDau | Stardance
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HenryDau
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0.0
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Title: My very own WebOS by @HenryDau | Stardance
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1793148977.804944
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1793753777.804944
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50559
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AmateurWare by @amateur_tech_guy | Stardance
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amateur_tech_guy
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3
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32.0
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163
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T19:58:15Z", "hours": 12.0, "multiplier": 9.05, "payout": 110, "blessing": "neutral", "text": "AmateurWare(once again) PLEASE READ!! If you get an error saying WEBGL is not working, or something along those lines, that is NOT from me, its from your browser, I’m no expert so I don’t know the fix to that unfortunetly:( Anyways I listened to the reviews and fixed everything asked of me, except for the animation part, i drew 3 frames of my sprite but i just couldnt animate it for some reason, im sorry for disappointing yall at that part. But the good news is I added a score system just like requested, someone said let the score change on every run and i made that! finish 20 minigames or more and get the win screen, finish less than 20 minigames and get the losers screen:P GOODLUCK AND THANKS FOR TUNING IN", "repo": "https://github.com/amateurtechguy/AmateurWare", "demo": "https://amateurtechguy.itch.io/amateurware"}, {"ship_num": 2, "ts": "2026-08-27T17:43:40Z", "hours": 8.0, "multiplier": 8.98, "payout": 53, "blessing": "neutral", "text": "AmateurWare AmateurWare’s new update contains 4 new minigames made entirely from brainstorming and implying the previously learnt skills into this game, I really was having fun until lapse and hackatime started tweaking, it wasn’t fun losing all of those hours of work, but at last I’m done, I know the games aren’t really creative but it’s the best I could do as a beginner forgive me y’all. I’m really proud of how the game turned out tho, it had a lot of bugs that pissed me off, but I ended up debugging them SOMEHOW I myself don’t even know how I managed but either way, thanks to anyone and everyone who were invested in the making of this game, safe to say might add more minigames in the future:)", "repo": "https://github.com/amateurtechguy/AmateurWare", "demo": "https://amateurtechguy.itch.io/amateurware"}, {"ship_num": 3, "ts": "2026-08-24T15:40:13Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "** AmateurWare ** This is genuinely the most fun thing I ever had to make, I enjoyed playing it as well even if it only had 2 minigames, it falls in the requirements which is neat, planning to make more minigames on my second ship. I’m really proud of myself for not giving up at this point and I’m really proud of my pixel art, that took me HOURS to make each, I have no experience or interest in it but I figured it would look good in my game!", "repo": "https://github.com/amateurtechguy/AmateurWare", "demo": "https://amateurtechguy.itch.io/amateurware"}]...
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[{"post_id": 59157, "ts": "202 [{"post_id": 59157, "ts": "2026-08-31T19:45:53Z", "hours": 2.7789, "text": "devlog #21: I added miningame 7, idk why the shooting sound effect plays whenever it wants to and the animation doesnt work but ill be completely honest. Animating is NOT my thing and if i have to spend another hour trying to animation something, shoot me anyways time to ship AND i also enhanced the buttons cause someone said it looks too bland so, i changed it to my color scheme:)"}, {"post_id": 58963, "ts": "2026-08-31T15:10:12Z", "hours": 0.3206, "text": "devlog #20: for some reason, the animation won’t work, I might ship this with no animation and keep it just like that, time wasted on the sprite design but it’s whatever i guess it doesnt want to align for some reason, either way atleast I tried, ill make minigame 7 and then ill ship it, and for the record i did NOT only spend 19 minutes on this i have no idea why it says that"}, {"post_id": 58619, "ts": "2026-08-31T03:13:55Z", "hours": 2.2336, "text": "devlog #19: i finished drawing the walk animation and now im just trying to apply it to godot, as you can tell im no expert at this haha"}, {"post_id": 58471, "ts": "2026-08-30T21:46:55Z", "hours": 0.6211, "text": "devlog #18: got the score system working, now if you finish under 20 minigames before losing all your lives you get the first screen, if you get 20 or more you get the second screen, thats your score!! also, forgot to mention someone complained about minigame 3 and told me that the stardust only falls on the right side so i fixed that too, might add minigame 7 next and then ill look through the reviews and see more recommendations"}, {"post_id": 58423, "ts": "2026-08-30T20:38:59Z", "hours": 2.2503, "text": "devlog #17: worked on my second frame of the walk animation, just as i was asked. all i need is a third one and the walk animation will be done, but ill focus on that later, rn i still have to debug the game because the levels arent working anymore due to some issues in the code"}, {"post_id": 58309, "ts": "2026-08-30T18:00:37Z", "hours": 1.8167, "text": "devlog #16: taking the reviwer’s advices and makiing an animation that way the character isnt so bland, I made frame 1/3 ima finish all of them tonight tho. heres the left and right frame i just made it and reverted the duplicate cause im not that dedicated on animating each frame"}, {"post_id": 57731, "ts": "2026-08-30T00:08:22Z", "hours": 1.8525, "text": "devlog #15: okay so i read the reviews and a lot of people recommended that i should add a score system instead of winning after level 5, but i spent a long time on my pixel art so heres the plan, if a player has less than 10 minigames beat they get the lose scene however if they have more they get the win scene with the celebrations and everything, and the amount of minigames played will depend more on the player rather than the code"}, {"post_id": 55753, "ts": "2026-08-27T18:53:24Z", "hours": 0.2639, "text": "I accidentally shiped it without connecting the mission to it bruhhhhhh what do i do i thought i did"}, {"post_id": 55691, "ts": "2026-08-27T17:36:08Z", "hours": 0.6239, "text": "devlog #13: finally done with this, maybe in the future ill add some but im really mad at lapse and for not logging 90% of my time either way minigame 6/6 DONE, the target disappears and appears randomly and you have to click it before the timer ends"}, {"post_id": 55546, "ts": "2026-08-27T13:58:04Z", "hours": 2.9961, "text": "devlog #12: I have no idea whats going on with my lapse because it won’t let me log my hours in and its frustrating it keeps saying cannot calculate hours and i have no idea what all that is about but its whatever, 4 hours wasted, anyways minigame 5/6 done"}, {"post_id": 55187, "ts": "2026-08-26T18:09:52Z", "hours": 1.6167, "text": "devlog # 11: I have been working on minigame 4, which is stop the needle i know the needle looks kind of ugly but its the best I could do with how frustrating it was to even make this game, either way game 4/6 done :D THIS IS AN EDIT so im editing this the same day i posted it i logged 4 hours on lapse, i made minigame 5 and 6 and now im done, but it says cannot caluclate hours so i have to disclose it here!!"}, {"post_id": 54710, "ts": "2026-08-25T19:43:35Z", "hours": 1.5814, "text": "devlog #10: game 3/6 completed and i also debugged the game randomization algorithm that way you can’t play the same game twice in a row!"}, {"post_id": 54572, "ts": "2026-08-25T16:23:42Z", "hours": 1.2572, "text": "devlog #9: I’m adding minigame n3 and I’m sure everyone is familiar with this minigame, I decided to make a different minigame each day until i reach 5 or 6 minigames and then i’ll ship it for the second time!"}, {"post_id": 53819, "ts": "2026-08-24T14:52:26Z", "hours": 2.0883, "text": "devlog #8: I officially debugged minigame 2 and it works just fine now, I also had to figure out how to keep the music running throughtout the main screen and the settings scene, and i finished designing the sprite for it now the settings screen is fully functional and designed, ill prob be adding more minigames on my second ship, wish me luck:)"}, {"post_id": 53232, "ts": "2026-08-23T17:50:17Z", "hours": 1.1306, "text": "devlog #7: Well, gotta say I’m completely done with minigame n1 the only thing that bothers me is the fact that my sprite has no animation but its fully functional, now i’m on minigame 2 and im struggling a bit because of the code, however I am enjoying this"}, {"post_id": 53057, "ts": "2026-08-23T13:37:02Z", "hours": 0.4231, "text": "devlog #6: gave the character a glow up and I debugged the game, now it works perfectly, the only thing that bothers me about it is the fact that my character has no animation but i spent hours and i mean HOURS making the character alone i cant be asked to animate him it would be so hard, anyways minigame 1 done, now all we need is one more or maybe two more minigames and then were done for our first ship!"}, {"post_id": 52644, "ts": "2026-08-22T21:39:33Z", "hours": 1.6458, "text": "devlog #5: redesigned the ugly green platforms and made them brick, also did some backend coding and i might redesign my character, i stilll have abit of debugging but im almost finished with minigame n1!"}, {"post_id": 52291, "ts": "2026-08-22T12:27:30Z", "hours": 1.7856, "text": "devlog #4: Today I started working on the backend of my minigame, i added stardust as collectibles but im kind og trying to debug stuff cause the timer scene doesnt want to appear on the corner for some reason, either way i debugged the animation so the stardust are actually floating up and down now! either way I’m almost done"}, {"post_id": 51912, "ts": "2026-08-21T20:24:04Z", "hours": 1.8633, "text": "devlog #3: I finally made my loading screen functional and I made my character all that’s left for me now are the mini games, pic n2 is a sneak peak of my first minigame’s background:D"}, {"post_id": 51801, "ts": "2026-08-21T17:18:34Z", "hours": 1.8147, "text": "devlog #2: Hey guys so I know I didnt do much on this project earlier but now i added a level scene, gonna make the game have like 2 or 3 minigames cause I’m not really feeling well, i would make more but i cant unfortunately :( but its really fun making this game im not gonna lie im learning a new programming language while making this game so its really fun!"}, {"post_id": 51626, "ts": "2026-08-21T12:26:17Z", "hours": 0.7833, "text": "devlog #1: Hi guys, I’m sick so I’m sorry for the lack of effort in my projects lately, but anyways I have started on a game called AmateurWare and I don’t have much rn but we’ll see how this goes"}]...
|
Title: AmateurWare by @amateur_tech_guy | Stardanc Title: AmateurWare by @amateur_tech_guy | Stardance
Devlogs:
devlog #1: Hi guys, I’m sick so I’m sorry for the lack of effort in my projects lately, but anyways I have started on a game called AmateurWare and I don’t have much rn but we’ll see how this goes
devlog #2: Hey guys so I know I didnt do much on this project earlier but now i added a level scene, gonna make the game have like 2 or 3 minigames cause I’m not really feeling well, i would make more but i cant unfortunately :( but its really fun making this game im not gonna lie im learning a new programming language while making this game so its really fun!
devlog #3: I finally made my loading screen functional and I made my character all that’s left for me now are the mini games, pic n2 is a sneak peak of my first minigame’s background:D
devlog #4: Today I started working on the backend of my minigame, i added stardust as collectibles but im kind og trying to debug stuff cause the timer scene doesnt want to appear on the corner for some reason, either way i debugged the animation so the stardust are actually floating up and down now! either way I’m almost done
devlog #5: redesigned the ugly green platforms and made them brick, also did some backend coding and i might redesign my character, i stilll have abit of debugging but im almost finished with minigame n1!
devlog #6: gave the character a glow up and I debugged the game, now it works perfectly, the only thing that bothers me about it is the fact that my character has no animation but i spent hours and i mean HOURS making the character alone i cant be asked to animate him it would be so hard, anyways minigame 1 done, now all we need is one more or maybe two more minigames and then were done for our first ship!
devlog #7: Well, gotta say I’m completely done with minigame n1 the only thing that bothers me is the fact that my sprite has no animation but its fully functional, now i’m on minigame 2 and im struggling a bit because of the code, however I am enjoying this
devlog #8: I officially debugged minigame 2 and it works just fine now, I also had to figure out how to keep the music running throughtout the main screen and the settings scene, and i finished designing the sprite for it now the settings screen is fully functional and designed, ill prob be adding more minigames on my second ship, wish me luck:)
devlog #9: I’m adding minigame n3 and I’m sure everyone is familiar with this minigame, I decided to make a different minigame each day until i reach 5 or 6 minigames and then i’ll ship it for the second time!
devlog #10: game 3/6 completed and i also debugged the game randomization algorithm that way you can’t play the same game twice in a row!
devlog # 11: I have been working on minigame 4, which is stop the needle i know the needle looks kind of ugly but its the best I could do with how frustrating it was to even make this game, either way game 4/6 done :D THIS IS AN EDIT so im editing this the same day i posted it i logged 4 hours on lapse, i made minigame 5 and 6 and now im done, but it says cannot caluclate hours so i have to disclose it here!!
devlog #12: I have no idea whats going on with my lapse because it won’t let me log my hours in and its frustrating it keeps saying cannot calculate hours and i have no idea what all that is about but its whatever, 4 hours wasted, anyways minigame 5/6 done
devlog #13: finally done with this, maybe in the future ill add some but im really mad at lapse and for not logging 90% of my time either way minigame 6/6 DONE, the target disappears and appears randomly and you have to click it before the timer ends
I accidentally shiped it without connecting the mission to it bruhhhhhh what do i do i thought i did
devlog #15: okay so i read the reviews and a lot of people recommended that i should add a score system instead of winning after level 5, but i spent a long time on my pixel art so heres the plan, if a player has less than 10 minigames beat they get the lose scene however if they have more they get the win scene with the celebrations and everything, and the amount of minigames played will depend more on the player rather than the code
devlog #16: taking the reviwer’s advices and makiing an animation that way the character isnt so bland, I made frame 1/3 ima finish all of them tonight tho. heres the left and right frame i just made it and reverted the duplicate cause im not that dedicated on animating each frame
devlog #17: worked on my second frame of the walk animation, just as i was asked. all i need is a third one and the walk animation will be done, but ill focus on that later, rn i still have to debug the game because the levels arent working anymore due to some issues in the code
devlog #18: got the score system working, now if you finish under 20 minigames before losing all your lives you get the first screen, if you get 20 or more you get the second screen, thats your score!! also, forgot to mention someone complained about minigame 3 and told me that the stardust only falls on the right side so i fixed that too, might add minigame 7 next and then ill look through the reviews and see more recommendations
devlog #19: i finished drawing the walk animation and now im just trying to apply it to godot, as you can tell im no expert at this haha
devlog #20: for some reason, the animation won’t work, I might ship this with no animation and keep it just like that, time wasted on the sprite design but it’s whatever i guess it doesnt want to align for some reason, either way atleast I tried, ill make minigame 7 and then ill ship it, and for the record i did NOT only spend 19 minutes on this i have no idea why it says that
devlog #21: I added miningame 7, idk why the shooting sound effect plays whenever it wants to and the animation doesnt work but ill be completely honest. Animating is NOT my thing and if i have to spend another hour trying to animation something, shoot me anyways time to ship AND i also enhanced the buttons cause someone said it looks too bland so, i changed it to my color scheme:)
Ships:
** AmateurWare ** This is genuinely the most fun thing I ever had to make, I enjoyed playing it as well even if it only had 2 minigames, it falls in the requirements which is neat, planning to make more minigames on my second ship. I’m really proud of myself for not giving up at this point and I’m really proud of my pixel art, that took me HOURS to make each, I have no experience or interest in it but I figured it would look good in my game!
