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43289
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Spam Email Classifier by @crazydave | Stardance
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crazydave
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1
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1.0
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7
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T04:07:45Z", "hours": 1.0, "multiplier": 4.91, "payout": 7, "blessing": "neutral", "text": "I made a single-layer perceptron from scratch, which is a machine learning algorithm. I decided to make this as I am currently learning about perceptrons in my computer science class and thought it would be cool to try and implement one in python. I made a version that can seperate data-points above and below the line x+y=10 and then a more advanced version which can detect if emails are spam or not spam. It was challenging to convert the emails.csv into inputs that the perceptron could handle, but after some research I found that TF-IDF is a good way of converting the emails into vectorised inputs that the perceptron can handle, and then made it output -1 for not spam or +1 for spam. I am proud of how accurate the perceptron is when using such a simple machine learning model, and it is also really cool to watch the simple higher-lower perceptron seperate the points in 2D with a line in real-time. To test it, follow the setup instructions in the README. I hope you enjoy!", "repo": "https://github.com/rufus-gh/perceptron", "demo": "https://github.com/rufus-gh/perceptron/releases"}]...
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[{"post_id": 39864, "ts": "202 [{"post_id": 39864, "ts": "2026-08-03T04:02:06Z", "hours": 1.4433, "text": "I made a perceptron which can detect spam emails, as we learnt about them in my computer science class, so I decided to try and implement one from scratch. I first made a basic perceptron that can seperate points that lie above or below the line x+y=10 line, and then applied the same algorithm to classify emails as either spam or not spam. It ended up working really well and gets 99.21% accuracy for spam detection."}]...
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Title: Spam Email Classifier by @crazydave | Stard Title: Spam Email Classifier by @crazydave | Stardance
Devlogs:
I made a perceptron which can detect spam emails, as we learnt about them in my computer science class, so I decided to try and implement one from scratch. I first made a basic perceptron that can seperate points that lie above or below the line x+y=10 line, and then applied the same algorithm to classify emails as either spam or not spam. It ended up working really well and gets 99.21% accuracy for spam detection.
Ships:
I made a single-layer perceptron from scratch, which is a machine learning algorithm. I decided to make this as I am currently learning about perceptrons in my computer science class and thought it would be cool to try and implement one in python. I made a version that can seperate data-points above and below the line x+y=10 and then a more advanced version which can detect if emails are spam or not spam. It was challenging to convert the emails.csv into inputs that the perceptron could handle, but after some research I found that TF-IDF is a good way of converting the emails into vectorised inputs that the perceptron can handle, and then made it output -1 for not spam or +1 for spam. I am proud of how accurate the perceptron is when using such a simple machine learning model, and it is also really cool to watch the simple higher-lower perceptron seperate the points in 2D with a line in real-time. To test it, follow the setup instructions in the README. I hope you enjoy!...
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1793584081.322965
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1793670481.322965
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70408
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haunteds-site by @nic | Stardance
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nic
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T21:55:23Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "haunted’s web: a crappy, low-quality 2000’s inspired webpage built with html/css, this website acts like a time capsule of a forgotten age in the digital era. a time when all websites looked like crap with a few random gifs thrown in. this is a website that’s meant to discourage people from staying on the internet. features: daily online check-in (because you should really consider how you feel when you’re browsing the web) my small blinkies collection spinning phone with a knife thrown on it a message telling people to go touch grass.", "repo": "https://github.com/sodahaunted/haunted-site", "demo": "https://sodahaunted.github.io/haunted-site/"}]...
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[{"post_id": 80820, "ts": "202 [{"post_id": 80820, "ts": "2026-10-18T21:43:32Z", "hours": 1.6478, "text": "the dead internet theory is real made a www-inspired low-stakes website with stuff from the y2k era. resembles how i would imagine my ten-year-old self to make a website if i’d learned programming twenty years ago. some of the code is reused from my old neocities webpages, mostly for styling/css. sometimes you lose your passion for things but you keep moving forward regardless. this website is more like those crappy single-page websites you’d run into during the 90s, but no one was alive during that time to remember what it was actually like. also kind of inspired from old scam websites created by people who don’t know how to code. i programmed all of this in one sitting and forgot to commit most of the time. (if it wasn’t obvious, the site looks low-quality on purpose)"}]...
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Title: haunteds-site by @nic | Stardance
Devlogs: Title: haunteds-site by @nic | Stardance
Devlogs:
the dead internet theory is real made a www-inspired low-stakes website with stuff from the y2k era. resembles how i would imagine my ten-year-old self to make a website if i’d learned programming twenty years ago. some of the code is reused from my old neocities webpages, mostly for styling/css. sometimes you lose your passion for things but you keep moving forward regardless. this website is more like those crappy single-page websites you’d run into during the 90s, but no one was alive during that time to remember what it was actually like. also kind of inspired from old scam websites created by people who don’t know how to code. i programmed all of this in one sitting and forgot to commit most of the time. (if it wasn’t obvious, the site looks low-quality on purpose)
Ships:
haunted’s web: a crappy, low-quality 2000’s inspired webpage built with html/css, this website acts like a time capsule of a forgotten age in the digital era. a time when all websites looked like crap with a few random gifs thrown in. this is a website that’s meant to discourage people from staying on the internet. features: daily online check-in (because you should really consider how you feel when you’re browsing the web) my small blinkies collection spinning phone with a knife thrown on it a message telling people to go touch grass....
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1793584080.144511
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1793670480.144511
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64523
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Blehsite by @JP23 | Stardance
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JP23
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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: Blehsite by @JP23 | Stardance
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1793065679.991242
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1793670479.991242
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64522
|
Orbit — Your Slack Command Center. by @Srithan | S Orbit — Your Slack Command Center. by @Srithan | Stardance...
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Srithan
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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: Orbit — Your Slack Command Center. by @Srit Title: Orbit — Your Slack Command Center. by @Srithan | Stardance...
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1793065679.140018
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1793670479.140018
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29099
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Tab Zero - Custom New Tab Page by @crazydave | Sta Tab Zero - Custom New Tab Page by @crazydave | Stardance...
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crazydave
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1
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3.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T12:22:23Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom new tab page that fetches a random nature image from unsplash using their api and it also shows weather information in the background using the open meteo api. You can also search on multiple sources using slash commands as outlined in the README. It was hard to get the slash commands to work and for the icons to switch as the user typed, but after some googling I figured it out. I’m proud of the clean way that the icon switches as the user types in a different slash command and love how it immediately searches on that website. I struggled to get the API key working on the GitHub pages but realised I was still using the nasa api key in the deploy.yml file.", "repo": "https://github.com/rufus-gh/new-tab-page", "demo": "https://rufus-gh.github.io/new-tab-page/"}]...
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[{"post_id": 19940, "ts": "202 [{"post_id": 19940, "ts": "2026-07-01T12:00:32Z", "hours": 2.9492, "text": "I first followed the guide to create the nasa daily astronomy site but I didn’t do the part for CSS as I knew I wanted to take the site in a completely different direction. I wanted to make a custom new tab page like the chrome extensions I used to use in primary school so I first added a basic searcher that can search on google. I then added slash commands that let you search on YouTube, duckduckgo, GitHub, and chatgpt and made it so the icon updates alongside it. I also added unsplash images for the background using the Unsplash image api. I then added a weather widget by first getting the user’s location and then using the free open-meteo api to get the weather at that location. I wanted to show an icon for the weather but the API, to my knowledge, doesn’t support return images but instead returns weather codes that correspond to the descriptions, like partly cloudy, and the icons that you normally see on weather apps, so I got chatgpt to code an array that maps the weather codes to the description and icon. I then added hints for the slash commands below the searchbar."}]...
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Title: Tab Zero - Custom New Tab Page by @crazydav Title: Tab Zero - Custom New Tab Page by @crazydave | Stardance
Devlogs:
I first followed the guide to create the nasa daily astronomy site but I didn’t do the part for CSS as I knew I wanted to take the site in a completely different direction. I wanted to make a custom new tab page like the chrome extensions I used to use in primary school so I first added a basic searcher that can search on google. I then added slash commands that let you search on YouTube, duckduckgo, GitHub, and chatgpt and made it so the icon updates alongside it. I also added unsplash images for the background using the Unsplash image api. I then added a weather widget by first getting the user’s location and then using the free open-meteo api to get the weather at that location. I wanted to show an icon for the weather but the API, to my knowledge, doesn’t support return images but instead returns weather codes that correspond to the descriptions, like partly cloudy, and the icons that you normally see on weather apps, so I got chatgpt to code an array that maps the weather codes to the description and icon. I then added hints for the slash commands below the searchbar.
Ships:
I made a custom new tab page that fetches a random nature image from unsplash using their api and it also shows weather information in the background using the open meteo api. You can also search on multiple sources using slash commands as outlined in the README. It was hard to get the slash commands to work and for the icons to switch as the user typed, but after some googling I figured it out. I’m proud of the clean way that the icon switches as the user types in a different slash command and love how it immediately searches on that website. I struggled to get the API key working on the GitHub pages but realised I was still using the nasa api key in the deploy.yml file....
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1793584078.9120038
|
1793670478.9120038
|
|
64521
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My very own WebOS by @diog | Stardance
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diog
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0
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0.0
|
0
|
[]
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[]
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Title: My very own WebOS by @diog | Stardance
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1793065678.262178
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1793670478.262178
|
|
14699
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Hollow - Game Dev by @magomango | Stardance
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magomango
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1
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137.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-27T03:11:30Z", "hours": 137.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "HOLLOW - 3D, 1st POV Retro (optional) Horror Game!! What I made: HOLLOW is a short first-person survival horror game in Godot 4, inspired by Puppet Combo games and Granny. You’re stuck in a house with a monster wandering the halls, and you have to explore, find items, and solve a chain of puzzles to escape. No weapons, so your only options are hiding and running. What was challenging: the enemy AI, by far. For a long time it ignored me completely, even when I stood right in front of it. It turned out my player’s camera and body were offset 115 units from where the game thought I was, so the monster was staring at an empty spot across the room. I also fought navigation meshes floating above the floor, imported 3D models launching themselves into the sky because of hidden built-in colliders, and getting the web build under itch.io’s size limit (527 MB to 465 MB by shrinking textures). What I’m proud of: the monster actually feels like it’s hunting you. It wanders, chases you when it spots you, keeps following you around corners, and searches the area after it loses you. I also built one reusable puzzle system that runs almost every puzzle in the game, plus a caged creature that asks you for things and reacts with its own animations. Tho it still looks kinda silly sometimes because it spins a bit or is kinda dumb. but thats good for the player!! Lol. How to test it: play in the browser or download for Windows/Mac. WASD move · Shift sprint · C crouch · E interact / pick up / use · V toggle the VHS filter Look at objects to get hints, and press E while holding the right item to use it. You get 5 hits per life and 3 lives. Downloads aren’t code-signed. On Windows click More info > Run anyway; on Mac right-click > Open. Happy Halloween, and I hope you enjoy it!!!", "repo": "https://github.com/magnolia345/StarDance-Hallow", "demo": "https://magnoliaggogog.itch.io/hallow"}]...