AmateurWare AmateurWare’s new update contains 4 new minigames made entirely from brainstorming and implying the previously learnt skills into this game, I really was having fun until lapse and hackatime started tweaking, it wasn’t fun losing all of those hours of work, but at last I’m done, I know the games aren’t really creative but it’s the best I could do as a beginner forgive me y’all. I’m really proud of how the game turned out tho, it had a lot of bugs that pissed me off, but I ended up debugging them SOMEHOW I myself don’t even know how I managed but either way, thanks to anyone and everyone who were invested in the making of this game, safe to say might add more minigames in the future:)
AmateurWare(once again) PLEASE READ!! If you get an error saying WEBGL is not working, or something along those lines, that is NOT from me, its from your browser, I’m no expert so I don’t know the fix to that unfortunetly:( Anyways I listened to the reviews and fixed everything asked of me, except for the animation part, i drew 3 frames of my sprite but i just couldnt animate it for some reason, im sorry for disappointing yall at that part. But the good news is I added a score system just like requested, someone said let the score change on every run and i made that! finish 20 minigames or more and get the win screen, finish less than 20 minigames and get the losers screen:P GOODLUCK AND THANKS FOR TUNING IN...
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1793667376.7698724
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1793753776.7698724
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20361
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Morse code translatort by @s_oconnell | Stardance
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s_oconnell
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0
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0.52
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0
|
[]
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[{"post_id": 10300, "ts": "202 [{"post_id": 10300, "ts": "2026-06-16T22:56:51Z", "hours": 0.5167, "text": "I was working on a Morse code translator on raspberry Pi. I coded it to where when you press the touch sensor for a short time it sends a dot and for slightly longer a dash. Other buttons were used to letter conformation, clearing data, and adding spaces"}]...
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Title: Morse code translatort by @s_oconnell | Sta Title: Morse code translatort by @s_oconnell | Stardance
Devlogs:
I was working on a Morse code translator on raspberry Pi. I coded it to where when you press the touch sensor for a short time it sends a dot and for slightly longer a dash. Other buttons were used to letter conformation, clearing data, and adding spaces...
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1793148975.6905284
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1793753775.6905284
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19381
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My very own WebOS by @swanikgandhe | Stardance
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swanikgandhe
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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 very own WebOS by @swanikgandhe | Starda Title: My very own WebOS by @swanikgandhe | Stardance...
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1793148974.7994015
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1793753774.7994015
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29676
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Frictionless by @oliva | Stardance
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oliva
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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: Frictionless by @oliva | Stardance
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1793148972.7144306
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1793753772.7144306
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20874
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Etudio - Scales Practice App by @mburns98765 | Sta Etudio - Scales Practice App by @mburns98765 | Stardance...
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mburns98765
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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: Etudio - Scales Practice App by @mburns9876 Title: Etudio - Scales Practice App by @mburns98765 | Stardance...
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1793148970.658846
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1793753770.658846
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30599
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Untitled Space Game by @Greenwolf8 | Stardance
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Greenwolf8
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0
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7.45
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0
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[]
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[{"post_id": 25823, "ts": "202 [{"post_id": 25823, "ts": "2026-07-10T09:08:10Z", "hours": 0.0, "text": "Devlog #04: Smarter AI and ENEMY WEAPONS!! This devlog adds a very nice feature: You can DIE now >:) The AI ship has now got access to a cannon and shoots whenever it looks at you. Along with a gun, the AI has also got a decent IQ boost to make it more challenging to defeat. The AI’s smartness increase: I have decided to add a state machine for the AI, which allows it to point directly at the player, shooting while flying towards them, then pull away just before colliding. This is also known as a Boom and Zoom technique It achieves this with enum State { ATTACK, ZOOM} where the ATTACK is the ‘boom’ part and ZOOM is obviously the ‘zoom’ part. When the AI gets within 200 units of the player, it switches from ATTACK to ZOOM and flies towards a point 500 units above and 500 units in front of the AI, as seen here: if global_position.distance_to(player_position) >= 200 and state_timer.is_stopped() and current_state == State.ZOOM: current_state = State.ATTACK state_timer.start() elif global_position.distance_to(player_position) < 200 and current_state == State.ATTACK: current_state = State.ZOOM state_timer.start() target_position = current_transform.origin + (forward_direction * 500) + (upwards_direction * 500) AI Weapons: For the AI ship’s weapon, I pretty much just copy and pasted the player ship’s cannon. In fact, the only thing different, was making a new scene for the enemy’s bullets to allow them to be on a different physics layer. Changes To The Player’s Ship There is now a health indicator bellow the speed in the top left corner when piloting the ship, and when it reaches zero it destroys the player’s ship. I also needed to add 2 new CollisionShape3D for the player’s ship to collide with the enemy’s bullets, along with an extra, much bigger one that causes the enemy ship to shoot when it’s RayCast3D collides with it."}, {"post_id": 25256, "ts": "2026-07-09T12:32:09Z", "hours": 0.0, "text": "Devlog #03: AI Ship & Weapons! This devlog marks a very important milestone in this game. I am pleased to announce, there is finally something to do now! With this latest update, I have added an EXTREMELY smart (its not) AI ship which flies around chasing you, and also a cannon to shoot it down with. The AI Ship For now, the AI ship is the same mesh as the player’s ship, but that will be changed later. As for the AI part, it simply uses an interpolate_with() line which gets the AI’s current location and the player’s current location, and puts out a transform for the velocity to use. It also pulls away just before hitting the player to not collide For the health system, it simply has 2 CollisionMesh3D nodes in an Area3D which detects when the bullet’s CollisionMesh3D enters, and then subtracts 10 from the total health, and hides the enemy ship when health reaches 0 Weapons Of course the best part of the whole update is having weapons! Sadly, they are a bit lacking since it is literally just a small point that shoots (very glowy) projectiles at mach Jesus. The bullets also have their own CollisionMesh3D to interact with ships and OmniLight3D to add to their glowyness."}, {"post_id": 24642, "ts": "2026-07-08T11:18:51Z", "hours": 0.0, "text": "In this 3 hours, many bug fixes and new features were added. As for major bug fixes, the ship now flies without problem which previously didn’t work very well because I hadn’t assigned collision layers to the objects. Along with that, the character can now move flawlessly no matter what angle the ship is rotated at, which makes the game much more playable! Also, the player can now not enter the seat from any location, and now needs to walk up to the seat and look at it when pressing E.As for new content: There is now a sprint button (Left Shift) which doubles the players speed on foot, UI elements for when the player looks at anything interactable (for now only the seat) and also for the ship’s speed when piloting it, along with some atmospheric lights on the wings coming from the spotlights (which have been adjusted). Overall, the game is now playable without facing any bugs, but obviously lacks anything to actually do."}, {"post_id": 22816, "ts": "2026-07-05T12:30:16Z", "hours": 7.4528, "text": "Basic 3D modelling for the first ship is well underway, along with some simple code allowing the player to move around the ship interior, and fly it!"}]...
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Title: Untitled Space Game by @Greenwolf8 | Starda Title: Untitled Space Game by @Greenwolf8 | Stardance
Devlogs:
Basic 3D modelling for the first ship is well underway, along with some simple code allowing the player to move around the ship interior, and fly it!
In this 3 hours, many bug fixes and new features were added. As for major bug fixes, the ship now flies without problem which previously didn’t work very well because I hadn’t assigned collision layers to the objects. Along with that, the character can now move flawlessly no matter what angle the ship is rotated at, which makes the game much more playable! Also, the player can now not enter the seat from any location, and now needs to walk up to the seat and look at it when pressing E.As for new content: There is now a sprint button (Left Shift) which doubles the players speed on foot, UI elements for when the player looks at anything interactable (for now only the seat) and also for the ship’s speed when piloting it, along with some atmospheric lights on the wings coming from the spotlights (which have been adjusted). Overall, the game is now playable without facing any bugs, but obviously lacks anything to actually do.
Devlog #03: AI Ship & Weapons! This devlog marks a very important milestone in this game. I am pleased to announce, there is finally something to do now! With this latest update, I have added an EXTREMELY smart (its not) AI ship which flies around chasing you, and also a cannon to shoot it down with. The AI Ship For now, the AI ship is the same mesh as the player’s ship, but that will be changed later. As for the AI part, it simply uses an interpolate_with() line which gets the AI’s current location and the player’s current location, and puts out a transform for the velocity to use. It also pulls away just before hitting the player to not collide For the health system, it simply has 2 CollisionMesh3D nodes in an Area3D which detects when the bullet’s CollisionMesh3D enters, and then subtracts 10 from the total health, and hides the enemy ship when health reaches 0 Weapons Of course the best part of the whole update is having weapons! Sadly, they are a bit lacking since it is literally just a small point that shoots (very glowy) projectiles at mach Jesus. The bullets also have their own CollisionMesh3D to interact with ships and OmniLight3D to add to their glowyness.
Devlog #04: Smarter AI and ENEMY WEAPONS!! This devlog adds a very nice feature: You can DIE now >:) The AI ship has now got access to a cannon and shoots whenever it looks at you. Along with a gun, the AI has also got a decent IQ boost to make it more challenging to defeat. The AI’s smartness increase: I have decided to add a state machine for the AI, which allows it to point directly at the player, shooting while flying towards them, then pull away just before colliding. This is also known as a Boom and Zoom technique It achieves this with enum State { ATTACK, ZOOM} where the ATTACK is the ‘boom’ part and ZOOM is obviously the ‘zoom’ part. When the AI gets within 200 units of the player, it switches from ATTACK to ZOOM and flies towards a point 500 units above and 500 units in front of the AI, as seen here: if global_position.distance_to(player_position) >= 200 and state_timer.is_stopped() and current_state == State.ZOOM: current_state = State.ATTACK state_timer.start() elif global_position.distance_to(player_position) < 200 and current_state == State.ATTACK: current_state = State.ZOOM state_timer.start() target_position = current_transform.origin + (forward_direction * 500) + (upwards_direction * 500) AI Weapons: For the AI ship’s weapon, I pretty much just copy and pasted the player ship’s cannon. In fact, the only thing different, was making a new scene for the enemy’s bullets to allow them to be on a different physics layer. Changes To The Player’s Ship There is now a health indicator bellow the speed in the top left corner when piloting the ship, and when it reaches zero it destroys the player’s ship. I also needed to add 2 new CollisionShape3D for the player’s ship to collide with the enemy’s bullets, along with an extra, much bigger one that causes the enemy ship to shoot when it’s RayCast3D collides with it....
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1793148968.2347214
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1793753768.2347214
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24802
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battle bot by @jonathan | Stardance
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jonathan
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T13:12:38Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "An antweight battle bot", "repo": "https://github.com/Zoomwag/Undercutter-Battlebot", "demo": ""}]...
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[{"post_id": 22815, "ts": "202 [{"post_id": 22815, "ts": "2026-07-05T12:26:58Z", "hours": 2.6333, "text": "finshed"}, {"post_id": 18266, "ts": "2026-06-29T11:03:13Z", "hours": 2.1811, "text": "cONVERETED IT INTO AN UNDERCUTTER"}, {"post_id": 14596, "ts": "2026-06-23T19:20:58Z", "hours": 1.4486, "text": "I started doing cad and did a bunch of research"}]...
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Title: battle bot by @jonathan | Stardance
Devlog Title: battle bot by @jonathan | Stardance
Devlogs:
I started doing cad and did a bunch of research
cONVERETED IT INTO AN UNDERCUTTER
finshed
Ships:
An antweight battle bot...
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1793667366.4280407
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1793753766.4280407
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213
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Jeff vs The Underground by @keshavdaboss | Stardan Jeff vs The Underground by @keshavdaboss | Stardance...
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keshavdaboss
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1
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4.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-04T06:49:48Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a platformer on Godot, where you avoid enemies and find the exit!", "repo": "https://github.com/KeshavDaBoss/jeff-vs-the-underground", "demo": "https://keshavdaboss.itch.io/jeff-vs-the-underground"}]...
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[{"post_id": 21989, "ts": "202 [{"post_id": 21989, "ts": "2026-07-04T06:39:58Z", "hours": 3.8336, "text": "Hi! I’m creating a platformer game in which you must avoid the enemies and find the exit (could be anywhere yk)"}]...
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Title: Jeff vs The Underground by @keshavdaboss | Title: Jeff vs The Underground by @keshavdaboss | Stardance
Devlogs:
Hi! I’m creating a platformer game in which you must avoid the enemies and find the exit (could be anywhere yk)
Ships:
I made a platformer on Godot, where you avoid enemies and find the exit!...