|
[{"post_id": 83154, "ts": "202 [{"post_id": 83154, "ts": "2026-10-27T02:25:22Z", "hours": 3.3642, "text": "Literally done. Finished decorating; adding end screens; making itch.io page Lazy lmao… but i js spent like 5 hours straight doing stuff (besides coding like making the readme actually read-ABLE lmao) BRUH ARE YOU KIDDING ME."}, {"post_id": 82855, "ts": "2026-10-26T01:12:13Z", "hours": 11.5164, "text": "ALMOST DONENNE ~ whats up DONE WITH ALL PUZZLES. LETTS GOOO implementation SO continuation from previous post - implementation of the puzzles Lots of puzzles, eg the lock to the exit, use the same mechanic, and I attach the same script where I input different things in the Inspector. Each Object X which takes Object Y leads to Event Z happening. Explaining the below image: I can attach the same script of code to different things. So obviously, Object X (where i attach the script) is the door in this case; Object Y is the key; and Event Z is the lock hiding. Sometimes the Event is something like dropping loot, which is making something visible and the mode switches from disabled to inherit at the bottom in Process. Future LITERALLY SO CLOSE TO SHIPPING FEFHEFR. maybe tonight… Just last decorations, death screen (oh yea, the enemy is so peakkkkk… reveal later) See you soon!"}, {"post_id": 81886, "ts": "2026-10-22T20:59:17Z", "hours": 7.7286, "text": "puzzles? how cool is this? ~ whats up started puzzles, hopefully gonna finish very soon? implementation Most of my puzzles involve doing something, then something else happens (eg appearing vs disappearing). So I just made a script and attached it to certain places where objects are supposed to be inter-actable with. more detailed desc later Future finish the puzzles oof"}, {"post_id": 80859, "ts": "2026-10-19T01:43:18Z", "hours": 12.4375, "text": "FAV ROOM + glow in the dark pumpkins?? ~ whats up so i got the enemy to work. thank god. PLUS I GOT MY FAVORITE-ST ROOM EVER MADE!! Implementation/fix for enemy Looping btw 2 rooms: wander code picked farthest random point, so movement was lwk sporadic and weird. So we switched to getting the first valid point randomly generated instead. Walked off into the void: bc the navigationmesh or where it can roam WAS PARTIALLY OUTSIDE. bruh. so just resized the NM Never saw me or chased: LMAO this was so funny. So apparently my body was like 115 WHOLE-STINKING units away from where the code thought I was.. so easy fix, but bruh. Lost me at corners when i sharp turned: chase_memory now is for keeping track of position even after losing sight. Also added the hit screen, which is like a little bit of blood, for funsies THE ROOM OMGGOGMG - this was so heavily inspired (not copied… cuz yk i got crates here) by that one bunker room in Stay Out of the House by PUPPETCOMBO (omg peakkk). it’s a maze in there. check out the 2nd image! Future PUZZLES. OMG (still) I have so many ideas and so little timeeee. PS: wanted to fit all images in one frame. (yea okay syre bvro)"}, {"post_id": 79448, "ts": "2026-10-14T01:05:09Z", "hours": 10.0569, "text": "GUMBALLS ~ whats up FINALLY finished decorating?? Okay, so I got the enemy to work - FOR LIKE 5 SECONDS - before i broke it again T-T. IDEK what I did bruh. Implementation So I baked a navigationmesh which is all the places the enemy can go (eg mostly where the player can go mostly) and then successfully (for a while at least) made it move randomly and chase the player when it crossed its line of view. It would even hit the player and make a bloody screen show up. BUT NOW IT DOESN’T WORK. HUhhh?? It doesn’t even move at all. So comes debugging: I integrated each step one by one instead of working on the code for like 5 hours and then testing it. Hopefully I can get this thing to work ugh. (My desc are lwk bad here but its because Im raging) Future PUZZLES. OMG I have so many ideas and so little timeeee. anyway, here’s this gumball machine which might be my favorite thing ever. toodles"}, {"post_id": 77150, "ts": "2026-10-05T19:44:07Z", "hours": 10.9308, "text": "WE GOT CABINETS ~ Happy Spooky-Season!! HORROR SEASON + whats up Player can finally open doors- nope not doors, those are harder to implement than cabinets. But then isn’t a door literally just a big cabinet? #showerthoughts Implementation Basically, interact ‘E’ asks whether the raycast, or the “imaginary line” shot out the player though the red dot in the center, hits the object. If the player is standing close enough and they press E, it turns the door 90 degrees about the side aixs. It took a bit to implement bc I kept MESSING UP what the raycast would collid with. Plus this cabinet is like A MILLION different pieces. it legit takes 10 seconds to scroll through everything. I mean ig bro. Future Do this to like all the other cabinets (T-T), fix enemy (idk why its glitching), implement puzzles. AND ADD HALLOWEEN EASTER EGGS! (or are they called Halloween Eggs bc its not rlly easter… #showerthoughtsagain… haha)"}, {"post_id": 72476, "ts": "2026-09-23T01:17:52Z", "hours": 10.0992, "text": "PLAYGROUND - and pick up I added this cool playground into the game, where you can actually go inside and even slide down the slide. Peak childhood nostalgia :) You can also now pick up items and drop them realistically, affected by gravity. I’m holding a hammer in this image! I think the game is coming along well. Slowly… AHhhh gotta pick up the pace."}, {"post_id": 71017, "ts": "2026-09-20T06:44:20Z", "hours": 8.9114, "text": "Still decorating… Sometimes the things you look the hardest for… Is just in plain sight… I also added in the enemy. Dw it won’t be a cubicle forever."}, {"post_id": 68393, "ts": "2026-09-15T01:40:40Z", "hours": 12.5781, "text": "** PARKOUR ** Still decorating. but im so proud of myself for making this little parkour. the ladder was so hard to get the player to actually get on T-T"}, {"post_id": 62367, "ts": "2026-09-05T18:10:53Z", "hours": 9.9689, "text": "Hallow Continued - MECHANICS ~ What’s been going on Still working on decorating. Aesthetics are important oookkk? Been working on mechanics, such as interacting. Since these models are from online, I have to resize everything and also make a function so they can be interacted with. How it works: basically you just have to be close enough to some object, then press ‘E’ to interact with the object, which then causes some change. For example, this cabinet opens, but I’m planning on adding different puzzles which isn’t as simple as opening a drawer. Issues: Since the hitbox (or CollisionShape3D in Godot) is over the whole cabinet, it opens all the drawers. I guess that makes it easier for the player lmao. But if I wanted to make it over each drawer, then I would’ve had to make smaller hitboxes and arranged them properly. I accidentally made this cabinet TOO TALL T-T. So I wonder how the player will get up there… (totally on purpose haha) It limits which models I could take from online. A lot of models are not separated into parts (eg drawer1 is attached permanently to drawer2), meaning they can’t actually open. I realized this half way thru scavenging. :( Also started on the enemy AI stuff, but it’s not that done yet. ~ Plan Continue decorating, making them interactable. I have also made a whole map of the layout and the fun puzzles I’m planning to put in. I would share it but spoilers… :) Credit for cabinet below: Bedside table: “Bedside table old” ( https://skfb.ly/owuAQ ) by Nollien is licensed under Creative Commons Attribution ( http://creativecommons.org/licenses/by/4.0/ ). SKETCHFAB is a peakkk website! pretty realistic looking things on here!"