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1793667365.484103
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1793753765.484103
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23350
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esp32 based mp3 player by @saivagishv | Stardance
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saivagishv
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0
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10.11
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0
|
[]
|
[{"post_id": 75733, "ts": "202 [{"post_id": 75733, "ts": "2026-09-30T21:41:40Z", "hours": 3.32, "text": "swapped to esp32 wrover with seperate usb chip to allow for bluetooth audio"}, {"post_id": 22599, "ts": "2026-07-05T04:14:45Z", "hours": 0.3353, "text": "PCB routing complete, the hardware project is finished"}, {"post_id": 21927, "ts": "2026-07-04T03:44:47Z", "hours": 1.5503, "text": "I finished routing the pcb for the design, and began troubleshooting"}, {"post_id": 21614, "ts": "2026-07-03T17:32:22Z", "hours": 0.4839, "text": "began pcb routing"}, {"post_id": 18599, "ts": "2026-06-29T19:46:46Z", "hours": 0.3667, "text": "I began routing the pcb"}, {"post_id": 18574, "ts": "2026-06-29T19:24:45Z", "hours": 0.3836, "text": "I added pins for a tft touchscreen display, it will be the input for this project"}, {"post_id": 17116, "ts": "2026-06-27T19:45:52Z", "hours": 1.05, "text": "PCB layout begun"}, {"post_id": 16403, "ts": "2026-06-26T18:02:58Z", "hours": 0.7836, "text": "Debugging of schematic finished, pcb started, but screenshare bugged, didn’t show it, and then kicad PCB crashed"}, {"post_id": 15892, "ts": "2026-06-25T20:33:04Z", "hours": 1.0669, "text": "microsd card and headphone jack compatibility added, power switched from max1811 to have internal passthrough and volage detection,only thing that remains on schematic is to breakout open pins like in devboard then model pcb"}, {"post_id": 14777, "ts": "2026-06-24T00:23:42Z", "hours": 0.7669, "text": "Power system, takes battery, with usb-c charging, debugging most likely needed, will add a p type mosfet for passthrough when on usb-c cable"}]...
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Title: esp32 based mp3 player by @saivagishv | Sta Title: esp32 based mp3 player by @saivagishv | Stardance
Devlogs:
Power system, takes battery, with usb-c charging, debugging most likely needed, will add a p type mosfet for passthrough when on usb-c cable
microsd card and headphone jack compatibility added, power switched from max1811 to have internal passthrough and volage detection,only thing that remains on schematic is to breakout open pins like in devboard then model pcb
Debugging of schematic finished, pcb started, but screenshare bugged, didn’t show it, and then kicad PCB crashed
PCB layout begun
I added pins for a tft touchscreen display, it will be the input for this project
I began routing the pcb
began pcb routing
I finished routing the pcb for the design, and began troubleshooting
PCB routing complete, the hardware project is finished
swapped to esp32 wrover with seperate usb chip to allow for bluetooth audio...
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1793148964.2551596
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1793753764.2551596
|
|
30779
|
My own site! by @byashas0528 | Stardance
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byashas0528
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0
|
0.0
|
0
|
[]
|
[]
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Title: My own site! by @byashas0528 | Stardance
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1793148962.3941011
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1793753762.3941011
|
|
37957
|
WarioWare Game by @nastia_g | Stardance
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nastia_g
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0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @nastia_g | Stardance
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1793148958.1618023
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1793753758.1618023
|
|
2617
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Mossy by @dayfit | Stardance
|
dayfit
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0
|
112.48
|
0
|
[]
|
[{"post_id": 83073, "ts": "202 [{"post_id": 83073, "ts": "2026-10-26T20:03:37Z", "hours": 2.2531, "text": "Devlog 26 Now extension uses tailwind instead of normal CSS. I guess right now I’ll polish this extension, add few features and ship project in max 2 days (that’s the plan) I’m really busy and working on Mossy is getting pretty hard. Cross your fingers"}, {"post_id": 82316, "ts": "2026-10-24T15:23:15Z", "hours": 9.6608, "text": "Devlog 25 I need new extenstion (old one is really crappy), and there are only 7 days to finish it (not doable right)? So I’ve used AI to generate base code for extension, now I’ll review this whole thing (I’ve partly already did, it was a hassle :d ). It’s much easier to work on it tho, we are using WXT, webext libs and code is really clean (working without them was bad decision, stack is one of the reasons I’m not trying to refactor old extension) Here is list of extension features (it’s intentionally short): Capturing passwords Coping username / password for each entry Filling passwords Logging in (not registering tho) Generating passwords (I’ll work on it soon!) I wanna put my extension on chrome webstore, It will take like 2 days to be accepted probably (that what it took when I tried to do that for flavortown (and it was accepted too late :c) See you around"}, {"post_id": 81070, "ts": "2026-10-19T19:09:33Z", "hours": 1.1372, "text": "Devlog 24 After reading and analizing this flow today, I’ve realized that it’s better to keep each vault with it’s own passkey (one leak won’t expose your all keys). Also right now if you have already registered passkey for that vault you can choose to use exising passkey (so it’ll look it up on your device), or create new one (it might overwrite your old one (for same vault)). After reviewing this PR by myself and finding nothing that would make this insecure, I’ve used GPT Astra 6 as well to review it, so now I’m pretty sure that this branch is ready to go on main. See ya!"}, {"post_id": 80793, "ts": "2026-10-18T20:06:37Z", "hours": 4.1375, "text": "Devlog 23 I added one really important thing. Before, Mossy used a 4-digit PIN to unlock the vault (it was used as a wrapping key (after going through HKDF and Argon2)). It was 10,000 combinations. Argon2 made it take longer, but after some time (a few hours), it could be cracked (if someone had your encrypted encryption key (sounds funny :d)). After this change: We use PRF from WebAuthn (really secure stuff) that uses Touch ID, Windows Hello, or Yubico Security Keys (and others) to give deterministic random bytes. Think of it like a random function that remembers what it returned for which argument. Assuming that an attacker would try to brute-force this encryption key, even with 10^18 tries per second, it’d take 1.8 x 10^51 years to crack it (kinda looooong time). Oh, and for those who can’t or don’t wanna use PRF, I’ve added regular passwords. They’re not as good as PRF, but it still takes a really long time to crack those. Those changes are still in an open PR, but it’s 10 PM, and I need to take a closer look at it tomorrow (already did a code review myself, but I’m kinda sleepy, and I’d like to keep y’all secure <3). See ya!"}, {"post_id": 80415, "ts": "2026-10-17T15:50:11Z", "hours": 7.7453, "text": "Devlog 22 Frontend: Added light, dark, and auto themes support (with settings tab!) Settings tab with themes options and links to request new features Added dashboard onboarding to help users setup their vault and add their first password Reworked key synchronization (now users will provide 6-character code instead of 6-digits code (Also it lacks of ambiguous characters like “l” and “I”) Backend: Complete rework of key-sync microservice (HTTP + SSE instead of WebSockets) (so user can access synchronized passwords up to 5 minutes after they are sent) Improved scallability by completely rethinking key-sync flow (that was kinda tricky)"}, {"post_id": 79105, "ts": "2026-10-12T18:01:50Z", "hours": 10.0319, "text": "Devlog 21 Changelogs Frontend: Standarized colors, boders, shadows, and button styles using globals.css system Updated typography: Syne for body text and Geologica for headings Centered headers navigation links Redesigned home page hero Fixed the footer so it stays at the bottom of the page Added leaf decorations on home page Based on feedback (from flavortown) I’ve decided to add some links to docs and instructions on how to set something up. Backend: Added SSE endpoint for live device enrollment updates I am working on delivering some more things before end of stardance. Stay tuned!"}, {"post_id": 70708, "ts": "2026-09-19T17:00:52Z", "hours": 5.3025, "text": "Devlog 20 Here is what happend after last devlog (lots of improvements :D) On frontend: Improved secured passwords chart, so it does only show integer values, centered chart’s line Added total count of passwords chart (as default mode) Added email verification interface Improved recent actions section Removed website icon from recent action card (API was broken, and it didn’t looked good anyway) On backend: Finished and integrated email verification system (verification link and code expires after 15 minutes) Added limits for incorrect codes, resend cooldowns, and hourly email deliveries Added rate limiting to public verification endpoint Emails are sent asynchronously through RabbitMQ That’s all for now. I’ll focus on design consistency & responsiveness for now."}, {"post_id": 65279, "ts": "2026-09-10T09:25:36Z", "hours": 7.6328, "text": "Devlog 19 It’s been a long time from last devlog. Here is changelog: On frontend: Vault loading, refreshing, selection, etc are now centralized in zustand store Removed redundant useVault hook Now user can select vault from dashboard view Added clearer selected-vault indicators and improved keyboard accessibility Made dashboard vault cards presentational and reusable On backend: Fixed critical bug in resource server logic (refresh token could be used as auth token (very bad :c)) Improved and refactored jwt validation & generation Added correct typ claim in JWT tokens Simplified refresh token claims (some were unused or not necessary) Updated Authentication.md documentation Expanded JWT generation, management, and decoder tests Work in progress: Currently I’m working on new feature, central microservice that will handle sending emails to users This is what I got so far: Batched async communication through RabbitMQ Integration with resend and some templates Retry queue with 30 secounds delay Service requeue mail only if something went wrong with sending (429 or 5XX response), if recipient doesn’t exist, there is no requeue Added tests for duplicates, pending commands, successful sends, permanent failures, and retryable failures. See ya!"}, {"post_id": 59672, "ts": "2026-09-01T16:25:07Z", "hours": 1.7078, "text": "Devlog 18 Mock API is finished, now I’m working on frontend design & consistency Changelog Finished Mock API Renamed RippleButton to Button as it’s generic right now Made Button component generic (support for icon, ghost buttons etc) Replaced all buttons with generic Button component Also I adjusted some colors so design is more consistent. See ya!"}, {"post_id": 59001, "ts": "2026-08-31T16:08:03Z", "hours": 7.1164, "text": "Devlog 17 Device manager is now up and running on production! in code review I noticed: some edge cases (mostly related with multi-threading) user could not change accounts (persisted device id was the issue) probably more, but stardance was down so I couldn’t write this devlog Now I’m working on creating Mock API so frontend development will no longer require running real backend. Stay tuned!"}, {"post_id": 46463, "ts": "2026-08-13T18:01:12Z", "hours": 1.7533, "text": "Devlog 16 Finally device manager is ready to go. Refactored frontend side logic for key-sync to work with new API Fixed bugs, improved error handling (so error message is not misleading) Removed .idea folder from repo Introduced mossy-reactor (way to test micro-services with their dependencies without deploying them to main before tests) Now it’s time to work on frontend features + design (typography, colors, globals <– boring stuff ://)"}, {"post_id": 45388, "ts": "2026-08-11T20:21:14Z", "hours": 3.4439, "text": "Devlog 15 I’ve integrated API with frontend, created new tab for managing devices. Fixed some bugs related to interation of cross-microservice communication (maybe I’ll write some integration tests? who knows) I’ve added detection of OS and device type via user agent (using Yauaa library). Now I’ll have to think about how to create good risk-engine when at same time not storing too much user informations (to keep it privacy-first) If you guys have some idea how to do that let me know! To merge this feature to develop branch I need to fix some really minor bugs. see ya!"}, {"post_id": 44650, "ts": "2026-08-10T15:43:24Z", "hours": 9.4775, "text": "Devlog 14 Soo… Recently I saw that there was no way to add new devices (** facepalm **). From last devlog I created nice enrollment system that will require already verified device to accept new one before trusting it. I’ve utilized JWT scopes for that, so client authenticated with enrollment token can only access specific endpoints. All of that probably sounds pretty easy but e g. I didn’t wanted to duplicate existing code, enrollment token is issued by same /login endpoint etc etc. basically it was quite a hustle. Hopefully, next devlog will be about how I integrated API with frontend (cross your fingers!) BTW: test count jumped from 31 to 72 from last devlog so you can see how big is the difference!"}, {"post_id": 34100, "ts": "2026-07-24T16:02:15Z", "hours": 5.6378, "text": "Devlog 13 Device manager is pretty much ready to go to production from API pov (there are some things that I still need to code tho), from last devlog I integrated it with Auth microservice, with each login / session refreshment it’s checked if given device is blocked, if so, Mossy will refuse to provide user new tokens. PS: look at those green tests (so cool)!"}, {"post_id": 29715, "ts": "2026-07-16T20:09:15Z", "hours": 4.5417, "text": "Hello there! From last devlog I’ve managed to add some features for this new Device Trust Microservice. Right now device can be blocked by another device (it will stop this device from access to account) Nonce challenge is working and has really good test coverage (this whole microservice does too) thanks to TDD I’ve finished implementing controllers & their tests It might look like TDD is slowing me down, but my code is getting really mature (each scenario is prepared). For whole process of developing this MS I didn’t opened insomnia even once - and that’s cool, because running tests without running whole MS (and it’s dependencies) is much faster. See ya!"}, {"post_id": 29114, "ts": "2026-07-15T19:34:36Z", "hours": 10.0033, "text": "Hello everyone, For last 10 hours I’ve made major progress on Mossy development. First of all my custom JWKS system got replaced by Spring Boot OAuth2 Resource Server Starter (looong name isn’t it?), it’ll make future maintance & coding much easier. In futher I’m going to migrate it to use Authorization Server Starter to achive full OAuth2 compatibility. Also I’ve been learning how TDD works, and for last 4 hours I’ve been using it during coding, it makes life so much easier! I’m currently working on new feature - Device Manager, it’s really huge feature (I need to refactor existing Device MS), but it’s really exciting, it’ll show you what devices are added to your account & analyze risk of each login (based on your common IP & MAC & OS & some more) it requires me to change old Device Microservice domain to just key-sync. Also I’ll create 2 new microservices - one called Device Trust (I’m working on it currently), it’ll tell my Authentication system to allow login or not (before cryptography was just for key-sync) by using challenge - client’ll receive randomly generated nonce and it’ll have to sign it with it’s key. Then if everything is alright it’ll ask Risk Engine if it should send user an alert or not (in future it might require MFA from client detected as higher risk) This is my biggest project ever Stay tuned!"}, {"post_id": 12018, "ts": "2026-06-19T16:35:36Z", "hours": 1.5044, "text": "Mossy now supports ssh public keys as well Refactored actions in frontend code to achive cleaner code Added validation of ssh keys"}, {"post_id": 11466, "ts": "2026-06-18T18:57:58Z", "hours": 2.0375, "text": "Mossy now supports SSH keys! Old Add Password form got removed, and replaced by new, cleaner one. Also I’m on my way to refactor code, and make lifting of Mossy’s extension UI. Support for public keys, and other SSH specific features will be introduce later, right now, only private key is supported"}, {"post_id": 10739, "ts": "2026-06-17T17:00:53Z", "hours": 2.2661, "text": "Notes system is ready and works like a charm, I had minor problem with JPA while implementing it ( Cascade.ALL ) fixed issue. Notes are encrypted with vault encryption key, so it’s suitable for sensitive data. Next up I’ll implement usage history!"}, {"post_id": 10186, "ts": "2026-06-16T20:00:41Z", "hours": 2.2619, "text": "Now, I’m working on implementing notes for passwords, backend is already ready, and frontend logic is half-way there, probably I’ll finish everything tommorow. Also I’ve made major refactor in vault request handlers logic by creating AbstractVaultRequestHandler to keep boilerplate-code in one place."}, {"post_id": 10021, "ts": "2026-06-16T15:59:05Z", "hours": 0.8125, "text": "Mossy’s search engine works like a charm!"}, {"post_id": 9322, "ts": "2026-06-15T17:15:42Z", "hours": 0.7514, "text": "Currently, I’m working on a search engine for Mossy using Fuse.js. There are still a few things to implement, such as the UI for query search, and some bugs in the tag search logic to fix."}, {"post_id": 8271, "ts": "2026-06-13T19:19:54Z", "hours": 2.9025, "text": "I’ve finaly finished system of managing tags! I really like how it turned out. Next up I’ll work on searching and filtering passwords!"}, {"post_id": 5828, "ts": "2026-06-09T19:26:39Z", "hours": 2.2906, "text": "Whole tag system is ready on backend, currently I’m working on integrating frontend with API in nice way. stay tuned !!!"}, {"post_id": 5145, "ts": "2026-06-08T20:42:33Z", "hours": 4.7406, "text": "I’ve created vault <—> backend communication for adding, assigning, and getting tags. Also adding logic is ready on frontend. Whole system ’ll be ready by tommorow 😱"}, {"post_id": 2856, "ts": "2026-06-05T18:23:25Z", "hours": 1.3331, "text": "Currently, I’m writing tag management system, that will include CRUD on tags, searching for passwords with tags. Adding tags already works! Also I’ve made really nice roadmap of Mossy Development!"}]...