}, {"post_id": 54118, "ts": "2026-08-24T22:49:47Z", "hours": 6.8272, "text": "Hallow Continued - COUCHES ~ What’s been going on Really right now is one of the fun-ner parts: just adding in open-license 3D models from online and decorating the whole place (in- and ex-terior). And obviously crediting everything on this massive google doc. 👍 I was hoping it would be sorta fast, but tell me how it’s been a few hours already lol T-T ~ After this Make everything interact-able and bring in the props and tools you need to find to escape with. Some of these models don’t have an interior, so I’ll need to figure how to sideball that issue. And a gamedev’s worst nightmare: doors… 👀 Ohhh and also rearrange my whole filesystem and Scene panel. Uhhh which door is which again…. absolute monstrosity right now… Credit for sofa below: “trashy backyard sofa” ( https://skfb.ly/pHVBH ) by Schmoldt5000 is licensed under Creative Commons Attribution ( http://creativecommons.org/licenses/by/4.0/). SKETCHFAB is a peakkk website! pretty realistic looking things on here!"}, {"post_id": 47898, "ts": "2026-08-16T05:24:37Z", "hours": 19.6883, "text": "Devlog 2 - Layout Done It’s been a while since my last post, but I’ve finished the pretty giant layout. I think I want a couple of floors, but that might be ambitious. We’ll see. Right now it has over 10 rooms and an outside! The doors are a big large right now, but this is an orphanage and the player is a kid so maybe its ok. 😓 I also started brainstorming some puzzles. Next step: decorating the interior and exterior and adding in items."}, {"post_id": 27028, "ts": "2026-07-12T05:56:11Z", "hours": 12.6417, "text": "Devlog #1 - Hollow GAME Dev Hey everyone! This is my first time posting and first time ever doing anything Hack Club related. I’ve seen so many cool projects already, and it really inspired me to create something and ship it out. Lmao, skip all this rant and go to the bottom for the actual project to save time! I’m developing a GAME ! – A little about me and why I’m here : I LOVE horror! Especially horror games. However I’m more of a person who likes watching people play games and am too scared sometimes to play them myself. Things like the Resident Evil series, indie games (like by Puppet Combo), or even mobile games like Granny. So I thought why not make one myself since it’s summer and all. I’m familiar with programming but totally new to game dev, so this will be an interesting adventure. – What I’ve learned so far about the game dev process : There’s a LOT to learn and decide. Eg What gaming platform you wanna use (so many differences lmao) like unreal, unity, and godot Plot of your game (so MUCH stuff to consider here) General gameplay style (open exploration? cutscene hand holding gameplay?) How long you want your game to be (uhhh…) and so much more… 😓 I’ve tried making a GDD (game dev doc), and rn its still being refined as the vision comes together. —– MY GAME PREMISE —– Game name: Hollow Gist: The player is stuck in an Orphanage and strives for a way out + An investigator attempts to voyage to the Orphanage, but seeks shelter in somewhere unknown… (trying to go for the multiple enemy/story happening but its all connected…) **Inspo: **HEAVILY from Resident Evil 7 (the Baker’s House), the mobile game The Evil Nun, puppet combo games (like Stay Out of the House or Nun Massacre), random dreams I’ve had (lol) Platform: GODOT (highkey underrated) – Whats done so far a dark environment and a few bare rooms stamina bar that can be recharged flashlight movement controls 1/2 of door mechanics (so many memes about how game devs hate door physics hahaha.. yea me too) Js the first week, so player basic mechanics are in. – Future plans for posts Polish the environment and figuring out the enemy Finishing the GDD and posting clips of it Posting a short demo game on Itch.io Thanks for reading this post!"}]...
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Title: Hollow - Game Dev by @magomango | Stardance Title: Hollow - Game Dev by @magomango | Stardance
Devlogs:
Devlog #1 - Hollow GAME Dev Hey everyone! This is my first time posting and first time ever doing anything Hack Club related. I’ve seen so many cool projects already, and it really inspired me to create something and ship it out. Lmao, skip all this rant and go to the bottom for the actual project to save time! I’m developing a GAME ! – A little about me and why I’m here : I LOVE horror! Especially horror games. However I’m more of a person who likes watching people play games and am too scared sometimes to play them myself. Things like the Resident Evil series, indie games (like by Puppet Combo), or even mobile games like Granny. So I thought why not make one myself since it’s summer and all. I’m familiar with programming but totally new to game dev, so this will be an interesting adventure. – What I’ve learned so far about the game dev process : There’s a LOT to learn and decide. Eg What gaming platform you wanna use (so many differences lmao) like unreal, unity, and godot Plot of your game (so MUCH stuff to consider here) General gameplay style (open exploration? cutscene hand holding gameplay?) How long you want your game to be (uhhh…) and so much more… 😓 I’ve tried making a GDD (game dev doc), and rn its still being refined as the vision comes together. —– MY GAME PREMISE —– Game name: Hollow Gist: The player is stuck in an Orphanage and strives for a way out + An investigator attempts to voyage to the Orphanage, but seeks shelter in somewhere unknown… (trying to go for the multiple enemy/story happening but its all connected…) **Inspo: **HEAVILY from Resident Evil 7 (the Baker’s House), the mobile game The Evil Nun, puppet combo games (like Stay Out of the House or Nun Massacre), random dreams I’ve had (lol) Platform: GODOT (highkey underrated) – Whats done so far a dark environment and a few bare rooms stamina bar that can be recharged flashlight movement controls 1/2 of door mechanics (so many memes about how game devs hate door physics hahaha.. yea me too) Js the first week, so player basic mechanics are in. – Future plans for posts Polish the environment and figuring out the enemy Finishing the GDD and posting clips of it Posting a short demo game on Itch.io Thanks for reading this post!