|
Title: Mossy by @dayfit | Stardance
Devlogs:
Curr Title: Mossy by @dayfit | Stardance
Devlogs:
Currently, I’m writing tag management system, that will include CRUD on tags, searching for passwords with tags. Adding tags already works! Also I’ve made really nice roadmap of Mossy Development!
I’ve created vault <—> backend communication for adding, assigning, and getting tags. Also adding logic is ready on frontend. Whole system ’ll be ready by tommorow 😱
Whole tag system is ready on backend, currently I’m working on integrating frontend with API in nice way. stay tuned !!!
I’ve finaly finished system of managing tags! I really like how it turned out. Next up I’ll work on searching and filtering passwords!
Currently, I’m working on a search engine for Mossy using Fuse.js. There are still a few things to implement, such as the UI for query search, and some bugs in the tag search logic to fix.
Mossy’s search engine works like a charm!
Now, I’m working on implementing notes for passwords, backend is already ready, and frontend logic is half-way there, probably I’ll finish everything tommorow. Also I’ve made major refactor in vault request handlers logic by creating AbstractVaultRequestHandler to keep boilerplate-code in one place.
Notes system is ready and works like a charm, I had minor problem with JPA while implementing it ( Cascade.ALL ) fixed issue. Notes are encrypted with vault encryption key, so it’s suitable for sensitive data. Next up I’ll implement usage history!
Mossy now supports SSH keys! Old Add Password form got removed, and replaced by new, cleaner one. Also I’m on my way to refactor code, and make lifting of Mossy’s extension UI. Support for public keys, and other SSH specific features will be introduce later, right now, only private key is supported
Mossy now supports ssh public keys as well Refactored actions in frontend code to achive cleaner code Added validation of ssh keys
Hello everyone, For last 10 hours I’ve made major progress on Mossy development. First of all my custom JWKS system got replaced by Spring Boot OAuth2 Resource Server Starter (looong name isn’t it?), it’ll make future maintance & coding much easier. In futher I’m going to migrate it to use Authorization Server Starter to achive full OAuth2 compatibility. Also I’ve been learning how TDD works, and for last 4 hours I’ve been using it during coding, it makes life so much easier! I’m currently working on new feature - Device Manager, it’s really huge feature (I need to refactor existing Device MS), but it’s really exciting, it’ll show you what devices are added to your account & analyze risk of each login (based on your common IP & MAC & OS & some more) it requires me to change old Device Microservice domain to just key-sync. Also I’ll create 2 new microservices - one called Device Trust (I’m working on it currently), it’ll tell my Authentication system to allow login or not (before cryptography was just for key-sync) by using challenge - client’ll receive randomly generated nonce and it’ll have to sign it with it’s key. Then if everything is alright it’ll ask Risk Engine if it should send user an alert or not (in future it might require MFA from client detected as higher risk) This is my biggest project ever Stay tuned!
Hello there! From last devlog I’ve managed to add some features for this new Device Trust Microservice. Right now device can be blocked by another device (it will stop this device from access to account) Nonce challenge is working and has really good test coverage (this whole microservice does too) thanks to TDD I’ve finished implementing controllers & their tests It might look like TDD is slowing me down, but my code is getting really mature (each scenario is prepared). For whole process of developing this MS I didn’t opened insomnia even once - and that’s cool, because running tests without running whole MS (and it’s dependencies) is much faster. See ya!
Devlog 13 Device manager is pretty much ready to go to production from API pov (there are some things that I still need to code tho), from last devlog I integrated it with Auth microservice, with each login / session refreshment it’s checked if given device is blocked, if so, Mossy will refuse to provide user new tokens. PS: look at those green tests (so cool)!
Devlog 14 Soo… Recently I saw that there was no way to add new devices (** facepalm **). From last devlog I created nice enrollment system that will require already verified device to accept new one before trusting it. I’ve utilized JWT scopes for that, so client authenticated with enrollment token can only access specific endpoints. All of that probably sounds pretty easy but e g. I didn’t wanted to duplicate existing code, enrollment token is issued by same /login endpoint etc etc. basically it was quite a hustle. Hopefully, next devlog will be about how I integrated API with frontend (cross your fingers!) BTW: test count jumped from 31 to 72 from last devlog so you can see how big is the difference!
Devlog 15 I’ve integrated API with frontend, created new tab for managing devices. Fixed some bugs related to interation of cross-microservice communication (maybe I’ll write some integration tests? who knows) I’ve added detection of OS and device type via user agent (using Yauaa library). Now I’ll have to think about how to create good risk-engine when at same time not storing too much user informations (to keep it privacy-first) If you guys have some idea how to do that let me know! To merge this feature to develop branch I need to fix some really minor bugs. see ya!
Devlog 16 Finally device manager is ready to go. Refactored frontend side logic for key-sync to work with new API Fixed bugs, improved error handling (so error message is not misleading) Removed .idea folder from repo Introduced mossy-reactor (way to test micro-services with their dependencies without deploying them to main before tests) Now it’s time to work on frontend features + design (typography, colors, globals <– boring stuff ://)
Devlog 17 Device manager is now up and running on production! in code review I noticed: some edge cases (mostly related with multi-threading) user could not change accounts (persisted device id was the issue) probably more, but stardance was down so I couldn’t write this devlog Now I’m working on creating Mock API so frontend development will no longer require running real backend. Stay tuned!
Devlog 18 Mock API is finished, now I’m working on frontend design & consistency Changelog Finished Mock API Renamed RippleButton to Button as it’s generic right now Made Button component generic (support for icon, ghost buttons etc) Replaced all buttons with generic Button component Also I adjusted some colors so design is more consistent. See ya!
Devlog 19 It’s been a long time from last devlog. Here is changelog: On frontend: Vault loading, refreshing, selection, etc are now centralized in zustand store Removed redundant useVault hook Now user can select vault from dashboard view Added clearer selected-vault indicators and improved keyboard accessibility Made dashboard vault cards presentational and reusable On backend: Fixed critical bug in resource server logic (refresh token could be used as auth token (very bad :c)) Improved and refactored jwt validation & generation Added correct typ claim in JWT tokens Simplified refresh token claims (some were unused or not necessary) Updated Authentication.md documentation Expanded JWT generation, management, and decoder tests Work in progress: Currently I’m working on new feature, central microservice that will handle sending emails to users This is what I got so far: Batched async communication through RabbitMQ Integration with resend and some templates Retry queue with 30 secounds delay Service requeue mail only if something went wrong with sending (429 or 5XX response), if recipient doesn’t exist, there is no requeue Added tests for duplicates, pending commands, successful sends, permanent failures, and retryable failures. See ya!
Devlog 20 Here is what happend after last devlog (lots of improvements :D) On frontend: Improved secured passwords chart, so it does only show integer values, centered chart’s line Added total count of passwords chart (as default mode) Added email verification interface Improved recent actions section Removed website icon from recent action card (API was broken, and it didn’t looked good anyway) On backend: Finished and integrated email verification system (verification link and code expires after 15 minutes) Added limits for incorrect codes, resend cooldowns, and hourly email deliveries Added rate limiting to public verification endpoint Emails are sent asynchronously through RabbitMQ That’s all for now. I’ll focus on design consistency & responsiveness for now.
Devlog 21 Changelogs Frontend: Standarized colors, boders, shadows, and button styles using globals.css system Updated typography: Syne for body text and Geologica for headings Centered headers navigation links Redesigned home page hero Fixed the footer so it stays at the bottom of the page Added leaf decorations on home page Based on feedback (from flavortown) I’ve decided to add some links to docs and instructions on how to set something up. Backend: Added SSE endpoint for live device enrollment updates I am working on delivering some more things before end of stardance. Stay tuned!
Devlog 22 Frontend: Added light, dark, and auto themes support (with settings tab!) Settings tab with themes options and links to request new features Added dashboard onboarding to help users setup their vault and add their first password Reworked key synchronization (now users will provide 6-character code instead of 6-digits code (Also it lacks of ambiguous characters like “l” and “I”) Backend: Complete rework of key-sync microservice (HTTP + SSE instead of WebSockets) (so user can access synchronized passwords up to 5 minutes after they are sent) Improved scallability by completely rethinking key-sync flow (that was kinda tricky)
Devlog 23 I added one really important thing. Before, Mossy used a 4-digit PIN to unlock the vault (it was used as a wrapping key (after going through HKDF and Argon2)). It was 10,000 combinations. Argon2 made it take longer, but after some time (a few hours), it could be cracked (if someone had your encrypted encryption key (sounds funny :d)). After this change: We use PRF from WebAuthn (really secure stuff) that uses Touch ID, Windows Hello, or Yubico Security Keys (and others) to give deterministic random bytes. Think of it like a random function that remembers what it returned for which argument. Assuming that an attacker would try to brute-force this encryption key, even with 10^18 tries per second, it’d take 1.8 x 10^51 years to crack it (kinda looooong time). Oh, and for those who can’t or don’t wanna use PRF, I’ve added regular passwords. They’re not as good as PRF, but it still takes a really long time to crack those. Those changes are still in an open PR, but it’s 10 PM, and I need to take a closer look at it tomorrow (already did a code review myself, but I’m kinda sleepy, and I’d like to keep y’all secure <3). See ya!
Devlog 24 After reading and analizing this flow today, I’ve realized that it’s better to keep each vault with it’s own passkey (one leak won’t expose your all keys). Also right now if you have already registered passkey for that vault you can choose to use exising passkey (so it’ll look it up on your device), or create new one (it might overwrite your old one (for same vault)). After reviewing this PR by myself and finding nothing that would make this insecure, I’ve used GPT Astra 6 as well to review it, so now I’m pretty sure that this branch is ready to go on main. See ya!
Devlog 25 I need new extenstion (old one is really crappy), and there are only 7 days to finish it (not doable right)? So I’ve used AI to generate base code for extension, now I’ll review this whole thing (I’ve partly already did, it was a hassle :d ). It’s much easier to work on it tho, we are using WXT, webext libs and code is really clean (working without them was bad decision, stack is one of the reasons I’m not trying to refactor old extension) Here is list of extension features (it’s intentionally short): Capturing passwords Coping username / password for each entry Filling passwords Logging in (not registering tho) Generating passwords (I’ll work on it soon!) I wanna put my extension on chrome webstore, It will take like 2 days to be accepted probably (that what it took when I tried to do that for flavortown (and it was accepted too late :c) See you around
Devlog 26 Now extension uses tailwind instead of normal CSS. I guess right now I’ll polish this extension, add few features and ship project in max 2 days (that’s the plan) I’m really busy and working on Mossy is getting pretty hard. Cross your fingers...
|
1793148955.0027301
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1793753755.0027301
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20381
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Detention Loop SDK by @DoMax | Stardance
|
DoMax
|
1
|
9.0
|
52
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T16:57:00Z", "hours": 9.0, "multiplier": 5.84, "payout": 52, "blessing": "neutral", "text": "“Exhausted after a long day of school, you just want to go home. Instead, you’re trapped in an endless corridor with entities trying to distort your reality. Look closely. Trust nothing. There might be a way out.” It’s the best way to describe the game “Detention Loop” that was made for Hack Club’s Sprig! Despite the challenges and Sprig’s limitations, it was a very fun time building this project! One of the more frustrating limitations of Sprig’s engine was not being able to load full-sized images. Instead, Sprig only offers loading maps from pre-made sprites. They take up both too much space and are hard to draw/make changes to. So I decided to code it myself - by uploading a full bitmap of the image and dynamically creating maps during runtime with loops, I saved myself a LOT of time. There was other technology involved too that you would rarely see in Sprig games, so I thought of conveniently sharing them all in this Detention Loop SDK available for anyone! With subtle adaptations it can be ported for different purposes too. The SDK includes full game art and script files, as well as reusable snippets and instructions on how to use everything. And as for the game itself, you can play it for free by clicking on the demo link!", "repo": "https://github.com/domasles/detention-loop-sdk", "demo": "https://detention-loop.domax.lt"}]...
|
[{"post_id": 10317, "ts": "202 [{"post_id": 10317, "ts": "2026-06-16T23:53:15Z", "hours": 8.9833, "text": "The first, and probably one of the only devlogs this project will have. It aims to provide all the tools initially used to create a game called “Detention Loop” for the Hack Club’s Sprig! (But heavily updated and adapted for repeated use) It includes: Game itself (with a link to the live demo) A script for converting game assets to a computer-friendly format Reusable code snippets for other game creators that want to adopt Detention Loop’s technology All game assets (and GIMP files with layered drawings) I hope this inspires other creators to pay more attention to code optimization and encourages working with the Sprig! It’s an amazing little gadget with a lot of potential! I also hope that one day solutions used in this project get merged to the full engine so no workarounds need to be found when creating sophisticated games!"}]...
|
Title: Detention Loop SDK by @DoMax | Stardance
D Title: Detention Loop SDK by @DoMax | Stardance
Devlogs:
The first, and probably one of the only devlogs this project will have. It aims to provide all the tools initially used to create a game called “Detention Loop” for the Hack Club’s Sprig! (But heavily updated and adapted for repeated use) It includes: Game itself (with a link to the live demo) A script for converting game assets to a computer-friendly format Reusable code snippets for other game creators that want to adopt Detention Loop’s technology All game assets (and GIMP files with layered drawings) I hope this inspires other creators to pay more attention to code optimization and encourages working with the Sprig! It’s an amazing little gadget with a lot of potential! I also hope that one day solutions used in this project get merged to the full engine so no workarounds need to be found when creating sophisticated games!
Ships:
“Exhausted after a long day of school, you just want to go home. Instead, you’re trapped in an endless corridor with entities trying to distort your reality. Look closely. Trust nothing. There might be a way out.” It’s the best way to describe the game “Detention Loop” that was made for Hack Club’s Sprig! Despite the challenges and Sprig’s limitations, it was a very fun time building this project! One of the more frustrating limitations of Sprig’s engine was not being able to load full-sized images. Instead, Sprig only offers loading maps from pre-made sprites. They take up both too much space and are hard to draw/make changes to. So I decided to code it myself - by uploading a full bitmap of the image and dynamically creating maps during runtime with loops, I saved myself a LOT of time. There was other technology involved too that you would rarely see in Sprig games, so I thought of conveniently sharing them all in this Detention Loop SDK available for anyone! With subtle adaptations it can be ported for different purposes too. The SDK includes full game art and script files, as well as reusable snippets and instructions on how to use everything. And as for the game itself, you can play it for free by clicking on the demo link!...
|
1793667354.675534
|
1793753754.675534
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16129
|
My first slack bot! by @Saideep | Stardance
|
Saideep
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Saideep | Stardance
|
1793148954.0934522
|
1793753754.0934522
|
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26591
|
T to MO by @jo_brain | Stardance
|
jo_brain
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T09:58:02Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an Project that takes Text via BLE and turns them into Morse code including Numbers!", "repo": "https://raw.githubusercontent.com/jobrain1/T-to-MO/refs/heads/master/README.md", "demo": ""}]...
|
[{"post_id": 16740, "ts": "202 [{"post_id": 16740, "ts": "2026-06-27T06:15:17Z", "hours": 1.1389, "text": "I used an ESP32 Wrover that has Bluetooth to turn Text I to Morse Code and show that Morse code with an LED and an Buzzer"}]...
|
Title: T to MO by @jo_brain | Stardance
Devlogs:
Title: T to MO by @jo_brain | Stardance
Devlogs:
I used an ESP32 Wrover that has Bluetooth to turn Text I to Morse Code and show that Morse code with an LED and an Buzzer
Ships:
I made an Project that takes Text via BLE and turns them into Morse code including Numbers!...
|
1793667350.1062124
|
1793753750.1062124
|
|
8186
|
Untitled project by @suhailsinghbains | Stardance
|
suhailsinghbains
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @suhailsinghbains | Sta Title: Untitled project by @suhailsinghbains | Stardance...
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1793148948.2666893
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1793753748.2666893
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17638
|
Dynamic Disco by @skiwi | Stardance
|
skiwi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Dynamic Disco by @skiwi | Stardance
|
1793148947.4070137
|
1793753747.4070137
|
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33714
|
My own site! by @Mehrnaz | Stardance
|
Mehrnaz
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @Mehrnaz | Stardance
|
1793148946.5154595
|
1793753746.5154595
|
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23610
|
Search Matters! by @Sanket | Stardance
|
Sanket
|
0
|
0.43
|
0
|
[]
|
[{"post_id": 13209, "ts": "202 [{"post_id": 13209, "ts": "2026-06-21T17:12:30Z", "hours": 0.4347, "text": "So, I am making an cli based search system that atleast! is gonna work better than windows search.. i just started so dont execpt there to be something but slowly i will be adding more and making it actually working!"}]...
|
Title: Search Matters! by @Sanket | Stardance
Dev Title: Search Matters! by @Sanket | Stardance
Devlogs:
So, I am making an cli based search system that atleast! is gonna work better than windows search.. i just started so dont execpt there to be something but slowly i will be adding more and making it actually working!...
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1793148945.632222
|
1793753745.632222
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33418
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Flappiest bird by @Alexander_Wolf | Stardance
|
Alexander_Wolf
|
2
|
11.0
|
58
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-19T15:54:02Z", "hours": 5.0, "multiplier": 8.55, "payout": 46, "blessing": "neutral", "text": "This is the second ship. Many important modifications have been made. These things have been added to the game since the last ship: A difficulty switch Highscore PlayerPrefs for the difficulty and the highscore Music and sound effects And the most important note: The game is now playable on itch.io. If the game somehow doesn’t open up via stardance, here is the link: ciferwolf.itch.io/flappiest-bird", "repo": "https://github.com/Wolf-Alexander/Flappiest-Bird", "demo": "https://ciferwolf.itch.io/flappiest-bird"}, {"ship_num": 2, "ts": "2026-07-13T19:38:34Z", "hours": 6.0, "multiplier": 2.11, "payout": 12, "blessing": "neutral", "text": "Ship #1 I have finished the tutorial and added some stuff on my own. This is the first version of my Flappy Bird game. It’s playable and kinda fun. Although it’s not on the same level as a finished game, so please consider this as a demo (v1). It won’t take long until I manage to add more stuff to make it more interesting to play", "repo": "https://github.com/Wolf-Alexander/Flappiest-Bird", "demo": "https://ciferwolf.itch.io/flappiest-bird"}]...
|
[{"post_id": 29583, "ts": "202 [{"post_id": 29583, "ts": "2026-07-16T16:45:11Z", "hours": 0.8167, "text": "Devlog #8 I’ve fixed some error during the gameplay. The game is finished! It’s not beautiful, but for my very first Unity project good enough. Once I’m able to ship again, I’ll do it"}, {"post_id": 29460, "ts": "2026-07-16T12:46:45Z", "hours": 0.9836, "text": "Devlog #7 I added music and some sound effect. Music for: Starting screen Ingame Sound effects: Score Death All sounds are from itch.io. The following music packs have been used: https://tallbeard.itch.io/music-loop-bundle https://jdsherbert.itch.io/ultimate-ui-sfx-pack"}, {"post_id": 28241, "ts": "2026-07-14T11:56:12Z", "hours": 0.8581, "text": "Devlog #6 The difficulty switch works and even after a reset or restart of the game, the previous difficulty gets saved. The same goes for the highscore that actually works!!!! What I should implement next is the highscore based on the difficulty, but that is for later"}, {"post_id": 28205, "ts": "2026-07-14T10:48:27Z", "hours": 1.6669, "text": "Devlog #5 I’ve made some changes to the game: Improved starting screen Added a difficulty switch Difficulty: There are 3 options. Easy, Medium, Hard. Medium is the standard option. They all influence the speed as well as the spawn rate of the pipes Issues for the future: If you restart the game after the game over, the difficulty gets set to Medium. Probably the fix would be to have some data saved for after the restart. This is also my current idea how I’ll make the high score. Or maybe some sort of database would make it easier"}, {"post_id": 27922, "ts": "2026-07-13T21:02:04Z", "hours": 1.0469, "text": "Devlog #4 I’m working on the starting screen. I had also fixed some unknown issues with the bird. It cannot leave the screen now and the game over mechanic works a lot better"}, {"post_id": 27874, "ts": "2026-07-13T19:35:45Z", "hours": 1.9169, "text": "Devlog #3 I created a starting screen (WITHOUT A TUTORIAL) and connected everything to it. It was a lot harder than expected, because everything runs on Start function, so I had to edit every object. This concludes the first version of this game. Yeah it’s not beautiful, but it’s functional. The other To-Do’s will be added in further versions!"}, {"post_id": 27646, "ts": "2026-07-13T12:26:38Z", "hours": 1.1167, "text": "Devlog #2 So I finished the tutorial… The game exists and now I have some knowledge about Unity and Game Development. Now I will add some additional stuff to this game to finish it. These include: Starting Screen High Score Difficulties (change speed of the game) Music If you have some ideas, please comment them. I’ll try my best, but can’t promise anything"}, {"post_id": 25993, "ts": "2026-07-10T15:25:02Z", "hours": 2.4667, "text": "Devlog #1 I’m starting out with Unity. And what is the best option to choose, when you’re starting out? Watch a Flappy Bird tutorial and hope you understand everything, so that you can add your own stuff at the end… I want to create my own games, but have no clue how Unity works. This project is focused on helping me learn all the basics and be able to create my own games from then on. Even though I’m using a tutorial to create this game, I’m planning on using my knowledge to upgrade the game with a few features to market it as my own ;)"}]...
|
Title: Flappiest bird by @Alexander_Wolf | Stardan Title: Flappiest bird by @Alexander_Wolf | Stardance
Devlogs:
Devlog #1 I’m starting out with Unity. And what is the best option to choose, when you’re starting out? Watch a Flappy Bird tutorial and hope you understand everything, so that you can add your own stuff at the end… I want to create my own games, but have no clue how Unity works. This project is focused on helping me learn all the basics and be able to create my own games from then on. Even though I’m using a tutorial to create this game, I’m planning on using my knowledge to upgrade the game with a few features to market it as my own ;)
Devlog #2 So I finished the tutorial… The game exists and now I have some knowledge about Unity and Game Development. Now I will add some additional stuff to this game to finish it. These include: Starting Screen High Score Difficulties (change speed of the game) Music If you have some ideas, please comment them. I’ll try my best, but can’t promise anything
Devlog #3 I created a starting screen (WITHOUT A TUTORIAL) and connected everything to it. It was a lot harder than expected, because everything runs on Start function, so I had to edit every object. This concludes the first version of this game. Yeah it’s not beautiful, but it’s functional. The other To-Do’s will be added in further versions!
Devlog #4 I’m working on the starting screen. I had also fixed some unknown issues with the bird. It cannot leave the screen now and the game over mechanic works a lot better
Devlog #5 I’ve made some changes to the game: Improved starting screen Added a difficulty switch Difficulty: There are 3 options. Easy, Medium, Hard. Medium is the standard option. They all influence the speed as well as the spawn rate of the pipes Issues for the future: If you restart the game after the game over, the difficulty gets set to Medium. Probably the fix would be to have some data saved for after the restart. This is also my current idea how I’ll make the high score. Or maybe some sort of database would make it easier
Devlog #6 The difficulty switch works and even after a reset or restart of the game, the previous difficulty gets saved. The same goes for the highscore that actually works!!!! What I should implement next is the highscore based on the difficulty, but that is for later
Devlog #7 I added music and some sound effect. Music for: Starting screen Ingame Sound effects: Score Death All sounds are from itch.io. The following music packs have been used: https://tallbeard.itch.io/music-loop-bundle https://jdsherbert.itch.io/ultimate-ui-sfx-pack
Devlog #8 I’ve fixed some error during the gameplay. The game is finished! It’s not beautiful, but for my very first Unity project good enough. Once I’m able to ship again, I’ll do it
Ships:
Ship #1 I have finished the tutorial and added some stuff on my own. This is the first version of my Flappy Bird game. It’s playable and kinda fun. Although it’s not on the same level as a finished game, so please consider this as a demo (v1). It won’t take long until I manage to add more stuff to make it more interesting to play
This is the second ship. Many important modifications have been made. These things have been added to the game since the last ship: A difficulty switch Highscore PlayerPrefs for the difficulty and the highscore Music and sound effects And the most important note: The game is now playable on itch.io. If the game somehow doesn’t open up via stardance, here is the link: ciferwolf.itch.io/flappiest-bird...
|
1793667343.987406
|
1793753743.987406
|
|
40127
|
My first slack bot! by @SachinSriram21 | Stardance
|
SachinSriram21
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @SachinSriram21 | St Title: My first slack bot! by @SachinSriram21 | Stardance...
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1793148943.5479043
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1793753743.5479043
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12036
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FRC Prediction Simulator by @nicholasrueb | Starda FRC Prediction Simulator by @nicholasrueb | Stardance...
|
nicholasrueb
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T22:20:05Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I struggled so hard with integrating the API, this is my first stuff with HTML and CSS, I hope you guys enjoy! Many of you might not know FRC, but it is a robotics competition. For event key you can use 2026nytr for some example results!", "repo": "https://github.com/agoofygoat/FRCPredictionSimulator.github.io", "demo": "https://frc-prediction-simulator-github-io.vercel.app/"}]...
|
[{"post_id": 14709, "ts": "202 [{"post_id": 14709, "ts": "2026-06-23T22:17:19Z", "hours": 0.3194, "text": "Full project is done and hosted on Vercel!!!!!"}]...
|
Title: FRC Prediction Simulator by @nicholasrueb | Title: FRC Prediction Simulator by @nicholasrueb | Stardance
Devlogs:
Full project is done and hosted on Vercel!!!!!