Devlog 2 - Layout Done It’s been a while since my last post, but I’ve finished the pretty giant layout. I think I want a couple of floors, but that might be ambitious. We’ll see. Right now it has over 10 rooms and an outside! The doors are a big large right now, but this is an orphanage and the player is a kid so maybe its ok. 😓 I also started brainstorming some puzzles. Next step: decorating the interior and exterior and adding in items.
Hallow Continued - COUCHES ~ What’s been going on Really right now is one of the fun-ner parts: just adding in open-license 3D models from online and decorating the whole place (in- and ex-terior). And obviously crediting everything on this massive google doc. 👍 I was hoping it would be sorta fast, but tell me how it’s been a few hours already lol T-T ~ After this Make everything interact-able and bring in the props and tools you need to find to escape with. Some of these models don’t have an interior, so I’ll need to figure how to sideball that issue. And a gamedev’s worst nightmare: doors… 👀 Ohhh and also rearrange my whole filesystem and Scene panel. Uhhh which door is which again…. absolute monstrosity right now… Credit for sofa below: “trashy backyard sofa” ( https://skfb.ly/pHVBH ) by Schmoldt5000 is licensed under Creative Commons Attribution ( http://creativecommons.org/licenses/by/4.0/). SKETCHFAB is a peakkk website! pretty realistic looking things on here!
Hallow Continued - MECHANICS ~ What’s been going on Still working on decorating. Aesthetics are important oookkk? Been working on mechanics, such as interacting. Since these models are from online, I have to resize everything and also make a function so they can be interacted with. How it works: basically you just have to be close enough to some object, then press ‘E’ to interact with the object, which then causes some change. For example, this cabinet opens, but I’m planning on adding different puzzles which isn’t as simple as opening a drawer. Issues: Since the hitbox (or CollisionShape3D in Godot) is over the whole cabinet, it opens all the drawers. I guess that makes it easier for the player lmao. But if I wanted to make it over each drawer, then I would’ve had to make smaller hitboxes and arranged them properly. I accidentally made this cabinet TOO TALL T-T. So I wonder how the player will get up there… (totally on purpose haha) It limits which models I could take from online. A lot of models are not separated into parts (eg drawer1 is attached permanently to drawer2), meaning they can’t actually open. I realized this half way thru scavenging. :( Also started on the enemy AI stuff, but it’s not that done yet. ~ Plan Continue decorating, making them interactable. I have also made a whole map of the layout and the fun puzzles I’m planning to put in. I would share it but spoilers… :) Credit for cabinet below: Bedside table: “Bedside table old” ( https://skfb.ly/owuAQ ) by Nollien is licensed under Creative Commons Attribution ( http://creativecommons.org/licenses/by/4.0/ ). SKETCHFAB is a peakkk website! pretty realistic looking things on here!
** PARKOUR ** Still decorating. but im so proud of myself for making this little parkour. the ladder was so hard to get the player to actually get on T-T
Still decorating… Sometimes the things you look the hardest for… Is just in plain sight… I also added in the enemy. Dw it won’t be a cubicle forever.
PLAYGROUND - and pick up I added this cool playground into the game, where you can actually go inside and even slide down the slide. Peak childhood nostalgia :) You can also now pick up items and drop them realistically, affected by gravity. I’m holding a hammer in this image! I think the game is coming along well. Slowly… AHhhh gotta pick up the pace.
WE GOT CABINETS ~ Happy Spooky-Season!! HORROR SEASON + whats up Player can finally open doors- nope not doors, those are harder to implement than cabinets. But then isn’t a door literally just a big cabinet? #showerthoughts Implementation Basically, interact ‘E’ asks whether the raycast, or the “imaginary line” shot out the player though the red dot in the center, hits the object. If the player is standing close enough and they press E, it turns the door 90 degrees about the side aixs. It took a bit to implement bc I kept MESSING UP what the raycast would collid with. Plus this cabinet is like A MILLION different pieces. it legit takes 10 seconds to scroll through everything. I mean ig bro. Future Do this to like all the other cabinets (T-T), fix enemy (idk why its glitching), implement puzzles. AND ADD HALLOWEEN EASTER EGGS! (or are they called Halloween Eggs bc its not rlly easter… #showerthoughtsagain… haha)
GUMBALLS ~ whats up FINALLY finished decorating?? Okay, so I got the enemy to work - FOR LIKE 5 SECONDS - before i broke it again T-T. IDEK what I did bruh. Implementation So I baked a navigationmesh which is all the places the enemy can go (eg mostly where the player can go mostly) and then successfully (for a while at least) made it move randomly and chase the player when it crossed its line of view. It would even hit the player and make a bloody screen show up. BUT NOW IT DOESN’T WORK. HUhhh?? It doesn’t even move at all. So comes debugging: I integrated each step one by one instead of working on the code for like 5 hours and then testing it. Hopefully I can get this thing to work ugh. (My desc are lwk bad here but its because Im raging) Future PUZZLES. OMG I have so many ideas and so little timeeee. anyway, here’s this gumball machine which might be my favorite thing ever. toodles
FAV ROOM + glow in the dark pumpkins?? ~ whats up so i got the enemy to work. thank god. PLUS I GOT MY FAVORITE-ST ROOM EVER MADE!! Implementation/fix for enemy Looping btw 2 rooms: wander code picked farthest random point, so movement was lwk sporadic and weird. So we switched to getting the first valid point randomly generated instead. Walked off into the void: bc the navigationmesh or where it can roam WAS PARTIALLY OUTSIDE. bruh. so just resized the NM Never saw me or chased: LMAO this was so funny. So apparently my body was like 115 WHOLE-STINKING units away from where the code thought I was.. so easy fix, but bruh. Lost me at corners when i sharp turned: chase_memory now is for keeping track of position even after losing sight. Also added the hit screen, which is like a little bit of blood, for funsies THE ROOM OMGGOGMG - this was so heavily inspired (not copied… cuz yk i got crates here) by that one bunker room in Stay Out of the House by PUPPETCOMBO (omg peakkk). it’s a maze in there. check out the 2nd image! Future PUZZLES. OMG (still) I have so many ideas and so little timeeee. PS: wanted to fit all images in one frame. (yea okay syre bvro)
puzzles? how cool is this? ~ whats up started puzzles, hopefully gonna finish very soon? implementation Most of my puzzles involve doing something, then something else happens (eg appearing vs disappearing). So I just made a script and attached it to certain places where objects are supposed to be inter-actable with. more detailed desc later Future finish the puzzles oof
ALMOST DONENNE ~ whats up DONE WITH ALL PUZZLES. LETTS GOOO implementation SO continuation from previous post - implementation of the puzzles Lots of puzzles, eg the lock to the exit, use the same mechanic, and I attach the same script where I input different things in the Inspector. Each Object X which takes Object Y leads to Event Z happening. Explaining the below image: I can attach the same script of code to different things. So obviously, Object X (where i attach the script) is the door in this case; Object Y is the key; and Event Z is the lock hiding. Sometimes the Event is something like dropping loot, which is making something visible and the mode switches from disabled to inherit at the bottom in Process. Future LITERALLY SO CLOSE TO SHIPPING FEFHEFR. maybe tonight… Just last decorations, death screen (oh yea, the enemy is so peakkkkk… reveal later) See you soon!
Literally done. Finished decorating; adding end screens; making itch.io page Lazy lmao… but i js spent like 5 hours straight doing stuff (besides coding like making the readme actually read-ABLE lmao) BRUH ARE YOU KIDDING ME.
Ships:
HOLLOW - 3D, 1st POV Retro (optional) Horror Game!! What I made: HOLLOW is a short first-person survival horror game in Godot 4, inspired by Puppet Combo games and Granny. You’re stuck in a house with a monster wandering the halls, and you have to explore, find items, and solve a chain of puzzles to escape. No weapons, so your only options are hiding and running. What was challenging: the enemy AI, by far. For a long time it ignored me completely, even when I stood right in front of it. It turned out my player’s camera and body were offset 115 units from where the game thought I was, so the monster was staring at an empty spot across the room. I also fought navigation meshes floating above the floor, imported 3D models launching themselves into the sky because of hidden built-in colliders, and getting the web build under itch.io’s size limit (527 MB to 465 MB by shrinking textures). What I’m proud of: the monster actually feels like it’s hunting you. It wanders, chases you when it spots you, keeps following you around corners, and searches the area after it loses you. I also built one reusable puzzle system that runs almost every puzzle in the game, plus a caged creature that asks you for things and reacts with its own animations. Tho it still looks kinda silly sometimes because it spins a bit or is kinda dumb. but thats good for the player!! Lol. How to test it: play in the browser or download for Windows/Mac. WASD move · Shift sprint · C crouch · E interact / pick up / use · V toggle the VHS filter Look at objects to get hints, and press E while holding the right item to use it. You get 5 hits per life and 3 lives. Downloads aren’t code-signed. On Windows click More info > Run anyway; on Mac right-click > Open. Happy Halloween, and I hope you enjoy it!!!...
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1793584077.7004151
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1793670477.7004151
|
|
64520
|
Space explorer by @Xurshida | Stardance
|
Xurshida
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Space explorer by @Xurshida | Stardance
|
1793065677.4178376
|
1793670477.4178376
|
|
70384
|
Converter by @brighina_tommaso | Stardance
|
brighina_tommaso
|
2
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-11-01T00:34:06Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Converter is a desktop app that converts images, audio, video, data, documents and 3D models 100% locally and offline, and is honest about quality: before converting, it tells you whether the conversion is lossless or lossy. It took me quite a while to undestand how to make this app in full python but I finally managed to do it! I am happy with he result i obtained: a nice ui, optimized files conversion, setup for windows and also Linux build. The hardest part for me was honestly trying to make the app as light as possible, trying to reduce or eliminate some dependencies and more importantly the pdf to docx conversion wad the most challenging part of the whole project: so hard I had to add a small model to make it work! But now, even if stardance has come to an end, don’t you worry guys, I will keep updating the app regularly, fixing bugs and adding features. I hope you like this Converter and more importantly that it made your life easier. Enjoy and thanks for the support!", "repo": "https://github.com/brighinatommaso-eng/Converter", "demo": "https://github.com/brighinatommaso-eng/Converter/releases/latest"}, {"ship_num": 2, "ts": "2026-10-24T14:56:42Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an all in one local file converter. It took me a lot of time to include as many types of file as possible and now I think I reached a good level of conversion. I started this project before signing up for Stardance that’s why you only see 4 hours, but it actually tokk me many more. I hope you enjoy this project and that it can be useful in your daily life. Stay tuned for more updates in this app", "repo": "https://github.com/brighinatommaso-eng/Converter", "demo": "https://github.com/brighinatommaso-eng/Converter/releases/latest"}]...
|
[{"post_id": 86023, "ts": "202 [{"post_id": 86023, "ts": "2026-11-01T00:23:33Z", "hours": 0.5, "text": "The app is finally completed! I’ve tried to optimize every conversion between many files and I think I managed to reach a very good point of what I had in mind. Don’t worry though, even if Stardance is over I will keep updating this app and make it even better!"}, {"post_id": 84446, "ts": "2026-10-29T17:22:20Z", "hours": 0.5828, "text": "New release!! Pdf to docx conversion became perfect thanks to a specific model in the app, new setup.exe for Windows and Linux build!"}, {"post_id": 82989, "ts": "2026-10-26T13:45:09Z", "hours": 3.9544, "text": "New release with document conversion engine improved"}, {"post_id": 82341, "ts": "2026-10-24T16:33:51Z", "hours": 1.4747, "text": "I want to also make it an online version, so a web app"}, {"post_id": 82285, "ts": "2026-10-24T13:51:27Z", "hours": 3.4872, "text": "Trying to improve the engine behind the text files conversions"}, {"post_id": 80760, "ts": "2026-10-18T18:27:07Z", "hours": 0.3053, "text": "My goal now to add more supported files format"}]...
|
Title: Converter by @brighina_tommaso | Stardance
Title: Converter by @brighina_tommaso | Stardance
Devlogs:
My goal now to add more supported files format
Trying to improve the engine behind the text files conversions
I want to also make it an online version, so a web app
New release with document conversion engine improved
New release!! Pdf to docx conversion became perfect thanks to a specific model in the app, new setup.exe for Windows and Linux build!