Ships:
I struggled so hard with integrating the API, this is my first stuff with HTML and CSS, I hope you guys enjoy! Many of you might not know FRC, but it is a robotics competition. For event key you can use 2026nytr for some example results!...
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1793667342.7771273
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1793753742.7771273
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|
15666
|
Untitled by @ZekeTrout | Stardance
|
ZekeTrout
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0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @ZekeTrout | Stardance
|
1793148941.4617703
|
1793753741.4617703
|
|
24170
|
My awesome macropad! by @aashinya_sagi | Stardance
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aashinya_sagi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @aashinya_sagi | St Title: My awesome macropad! by @aashinya_sagi | Stardance...
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1793148939.225214
|
1793753739.225214
|
|
20804
|
Career.com by @hannahk | Stardance
|
hannahk
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Career.com by @hannahk | Stardance
|
1793148938.3556263
|
1793753738.3556263
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29766
|
Stardance Game by @tinyshinycrow | Stardance
|
tinyshinycrow
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Stardance Game by @tinyshinycrow | Stardanc Title: Stardance Game by @tinyshinycrow | Stardance...
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1793148936.3831048
|
1793753736.3831048
|
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35392
|
My own site! by @sarwagya18 | Stardance
|
sarwagya18
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @sarwagya18 | Stardance
|
1793148934.5907817
|
1793753734.5907817
|
|
35348
|
My own site! by @Kori | Stardance
|
Kori
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @Kori | Stardance
|
1793148932.783713
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1793753732.783713
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33590
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Cursorletics by @rheanath | Stardance
|
rheanath
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-19T00:24:48Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "For my first hackathon (United Hacks V7), I built Cursorletics, a website that helps users improve their cursor skills through interactive training drills. The current version includes a Speed Drill that tests clicking speed and a Reaction Drill that tests reflexes. I’m very proud that I was able to create two fully interactive drills within a timely manner, especially since I’m much more experienced with HTML and CSS compared to JavaScript. To try out Cursorletics, simply choose either the Speed Drill or the Reaction Drill from the homepage. Each drill begins with a short instruction screen before the game starts, and your results will be displayed once you finish. I hope you have fun trying it out, and thank you for checking out my solo project! :)", "repo": "https://github.com/rheanathjr/Cursorletics", "demo": "https://rheanathjr.github.io/Cursorletics/"}]...
|
[{"post_id": 30976, "ts": "202 [{"post_id": 30976, "ts": "2026-07-19T00:11:27Z", "hours": 3.0192, "text": "Cursorletics Devlog #1 What I built: I built Cursorletics, a website that helps users improve their cursor skills through interactive drills, for my first hackathon (United Hacks V7). The current version includes two training drills: a Speed Drill that tests users’ clicking speed and a Reaction Drill that tests users’ reflexes. What broke: There were some bugs while I was working on Cursorletics. One silly cosmetic bug I resolved had to do with the sparkles that appear after a user clicks on the screen. At first, the sparkles did appear wherever I clicked the screen. However, once I scrolled down, the sparkles were appearing nowhere near my cursor (it was now offset). Yikes! Another bug I quickly resolved had to do with Bootstrap. The orange buttons changed into the default blue for a second whenever I click it. What did I learn: Working on Cursorletics gave me much more experience with using both JavaScript and Bootstrap as well as coding within a timely manner (no procrastination!). A decision I made: One decision I made while working on Cursorletics was to keep the entire website centered around an orange palette. Originally, I was planning to use a blue palette, but I ended up using an orange palette because it makes the website look more bold and energetic. Something that surprised me: I was surprised by how my two training drills successfully worked out, especially since I am more used to web designing (HTML and CSS). It was really cool that I was able to add interactive elements. Aesthetic and design: Apart from the orange palette I discussed earlier, I also wanted to include my own artwork (made in MediBang Paint Pro) within the website as well. I made sure that the website overall is welcoming and engaging! Thank you for reading my devlog! Take care! :)"}]...
|
Title: Cursorletics by @rheanath | Stardance
Devl Title: Cursorletics by @rheanath | Stardance
Devlogs:
Cursorletics Devlog #1 What I built: I built Cursorletics, a website that helps users improve their cursor skills through interactive drills, for my first hackathon (United Hacks V7). The current version includes two training drills: a Speed Drill that tests users’ clicking speed and a Reaction Drill that tests users’ reflexes. What broke: There were some bugs while I was working on Cursorletics. One silly cosmetic bug I resolved had to do with the sparkles that appear after a user clicks on the screen. At first, the sparkles did appear wherever I clicked the screen. However, once I scrolled down, the sparkles were appearing nowhere near my cursor (it was now offset). Yikes! Another bug I quickly resolved had to do with Bootstrap. The orange buttons changed into the default blue for a second whenever I click it. What did I learn: Working on Cursorletics gave me much more experience with using both JavaScript and Bootstrap as well as coding within a timely manner (no procrastination!). A decision I made: One decision I made while working on Cursorletics was to keep the entire website centered around an orange palette. Originally, I was planning to use a blue palette, but I ended up using an orange palette because it makes the website look more bold and energetic. Something that surprised me: I was surprised by how my two training drills successfully worked out, especially since I am more used to web designing (HTML and CSS). It was really cool that I was able to add interactive elements. Aesthetic and design: Apart from the orange palette I discussed earlier, I also wanted to include my own artwork (made in MediBang Paint Pro) within the website as well. I made sure that the website overall is welcoming and engaging! Thank you for reading my devlog! Take care! :)
Ships:
For my first hackathon (United Hacks V7), I built Cursorletics, a website that helps users improve their cursor skills through interactive training drills. The current version includes a Speed Drill that tests clicking speed and a Reaction Drill that tests reflexes. I’m very proud that I was able to create two fully interactive drills within a timely manner, especially since I’m much more experienced with HTML and CSS compared to JavaScript. To try out Cursorletics, simply choose either the Speed Drill or the Reaction Drill from the homepage. Each drill begins with a short instruction screen before the game starts, and your results will be displayed once you finish. I hope you have fun trying it out, and thank you for checking out my solo project! :)...
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1793667331.0940325
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1793753731.0940325
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28698
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Jet engine by @Domotux | Stardance
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Domotux
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0
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8.3
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0
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[]
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[{"post_id": 44038, "ts": "202 [{"post_id": 44038, "ts": "2026-08-09T15:28:55Z", "hours": 0.85, "text": "Part 1 of my oil system"}, {"post_id": 41960, "ts": "2026-08-06T14:17:52Z", "hours": 1.0333, "text": "I have recently started on building the oil circulation system for the bearings"}, {"post_id": 33619, "ts": "2026-07-23T17:56:51Z", "hours": 0.7692, "text": "Finished the jet engine now i need to make oil pump for the bearing. Btw that is the part i didnt think about so i wonder how it is going to turn out, i dont even know what to buy etc"}, {"post_id": 33432, "ts": "2026-07-23T11:34:45Z", "hours": 1.7669, "text": "Run out of welding wire again :(. Its raining outside and im in a middle of an argue with my parets so i guess im gonna ride my bike."}, {"post_id": 32929, "ts": "2026-07-22T12:28:53Z", "hours": 0.9333, "text": "Does anyone know if the time counts when i dont post a devlog but i still record a timelapse of the building process. Just asking cause im in a middle of building and i need to go for a breakfast break."}, {"post_id": 32567, "ts": "2026-07-21T20:32:06Z", "hours": 0.5, "text": "As i said before i almost finished up the combustion chamber. I have just left the reducer thing to weld because its late and i dont want to wake up my entire neightbourhood. Sorry if i spelled neightbourhood wrong but im so tired i dont even want to check for mistakes. Oh i almost forgot, i also broke my welder today so i had to spend like 5 hours just repairing it."}, {"post_id": 32350, "ts": "2026-07-21T13:41:05Z", "hours": 0.6833, "text": "Almost compleated the combustion chamber but i run out of welding cable (tig) so ill quickly go to a local building store and ill go get one. Expect another devlog today."}, {"post_id": 31932, "ts": "2026-07-20T18:51:11Z", "hours": 0.85, "text": "So basiclly today i worked on the igniton part and also the fuel injection thing, my phone was 1% when i stopped recording so i had to quickly post it so i forgot to make a photo but ill try to give you some idea of what i did. So basiclly i have bought some pipe connectors or however they call them and i welded them to the fuel injector and the spark plug. Than i drilled holes and welded the other side of the pipe connector and hope that they dont leak."}, {"post_id": 29613, "ts": "2026-07-16T17:37:13Z", "hours": 0.9139, "text": "Hi, this devlog is gonna be stratght forward: I have finished the flame tube, fuel injector and the outer layer of the combustion chamber. For the next time i am going to put the combustion chamber together but for that i need to go buy some things from a local building store"}]...
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Title: Jet engine by @Domotux | Stardance
Devlogs Title: Jet engine by @Domotux | Stardance
Devlogs:
Hi, this devlog is gonna be stratght forward: I have finished the flame tube, fuel injector and the outer layer of the combustion chamber. For the next time i am going to put the combustion chamber together but for that i need to go buy some things from a local building store
So basiclly today i worked on the igniton part and also the fuel injection thing, my phone was 1% when i stopped recording so i had to quickly post it so i forgot to make a photo but ill try to give you some idea of what i did. So basiclly i have bought some pipe connectors or however they call them and i welded them to the fuel injector and the spark plug. Than i drilled holes and welded the other side of the pipe connector and hope that they dont leak.
Almost compleated the combustion chamber but i run out of welding cable (tig) so ill quickly go to a local building store and ill go get one. Expect another devlog today.
As i said before i almost finished up the combustion chamber. I have just left the reducer thing to weld because its late and i dont want to wake up my entire neightbourhood. Sorry if i spelled neightbourhood wrong but im so tired i dont even want to check for mistakes. Oh i almost forgot, i also broke my welder today so i had to spend like 5 hours just repairing it.
Does anyone know if the time counts when i dont post a devlog but i still record a timelapse of the building process. Just asking cause im in a middle of building and i need to go for a breakfast break.
Run out of welding wire again :(. Its raining outside and im in a middle of an argue with my parets so i guess im gonna ride my bike.
Finished the jet engine now i need to make oil pump for the bearing. Btw that is the part i didnt think about so i wonder how it is going to turn out, i dont even know what to buy etc
I have recently started on building the oil circulation system for the bearings
Part 1 of my oil system...
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1793148930.1516182
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1793753730.1516182
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28966
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SpaceWeb by @mygulash | Stardance
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mygulash
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1
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3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T00:59:24Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "🚀SpaceWeb It is a website that shows you the Astronomy Picture of the Day (APOD). When you visit the website first you will see todays APOD but there is a date picker which lets you pick date and the APOD from that day will show up. It runs on NASA API. The main problem is that the fail rate of connection is quite high. But refresh always helps. I added loading animation so people do not get that much frustrated. SpaceWeb is programmed in Javascript and designed using HTML and CSS. It is hosted on GitHub Pages.", "repo": "https://github.com/Mygulash/SpaceWeb", "demo": "https://mygulash.github.io/SpaceWeb/"}]...
|
[{"post_id": 19637, "ts": "202 [{"post_id": 19637, "ts": "2026-07-01T00:44:02Z", "hours": 0.5453, "text": "🚀SpaceWeb devlog#2 In the last devlog I was talking about adding a date picker and so I did. Now the website feels much more useful and I do not have to stare at the one same image. I also tried making the looks better by adding some headings and also more colors ✨ Here are some pretty photos I found:"}, {"post_id": 19621, "ts": "2026-07-01T00:06:38Z", "hours": 2.0281, "text": "🚀SpaceWeb devlog#1 I just finished the Give Your Website a Pulse and here is what I learned and implemented: NASAs API fetching Using Google fonts on websites Making basic text animations I will try letting the users change the date of the “astronomy photo of the day” so you can kinda browse through them"}]...
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Title: SpaceWeb by @mygulash | Stardance
Devlogs: Title: SpaceWeb by @mygulash | Stardance
Devlogs:
🚀SpaceWeb devlog#1 I just finished the Give Your Website a Pulse and here is what I learned and implemented: NASAs API fetching Using Google fonts on websites Making basic text animations I will try letting the users change the date of the “astronomy photo of the day” so you can kinda browse through them
🚀SpaceWeb devlog#2 In the last devlog I was talking about adding a date picker and so I did. Now the website feels much more useful and I do not have to stare at the one same image. I also tried making the looks better by adding some headings and also more colors ✨ Here are some pretty photos I found:
Ships:
🚀SpaceWeb It is a website that shows you the Astronomy Picture of the Day (APOD). When you visit the website first you will see todays APOD but there is a date picker which lets you pick date and the APOD from that day will show up. It runs on NASA API. The main problem is that the fail rate of connection is quite high. But refresh always helps. I added loading animation so people do not get that much frustrated. SpaceWeb is programmed in Javascript and designed using HTML and CSS. It is hosted on GitHub Pages....