The app is finally completed! I’ve tried to optimize every conversion between many files and I think I managed to reach a very good point of what I had in mind. Don’t worry though, even if Stardance is over I will keep updating this app and make it even better!
Ships:
I made an all in one local file converter. It took me a lot of time to include as many types of file as possible and now I think I reached a good level of conversion. I started this project before signing up for Stardance that’s why you only see 4 hours, but it actually tokk me many more. I hope you enjoy this project and that it can be useful in your daily life. Stay tuned for more updates in this app
Converter is a desktop app that converts images, audio, video, data, documents and 3D models 100% locally and offline, and is honest about quality: before converting, it tells you whether the conversion is lossless or lossy. It took me quite a while to undestand how to make this app in full python but I finally managed to do it! I am happy with he result i obtained: a nice ui, optimized files conversion, setup for windows and also Linux build. The hardest part for me was honestly trying to make the app as light as possible, trying to reduce or eliminate some dependencies and more importantly the pdf to docx conversion wad the most challenging part of the whole project: so hard I had to add a small model to make it work! But now, even if stardance has come to an end, don’t you worry guys, I will keep updating the app regularly, fixing bugs and adding features. I hope you like this Converter and more importantly that it made your life easier. Enjoy and thanks for the support!...
|
1793584075.6216195
|
1793670475.6216195
|
|
64519
|
My awesome macropad! by @Omansh | Stardance
|
Omansh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Omansh | Stardance
|
1793065675.0987897
|
1793670475.0987897
|
|
70375
|
Technoblade Never Dies by @PahalDesai | Stardance
|
PahalDesai
|
1
|
4.0
|
3
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T12:57:46Z", "hours": 4.0, "multiplier": 1.19, "payout": 3, "blessing": "neutral", "text": "Technoblade Never Dies Hi everyone, This is a small tribute to technoblade, an american minecraft youtuber who passed away battling cancer. I used basic html and css to make this site. Features a paragraph on technoblade famous quotes and memorable momments those quotes and momments are clickable and viewable Thank you for taking a look at my project", "repo": "https://github.com/pahal-desai/technoblade", "demo": "https://pahal-desai.github.io/technoblade/"}]...
|
[{"post_id": 81762, "ts": "202 [{"post_id": 81762, "ts": "2026-10-22T12:39:48Z", "hours": 0.3142, "text": "Added a readme file."}, {"post_id": 81761, "ts": "2026-10-22T12:20:28Z", "hours": 0.7708, "text": "Finished the website by adding some images an fixing the layout of the pages where the quotes and funny moments are played!"}, {"post_id": 81609, "ts": "2026-10-21T19:05:56Z", "hours": 1.2747, "text": "Devlog 2 Added a few quotes said by him and made them playable!"}, {"post_id": 80979, "ts": "2026-10-19T14:18:06Z", "hours": 1.6333, "text": "Devlog 1 Hi. This is a small website to give tribute to Technoblade. Right now, I made some basic stuff like a paragraph about him, a heading masked with the Minecraft pig texture and a crown on top of it. I also did a little bit of styling of the paragraph."}]...
|
Title: Technoblade Never Dies by @PahalDesai | Sta Title: Technoblade Never Dies by @PahalDesai | Stardance
Devlogs:
Devlog 1 Hi. This is a small website to give tribute to Technoblade. Right now, I made some basic stuff like a paragraph about him, a heading masked with the Minecraft pig texture and a crown on top of it. I also did a little bit of styling of the paragraph.
Devlog 2 Added a few quotes said by him and made them playable!
Finished the website by adding some images an fixing the layout of the pages where the quotes and funny moments are played!
Added a readme file.
Ships:
Technoblade Never Dies Hi everyone, This is a small tribute to technoblade, an american minecraft youtuber who passed away battling cancer. I used basic html and css to make this site. Features a paragraph on technoblade famous quotes and memorable momments those quotes and momments are clickable and viewable Thank you for taking a look at my project...
|
1793584074.4187677
|
1793670474.4187677
|
|
28564
|
Dodge The Spikes by @vindognz | Stardance
|
vindognz
|
1
|
24.0
|
323
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T10:11:14Z", "hours": 24.0, "multiplier": 13.34, "payout": 323, "blessing": "neutral", "text": "I made a 2D reflex game about dodging spikes! A level lasts 10 spikes - every level is faster and more dangerous. This was my first Godot project in years, so it was difficult to relearn the engine at first, but I got used to it. I’m really proud of the firefly shader! It took me ages to tune and refine, but I’m super happy with it. It might be really hard because I adjusted the difficulty as I made it, so if you struggle - sorry! Thanks for voting!!!", "repo": "https://github.com/vindognz/dodge-the-spikes", "demo": "https://vindognz.github.io/dodge-the-spikes/"}]...