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1793667329.911854
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1793753729.911854
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8841
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MegaSkins by @onako | Stardance
|
onako
|
0
|
42.66
|
0
|
[]
|
[{"post_id": 49923, "ts": "202 [{"post_id": 49923, "ts": "2026-08-18T21:50:24Z", "hours": 6.5681, "text": "Mega Search Skins big update It’s been a long time since the last devlog! The search inside MegaSkins is much better now! I’ve added to the search that it checks if your entered string such as “red uniform” also look at if a description contains exactly “red uniform”. Previously it wouldn’t care about the exact string but only if the words/tokens are inside the description, not the connected words. Now it works how you’d imagine it. Inside the video you can see the difference :D In case you plan to use the API: You don’t have to do anything at all. The update applies to the current search endpoint. also another update: In case you’re opening a skin that isn’t inside the database then the skin is downloaded for you so it works like if it was in the db <3"}, {"post_id": 41578, "ts": "2026-08-05T21:28:14Z", "hours": 1.5381, "text": "New: OpenGraph preview with MC Skin heads I’ve added Minecraft skin heads to the OpenGraph preview so it doesn’t look boring anymore. If you’ve not read the previous devblogs already: OpenGraph is the cool thing that allows you to display a preview in apps such as Twitter(X), Discord, Whatsapp, Slack, etc. Previously there was only a description inside that preview. Now I’ve added the head of the skin to that preview. Want to try out the feature? Post a link from a skin such as https://nuc.de.majic.rs/megaskins/skin/103605da15e8ba3e73de52e20bd96227bc258eabc3f65797a3a1d6f8ca7fdf4b inside any chat (you can also send this to yourself on Slack) In case you need the skin head yourself you can get a png with the following format: https://nuc.de.majic.rs/api/megaskins/skin/head?hash=[hash]&scale=[scale,optional] The scale must be between 1.0 and 64.0 Or if you like the Api-Tester 3000 I’ve added yesterday , you can test it out at the bottom of the page (beginning of the video) Feedback? I am open to suggestions in the comments ♥️"}, {"post_id": 41055, "ts": "2026-08-05T00:31:58Z", "hours": 3.8978, "text": "API? Easy to learn? Easy to experiment with? Yes, you’ve heard it right. The MegaSkins public API ( https://nuc.de.majic.rs/api/megaskins/ ) is now much easier to learn. I’ve added documentation and interactive demos to every page. There is also a page that contains all API usage demos: https://nuc.de.majic.rs/megaskins/api On this page you can experiment with the MegaSkins API inside the web browser without using specialized tools such as Insomnia. Info: API usage limits also apply to the website (I doubt that it is possible to reach limits with legitimate request) Next steps: full opengraph compat Feedback? I am open to suggestions in the comments ♥️"}, {"post_id": 40759, "ts": "2026-08-04T14:30:15Z", "hours": 2.4808, "text": "Skin Safety details can now be viewed from the web browser. This feature uses the skin safety api. The safety API has a rate limit of 3 requests per second per ipv4 (Good luck hitting that limit bro). The value the user receives is between 0 and 1, the same as on the API. Even if a skin displays 404, you can try the button because it downloads the skin from Mojang’s servers if it isn’t in the db. 0 = completely safe 1 = seriously unsafe, exact match Want to try out the feature? https://nuc.de.majic.rs/megaskins/skin/10594735a3796fa80b9aad48fc013f1af831735bc968c7d870c036b367db02ae The recommended threshold for declaring a skin unsafe is 0.95 (95%) Feedback? I am open to suggestions in the comments ♥️"}, {"post_id": 40215, "ts": "2026-08-03T16:56:58Z", "hours": 0.2628, "text": "Added native light mode support for the header now :D. Previously it was completely dark when light mode was enabled. Also the header should look better on dark mode. this isn’t an excuse to use light mode because dark mode is a billion times better Next steps: full opengraph compat add safety page that allows checking skin safety in the browser add api documentation to the website"}, {"post_id": 40200, "ts": "2026-08-03T16:34:34Z", "hours": 2.6944, "text": "Search inside the browser You can search for Minecraft skins inside the web browser now. Search in the browser has the same rate limit as the search API (the page uses the search API) Also, the UI should look much better on vertical monitors. Example search: https://nuc.de.majic.rs/megaskins/search/police In case you prefer the api (max 10 results): https://nuc.de.majic.rs/api/megaskins/skin/search?query=police Feedback? I am open to suggestions in the comments <3"}, {"post_id": 39786, "ts": "2026-08-02T23:57:31Z", "hours": 6.9528, "text": "Safety? Ever wanted to have a skin filter on your Minecraft server? Now you are able to check if a Minecraft skin is sus (aka. not child friendly). The system detects how similar a skin is to an existing flagged skin in the database. Technical The only thing you provide is the skin hash (the id Mojang gives your skin) and then the server tries to find it locally. If it can’t be found locally then the skin is downloaded directly from Mojang. After that step each pixel that is valid for a skin is compared against every pixel of flagged skins and a percentage value is calculated from 0 to 1. Meanings: 0 not similar at all or an error has occurred 1 identical image 0.95 = 95% similarity Practical use This system will be improved in future to be more reliable against false positives. I am planning to create a Minecraft plugin that does this job for you Ahh btw. The server takes ~10-20ms to process one request at the moment. (it is a really old one haha) Current false positives : toddler/baby skins (they have tons of skin) (almost) fully yellow skins (confuses these skins with a skin that contains symbols illegal in Germany) More details You can see more details in the screenshot! You can try it yourself with for example: https://nuc.de.majic.rs/api/megaskins/skin/safety?hash=101f6e9ae23fe8997d9fdf2c1409d97e7270b32f0590c1111eea1e04d1e05d4 If you have any questions or feedback then you can leave a comment or contact via Slack 😀 Good night <3"}, {"post_id": 5737, "ts": "2026-06-09T17:13:12Z", "hours": 0.7164, "text": "OpenGraph? What’s that open thingy? It’s a pretty cool thingy! MegaSkins supports OpenGraph now 🎉 What is OpenGraph? OpenGraph is a protocol for websites that allows them to provide a title, description, thumbnail, etc. which should be shown in other apps such as Slack. Why is it cool? Almost every good app supports it and instead of a plain URL, you get a rich preview that looks much better and provides useful information at a glance. Plans for the OpenGraph feature: Minecraft skin previews are currently being rendered. This may take a little while, but once they’re ready, they’ll be integrated into the previews! Feedback? I am open to suggestions in the comments <3"}, {"post_id": 5172, "ts": "2026-06-08T21:08:05Z", "hours": 0.9264, "text": "MegaSkins has a public search & description API now! No auth needed! GET https://nuc.de.majic.rs/api/megaskins/skin/search?query=WORDS output: String[] (limit:10 per request) rate limit: 10 r/min and GET https://nuc.de.majic.rs/api/megaskins/skin/description?hash=SKIN_HASH output: String, raw description rate limit: 6 r/min Requests return HTTP 429 after reaching the limit. [each type has its own limits depending on how demanding they are and how much of value a resource is (I don’t want people bombarding the server with hundreds of requests per seconds just to build a copy 😭)] Deployed on https://nuc.de.majic.rs/megaskins"}, {"post_id": 4975, "ts": "2026-06-08T16:56:57Z", "hours": 2.4644, "text": "Add a counter of current skins in the database 💯"}, {"post_id": 4883, "ts": "2026-06-08T13:26:33Z", "hours": 1.9686, "text": "The website is mobile friendly now. What’s missing: search, site stats, safety API"}, {"post_id": 4413, "ts": "2026-06-07T18:50:37Z", "hours": 7.535, "text": "The main page and everything else is deployed on https://nuc.de.majic.rs/megaskins/ . Time to continue cooking!"}, {"post_id": 3613, "ts": "2026-06-06T16:46:19Z", "hours": 1.8583, "text": "Doing some (not) serious frontend stuff now. Now i remember why I hate frontend… Luckily my focus isn’t on frontend haha"}, {"post_id": 3516, "ts": "2026-06-06T14:24:46Z", "hours": 2.7914, "text": "Hello, World! I think I have good progress! :D Building a database of Minecraft skins that allows automated usage"}]...
|
Title: MegaSkins by @onako | Stardance
Devlogs:
H Title: MegaSkins by @onako | Stardance
Devlogs:
Hello, World! I think I have good progress! :D Building a database of Minecraft skins that allows automated usage
Doing some (not) serious frontend stuff now. Now i remember why I hate frontend… Luckily my focus isn’t on frontend haha
The main page and everything else is deployed on https://nuc.de.majic.rs/megaskins/ . Time to continue cooking!
The website is mobile friendly now. What’s missing: search, site stats, safety API
Add a counter of current skins in the database 💯
MegaSkins has a public search & description API now! No auth needed! GET https://nuc.de.majic.rs/api/megaskins/skin/search?query=WORDS output: String[] (limit:10 per request) rate limit: 10 r/min and GET https://nuc.de.majic.rs/api/megaskins/skin/description?hash=SKIN_HASH output: String, raw description rate limit: 6 r/min Requests return HTTP 429 after reaching the limit. [each type has its own limits depending on how demanding they are and how much of value a resource is (I don’t want people bombarding the server with hundreds of requests per seconds just to build a copy 😭)] Deployed on https://nuc.de.majic.rs/megaskins
OpenGraph? What’s that open thingy? It’s a pretty cool thingy! MegaSkins supports OpenGraph now 🎉 What is OpenGraph? OpenGraph is a protocol for websites that allows them to provide a title, description, thumbnail, etc. which should be shown in other apps such as Slack. Why is it cool? Almost every good app supports it and instead of a plain URL, you get a rich preview that looks much better and provides useful information at a glance. Plans for the OpenGraph feature: Minecraft skin previews are currently being rendered. This may take a little while, but once they’re ready, they’ll be integrated into the previews! Feedback? I am open to suggestions in the comments <3
Safety? Ever wanted to have a skin filter on your Minecraft server? Now you are able to check if a Minecraft skin is sus (aka. not child friendly). The system detects how similar a skin is to an existing flagged skin in the database. Technical The only thing you provide is the skin hash (the id Mojang gives your skin) and then the server tries to find it locally. If it can’t be found locally then the skin is downloaded directly from Mojang. After that step each pixel that is valid for a skin is compared against every pixel of flagged skins and a percentage value is calculated from 0 to 1. Meanings: 0 not similar at all or an error has occurred 1 identical image 0.95 = 95% similarity Practical use This system will be improved in future to be more reliable against false positives. I am planning to create a Minecraft plugin that does this job for you Ahh btw. The server takes ~10-20ms to process one request at the moment. (it is a really old one haha) Current false positives : toddler/baby skins (they have tons of skin) (almost) fully yellow skins (confuses these skins with a skin that contains symbols illegal in Germany) More details You can see more details in the screenshot! You can try it yourself with for example: https://nuc.de.majic.rs/api/megaskins/skin/safety?hash=101f6e9ae23fe8997d9fdf2c1409d97e7270b32f0590c1111eea1e04d1e05d4 If you have any questions or feedback then you can leave a comment or contact via Slack 😀 Good night <3
Search inside the browser You can search for Minecraft skins inside the web browser now. Search in the browser has the same rate limit as the search API (the page uses the search API) Also, the UI should look much better on vertical monitors. Example search: https://nuc.de.majic.rs/megaskins/search/police In case you prefer the api (max 10 results): https://nuc.de.majic.rs/api/megaskins/skin/search?query=police Feedback? I am open to suggestions in the comments <3
Added native light mode support for the header now :D. Previously it was completely dark when light mode was enabled. Also the header should look better on dark mode. this isn’t an excuse to use light mode because dark mode is a billion times better Next steps: full opengraph compat add safety page that allows checking skin safety in the browser add api documentation to the website
Skin Safety details can now be viewed from the web browser. This feature uses the skin safety api. The safety API has a rate limit of 3 requests per second per ipv4 (Good luck hitting that limit bro). The value the user receives is between 0 and 1, the same as on the API. Even if a skin displays 404, you can try the button because it downloads the skin from Mojang’s servers if it isn’t in the db. 0 = completely safe 1 = seriously unsafe, exact match Want to try out the feature? https://nuc.de.majic.rs/megaskins/skin/10594735a3796fa80b9aad48fc013f1af831735bc968c7d870c036b367db02ae The recommended threshold for declaring a skin unsafe is 0.95 (95%) Feedback? I am open to suggestions in the comments ♥️
API? Easy to learn? Easy to experiment with? Yes, you’ve heard it right. The MegaSkins public API ( https://nuc.de.majic.rs/api/megaskins/ ) is now much easier to learn. I’ve added documentation and interactive demos to every page. There is also a page that contains all API usage demos: https://nuc.de.majic.rs/megaskins/api On this page you can experiment with the MegaSkins API inside the web browser without using specialized tools such as Insomnia. Info: API usage limits also apply to the website (I doubt that it is possible to reach limits with legitimate request) Next steps: full opengraph compat Feedback? I am open to suggestions in the comments ♥️
New: OpenGraph preview with MC Skin heads I’ve added Minecraft skin heads to the OpenGraph preview so it doesn’t look boring anymore. If you’ve not read the previous devblogs already: OpenGraph is the cool thing that allows you to display a preview in apps such as Twitter(X), Discord, Whatsapp, Slack, etc. Previously there was only a description inside that preview. Now I’ve added the head of the skin to that preview. Want to try out the feature? Post a link from a skin such as https://nuc.de.majic.rs/megaskins/skin/103605da15e8ba3e73de52e20bd96227bc258eabc3f65797a3a1d6f8ca7fdf4b inside any chat (you can also send this to yourself on Slack) In case you need the skin head yourself you can get a png with the following format: https://nuc.de.majic.rs/api/megaskins/skin/head?hash=[hash]&scale=[scale,optional] The scale must be between 1.0 and 64.0 Or if you like the Api-Tester 3000 I’ve added yesterday , you can test it out at the bottom of the page (beginning of the video) Feedback? I am open to suggestions in the comments ♥️
Mega Search Skins big update It’s been a long time since the last devlog! The search inside MegaSkins is much better now! I’ve added to the search that it checks if your entered string such as “red uniform” also look at if a description contains exactly “red uniform”. Previously it wouldn’t care about the exact string but only if the words/tokens are inside the description, not the connected words. Now it works how you’d imagine it. Inside the video you can see the difference :D In case you plan to use the API: You don’t have to do anything at all. The update applies to the current search endpoint. also another update: In case you’re opening a skin that isn’t inside the database then the skin is downloaded for you so it works like if it was in the db <3...
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1793148923.652506
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1793753723.652506
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5365
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Pokemon WebOS by @Sahild | Stardance
|
Sahild
|
2
|
14.0
|
60
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-09T20:13:30Z", "hours": 4.0, "multiplier": 6.6, "payout": 14, "blessing": "neutral", "text": "shipped pokéOS v2, a pokémon themed web desktop OS with a real macos style dock now. there are new apps like a coin flip that has a chance to yeet a random desktop icon if you land heads, a video player for the theme video, and an image carousel for pokémon art. pokeRecords also got a plus button so you’re not stuck with just the 3 records i hardcoded in, and the top bar has a proper play pause button for the theme song now instead of just play. the challenging part was the play pause button. it was rebuilding the whole button element every time the state changed which quietly killed the click listener after the first press, so pause just stopped working. took a minute to realize the button node itself was getting replaced instead of just its text, fixed it by keeping one button and only swapping the label. to test it just open it and click through the dock icons at the bottom, flip the coin a few times and see if you lose an icon, and hit the yellow button up top for a surprise. cdn.hackclub.com/019f4883-10a2-7c73-87e0-1aa0e5dafc79/Video%20Project%201.mp4", "repo": "https://github.com/sahilchess/Pokemon-Web-OS", "demo": "https://sahilchess.github.io/Pokemon-Web-OS/"}, {"ship_num": 2, "ts": "2026-06-19T01:13:48Z", "hours": 10.0, "multiplier": 4.87, "payout": 46, "blessing": "neutral", "text": "shipped pokéOS v0.1.0, a pokémon themed web desktop OS. there are draggable windows, a top bar with a live clock, a button that plays the pokémon theme song, and pokéRecords as the first app where you can keep notes on your team and moves with a sidebar that swaps content dynamically. the challenging part was getting the window z index stuff working and figuring out why drag was broken (one missing dash in an id lol). pretty proud of how the whole thing looks and feels, the glassmorphism windows over the pokémon background art goes hard. to test it just open it and drag the windows around, click the pokédex icon to open pokéRecords and click the sidebar entries to switch between records. *hit the button at the top for a surprise *", "repo": "https://github.com/sahilchess/Pokemon-Web-OS", "demo": "https://sahilchess.github.io/Pokemon-Web-OS/"}]...
|
[{"post_id": 25479, "ts": "202 [{"post_id": 25479, "ts": "2026-07-09T19:37:19Z", "hours": 1.8644, "text": "v2.1 added a plus for the pokerecords so youcan add mroe records added a feature so that you can play pause athe song, but the thign is all in one button instaead of 2 added a dock like macos added better styling"}, {"post_id": 16420, "ts": "2026-06-26T18:28:56Z", "hours": 2.4406, "text": "version 2 i added some stuff imma just list it im too lazy to give any paragraph a coin flip that removess a random desktop app if the coin is heads a video player an image carousel added a favicon the file was too large https://cdn.hackclub.com/019f052f-c148-7c51-916c-bdd13bb43783/Screen%20Recording%202026-06-26%20142254.mp4"}, {"post_id": 11682, "ts": "2026-06-19T01:11:31Z", "hours": 2.1872, "text": "shipped pokéOS v0.1.0-beta!! its a pokémon themed web desktop OS. draggable windows, a top bar with a live clock and a button that plays the pokémon theme, and pokéRecords as the first app which lets you keep notes on your pokémon team and moves. sidebar with dynamic entries, content panel on the right, fully editable text. built with just html css and js, no frameworks. had to debug a ton of stuff to get here like windows not rising to the top when clicked and the drag being broken because of one missing dash in an id. live: here foreseeable future: ship on stardance webOS 2 sometime more apps (maybe a pokedex lookup?)"}, {"post_id": 11022, "ts": "2026-06-18T01:29:04Z", "hours": 0.9222, "text": "Update 3 ig im starting to now put devlog numbers….. here is the rendown of what happened. i restarted the pokerecords app and have an idea for what to do. i drew it out and attached the image. next is to how my mistakes. i was tryig to figure out how to make the window rise when it was tapped, but couldnt figure out why. i realized i need this code: addWindowTapHandling ( welcomeScreen ) addWindowTapHandling ( prScreen ) tasks to get done for next devlog: finish poke records app ship on stardance next in the forseeable future: start webOS 2 make more apps"}, {"post_id": 10166, "ts": "2026-06-16T19:40:20Z", "hours": 4.4494, "text": "I made somthign!!!! i made a first welcome screen and also a records app that will be my first app. It is still in progress i also removed the changing bg because i want less AI made onmy site"}, {"post_id": 6407, "ts": "2026-06-10T19:35:58Z", "hours": 2.0156, "text": "The Start of stmg So i kinda realized that a pokemonOS is already sorta a thing…. BUT THAT WONT STOP ME! Imma make it better that that website! (idk if that is possible bc that is really well made so who knows. i followed the tutorial and added some of my own stuff like custom fonts and a button that plays the theme song of pokemon. I also ai-genned the pokemon-font, where there is padding on the font that is a different color making it look like a pokemon font."}]...
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Title: Pokemon WebOS by @Sahild | Stardance
Devlo Title: Pokemon WebOS by @Sahild | Stardance
Devlogs:
The Start of stmg So i kinda realized that a pokemonOS is already sorta a thing…. BUT THAT WONT STOP ME! Imma make it better that that website! (idk if that is possible bc that is really well made so who knows. i followed the tutorial and added some of my own stuff like custom fonts and a button that plays the theme song of pokemon. I also ai-genned the pokemon-font, where there is padding on the font that is a different color making it look like a pokemon font.
I made somthign!!!! i made a first welcome screen and also a records app that will be my first app. It is still in progress i also removed the changing bg because i want less AI made onmy site
Update 3 ig im starting to now put devlog numbers….. here is the rendown of what happened. i restarted the pokerecords app and have an idea for what to do. i drew it out and attached the image. next is to how my mistakes. i was tryig to figure out how to make the window rise when it was tapped, but couldnt figure out why. i realized i need this code: addWindowTapHandling ( welcomeScreen ) addWindowTapHandling ( prScreen ) tasks to get done for next devlog: finish poke records app ship on stardance next in the forseeable future: start webOS 2 make more apps
shipped pokéOS v0.1.0-beta!! its a pokémon themed web desktop OS. draggable windows, a top bar with a live clock and a button that plays the pokémon theme, and pokéRecords as the first app which lets you keep notes on your pokémon team and moves. sidebar with dynamic entries, content panel on the right, fully editable text. built with just html css and js, no frameworks. had to debug a ton of stuff to get here like windows not rising to the top when clicked and the drag being broken because of one missing dash in an id. live: here foreseeable future: ship on stardance webOS 2 sometime more apps (maybe a pokedex lookup?)
version 2 i added some stuff imma just list it im too lazy to give any paragraph a coin flip that removess a random desktop app if the coin is heads a video player an image carousel added a favicon the file was too large https://cdn.hackclub.com/019f052f-c148-7c51-916c-bdd13bb43783/Screen%20Recording%202026-06-26%20142254.mp4
v2.1 added a plus for the pokerecords so youcan add mroe records added a feature so that you can play pause athe song, but the thign is all in one button instaead of 2 added a dock like macos added better styling
Ships:
shipped pokéOS v0.1.0, a pokémon themed web desktop OS. there are draggable windows, a top bar with a live clock, a button that plays the pokémon theme song, and pokéRecords as the first app where you can keep notes on your team and moves with a sidebar that swaps content dynamically. the challenging part was getting the window z index stuff working and figuring out why drag was broken (one missing dash in an id lol). pretty proud of how the whole thing looks and feels, the glassmorphism windows over the pokémon background art goes hard. to test it just open it and drag the windows around, click the pokédex icon to open pokéRecords and click the sidebar entries to switch between records. *hit the button at the top for a surprise *
shipped pokéOS v2, a pokémon themed web desktop OS with a real macos style dock now. there are new apps like a coin flip that has a chance to yeet a random desktop icon if you land heads, a video player for the theme video, and an image carousel for pokémon art. pokeRecords also got a plus button so you’re not stuck with just the 3 records i hardcoded in, and the top bar has a proper play pause button for the theme song now instead of just play. the challenging part was the play pause button. it was rebuilding the whole button element every time the state changed which quietly killed the click listener after the first press, so pause just stopped working. took a minute to realize the button node itself was getting replaced instead of just its text, fixed it by keeping one button and only swapping the label. to test it just open it and click through the dock icons at the bottom, flip the coin a few times and see if you lose an icon, and hit the yellow button up top for a surprise. cdn.hackclub.com/019f4883-10a2-7c73-87e0-1aa0e5dafc79/Video%20Project%201.mp4...
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1793667323.640875
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1793753723.640875
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17972
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My awesome macropad! by @ayushpro1428 | Stardance
|
ayushpro1428
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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 @ayushpro1428 | Sta Title: My awesome macropad! by @ayushpro1428 | Stardance...
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1793148921.6069303
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1793753721.6069303
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32630
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gnex_cli by @lin3598197 | Stardance
|
lin3598197
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1
|
5.92
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-09T15:41:53Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My First Ship!! The new version is in progress", "repo": "https://github.com/lin3598197/gnex_cli", "demo": "https://github.com/lin3598197/gnex_cli/releases/"}]...
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[{"post_id": 30791, "ts": "202 [{"post_id": 30791, "ts": "2026-07-18T17:59:14Z", "hours": 0.3689, "text": "We have a realese version of project now! I pack it to an appimage file so we can run it more easily"}, {"post_id": 28750, "ts": "2026-07-15T06:41:29Z", "hours": 0.9808, "text": "Finally!!! Web install tab complete!"}, {"post_id": 27669, "ts": "2026-07-13T13:19:56Z", "hours": 1.2419, "text": "Add a detail page about online extensions, but i’m thinking how to solve aout the install button, it doesn’t work:("}, {"post_id": 27087, "ts": "2026-07-12T10:31:51Z", "hours": 0.9756, "text": "add a web search tab, but it doesn’t have install button or show the info about the extension that i seleted, maybe i can add this feature and post in next devlog"}, {"post_id": 26586, "ts": "2026-07-11T14:33:40Z", "hours": 0.5372, "text": "Oh god, I didn’t see my CSS is in the wrong place so this is the CSS included version and I also add a search block to search extensions if you have too much ><"}, {"post_id": 25990, "ts": "2026-07-10T15:21:02Z", "hours": 0.8136, "text": "Some error happend when i select extensions fix bug and push again"}, {"post_id": 25260, "ts": "2026-07-09T12:46:01Z", "hours": 0.6308, "text": "Finish first version of app!!"}, {"post_id": 24809, "ts": "2026-07-08T16:42:42Z", "hours": 0.7956, "text": "Create a Repo,update file,and here we go write app.py but the main function isn’t done yet"}]...
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Title: gnex_cli by @lin3598197 | Stardance
Devlog Title: gnex_cli by @lin3598197 | Stardance
Devlogs:
Create a Repo,update file,and here we go write app.py but the main function isn’t done yet
Finish first version of app!!
Some error happend when i select extensions fix bug and push again
Oh god, I didn’t see my CSS is in the wrong place so this is the CSS included version and I also add a search block to search extensions if you have too much ><
add a web search tab, but it doesn’t have install button or show the info about the extension that i seleted, maybe i can add this feature and post in next devlog
Add a detail page about online extensions, but i’m thinking how to solve aout the install button, it doesn’t work:(
Finally!!! Web install tab complete!
We have a realese version of project now! I pack it to an appimage file so we can run it more easily
Ships:
My First Ship!! The new version is in progress...
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1793667321.2125072
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1793753721.2125072
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18323
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Appick by @vrplays | Stardance
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vrplays
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1
|
4.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T16:05:13Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Appick is a four key macropad that can launch apps for you instantly. Currently, it can open Brave, Discord, Steam, and Spotify, but with some modifications it can open any app! This took a long time to create, but eventually I was able to finish this and created a good product.", "repo": "https://github.com/VR2011/Appick", "demo": ""}]...
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[{"post_id": 14448, "ts": "202 [{"post_id": 14448, "ts": "2026-06-23T16:02:02Z", "hours": 0.3356, "text": "Devlog #3 - Firmware complete! With that done, my Hackpad is finally complete! I thought that I wouldn’t even be able to complete this, but with lots of perseverance (nasa reference lol) I was able to create full projects in applications I’ve NEVER used before. Seriously, I’ve never used Fusion 360 or KiCad before, but with help from a lot of resources (and a little bit of AI), I’ve created working projects. Hopefully this is everything I need to do, because this took a very long time."}, {"post_id": 13939, "ts": "2026-06-22T21:33:52Z", "hours": 2.5164, "text": "Devlog #2 - CAD and PCB FINISHED! This took way too long to complete. I had to remake the CAD project maybe 4 times because of random issues, and had to rewire my PCB many, many times thanks to the fact that the wires wouldn’t move with the objects. Anyway, I also added the components to my PCB and made a final, full CAD project. IF ANYONE IS SEEING THIS, PLEASE GIVE ME FEEDBACK!!!!!!"}, {"post_id": 13520, "ts": "2026-06-22T04:00:44Z", "hours": 0.9594, "text": "Devlog #1 - CAD and PCB Took a bit of time (unfortunately I didn’t log some of the time I spent on the CAD,) but I finished the base of the CAD, along with the PCB. What do you guys think?"}]...
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Title: Appick by @vrplays | Stardance
Devlogs:
De Title: Appick by @vrplays | Stardance
Devlogs:
Devlog #1 - CAD and PCB Took a bit of time (unfortunately I didn’t log some of the time I spent on the CAD,) but I finished the base of the CAD, along with the PCB. What do you guys think?
Devlog #2 - CAD and PCB FINISHED! This took way too long to complete. I had to remake the CAD project maybe 4 times because of random issues, and had to rewire my PCB many, many times thanks to the fact that the wires wouldn’t move with the objects. Anyway, I also added the components to my PCB and made a final, full CAD project. IF ANYONE IS SEEING THIS, PLEASE GIVE ME FEEDBACK!!!!!!
Devlog #3 - Firmware complete! With that done, my Hackpad is finally complete! I thought that I wouldn’t even be able to complete this, but with lots of perseverance (nasa reference lol) I was able to create full projects in applications I’ve NEVER used before. Seriously, I’ve never used Fusion 360 or KiCad before, but with help from a lot of resources (and a little bit of AI), I’ve created working projects. Hopefully this is everything I need to do, because this took a very long time.
Ships:
Appick is a four key macropad that can launch apps for you instantly. Currently, it can open Brave, Discord, Steam, and Spotify, but with some modifications it can open any app! This took a long time to create, but eventually I was able to finish this and created a good product....
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1793667320.007725
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1793753720.007725
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