|
[{"post_id": 80848, "ts": "202 [{"post_id": 80848, "ts": "2026-10-19T00:31:27Z", "hours": 2.6886, "text": "It’s been a while (school is schooling 😭) This is probably my last devlog before I ship. The game has sound now! 5 sound effects, made in jsfxr: jump, thud when you land, a blip every time you dodge a spike, a boom when you die, and a level up! (Press M to mute the sound effects) I got a tiny bit obsessed with outlines, and gave every label a thick outline The leaderboard title is gold now too! SPACE is both jump and play again, so smashing it as you died would skip the leaderboard.. Play Again now ignores pressed for a half second after you die. All that, some minor performance tweaks, README polishing and now we’re ready to ship! Thanks for playing!"}, {"post_id": 76872, "ts": "2026-10-04T21:50:40Z", "hours": 1.1408, "text": "Hosting move and some small QoL. So uhh… The old site is gone. I moved the game from Nest to Github Pages: New Link (The old link shows a “we moved” pages that redirects you) Nest was sending the 38MB engine file uncompressed and sometimes worked, sometimes took 40+ minutes to send. I tried gzip, i tried brotli, and the proxy just seemed to break it all. Github serves the same game so fast it loads before the splash is done. RIP serve.py. Okay, onto QoL: Space to play again. Hit space on the game over screen and you immediately respawn (no more reaching for your mouse every death). README overhaul. I finally updated it! It has how to play, correct feature list, how it’s built, guidance on running it locally, and the live link. I also dropped the idea of Linux/Windows/Mac downloads, because it’s just easier in a browser. Still to do: sfx, polish."}, {"post_id": 75849, "ts": "2026-10-01T10:37:06Z", "hours": 3.24, "text": "HUGE updates, the demo is actually out! It’s live, and YOU can play the beta right now: Play! (I will maintain it as the latest, stable build, please comment with any feedback 😊). The Godot build is exported to WebGL and embedded in a landing page that I built around it. I tried to keep it somewhat minimal, so it’s just a splash text that fades into a dark ‘cave’ with the same red spikes on the walls, and the game in the middle. It’s hosted on Nest, being run by a tiny Python server I wrote that gzips everything. Compression might seem excessive, but it shrank the 38MB engine file to ~10MB, so it loads significantly faster. The leaderboard got cooked when publishing, so I had to rewrite some logic but I got it working eventually! Difficulty used to increase with your score, now we have Levels. Every 10 spikes, the screen clears, a “Level ” banner shows, and the next level starts faster. Danger zones now start at certain levels too, completely ditching the old score driving approach. I also created a real start screen (This was desperately needed). It has the same firefly background as the game, a little controls hint, and a little demo player hopping spikes :) All that’s left is sfx, README and polish!"}, {"post_id": 75140, "ts": "2026-09-29T08:47:13Z", "hours": 9.0861, "text": "Holy moly I need to remember to devlog 😭 Gameplay has been locked in. Danger zones have been added: at score 10 red columns flash for 3s and insta-kill if you’re in them when time is up. At score 30, two zones spawn at once. Screen shakes on landing and death. Spike cooldown now scales with score, so the difficulty actually increases. Player is now a squishy jelly ball that deforms on jump, stretches while airborne, and splats on landing with a nice tween animation. The leaderboard is alive! Input name on first death (cached for the session), auto-submit to Supabase backend, leaderboard is now embedded in the game over screen. Your current run shows golden in the rankings. Insane visual overhaul. I built a procedural shader for the background that renders 30 animated fireflies (on the GPU). Each one drifts with a unique sine-wave pattern, and pulses brightness. Death burst spawns 12 red sparks that fly outward, and fade out. To-do: Start screen, audio (jump, death, score sfx), and WebGL export + GitHub Pages."}, {"post_id": 22405, "ts": "2026-07-04T21:24:46Z", "hours": 5.9817, "text": "Big session today! (definitely didn’t forget to write a devlog) Here’s what got shipped: The game is actually a game now! Spikes spawn from random sides, move across the screen, and despawn off the edge. Score tracking is in. Each spike that passes the player increments the score, and speed scales with it. Each spike also has a ±50% random deviation in speed, so no two spikes feel the same. Pixel art is fully gone. Both the player and spike are now drawn entirely in code using Godot’s _draw() API. No image assets, scales perfectly at any zoom (hypothetically). Global leaderboard is live. Scores submit to a Supabase PostgreSQL backend. We even have a full leaderboard scene with a loading animation and ranked entries. Game over screen shows your score and lets you play again (reloads the scene, resetting all state for free). Next up: UI polish, danger zones, and a WebGL export!"}, {"post_id": 18960, "ts": "2026-06-30T04:16:26Z", "hours": 1.7533, "text": "I’ve been grinding! I implemented the basic spike, replaced pixel art with code-drawn vector shapes for smooth edges, and added a very bare bones start screen. Next up is UI cleanup, score counting, and a game over screen!"}, {"post_id": 18846, "ts": "2026-06-30T01:30:24Z", "hours": 0.3053, "text": "First devlog! So far, I’ve been setting up the base architecture for the game. Currently I just have a simple square that you can control with WASD, but there are big things ahead!"}]...
|
Title: Dodge The Spikes by @vindognz | Stardance
Title: Dodge The Spikes by @vindognz | Stardance
Devlogs:
First devlog! So far, I’ve been setting up the base architecture for the game. Currently I just have a simple square that you can control with WASD, but there are big things ahead!
I’ve been grinding! I implemented the basic spike, replaced pixel art with code-drawn vector shapes for smooth edges, and added a very bare bones start screen. Next up is UI cleanup, score counting, and a game over screen!
Big session today! (definitely didn’t forget to write a devlog) Here’s what got shipped: The game is actually a game now! Spikes spawn from random sides, move across the screen, and despawn off the edge. Score tracking is in. Each spike that passes the player increments the score, and speed scales with it. Each spike also has a ±50% random deviation in speed, so no two spikes feel the same. Pixel art is fully gone. Both the player and spike are now drawn entirely in code using Godot’s _draw() API. No image assets, scales perfectly at any zoom (hypothetically). Global leaderboard is live. Scores submit to a Supabase PostgreSQL backend. We even have a full leaderboard scene with a loading animation and ranked entries. Game over screen shows your score and lets you play again (reloads the scene, resetting all state for free). Next up: UI polish, danger zones, and a WebGL export!
Holy moly I need to remember to devlog 😭 Gameplay has been locked in. Danger zones have been added: at score 10 red columns flash for 3s and insta-kill if you’re in them when time is up. At score 30, two zones spawn at once. Screen shakes on landing and death. Spike cooldown now scales with score, so the difficulty actually increases. Player is now a squishy jelly ball that deforms on jump, stretches while airborne, and splats on landing with a nice tween animation. The leaderboard is alive! Input name on first death (cached for the session), auto-submit to Supabase backend, leaderboard is now embedded in the game over screen. Your current run shows golden in the rankings. Insane visual overhaul. I built a procedural shader for the background that renders 30 animated fireflies (on the GPU). Each one drifts with a unique sine-wave pattern, and pulses brightness. Death burst spawns 12 red sparks that fly outward, and fade out. To-do: Start screen, audio (jump, death, score sfx), and WebGL export + GitHub Pages.
HUGE updates, the demo is actually out! It’s live, and YOU can play the beta right now: Play! (I will maintain it as the latest, stable build, please comment with any feedback 😊). The Godot build is exported to WebGL and embedded in a landing page that I built around it. I tried to keep it somewhat minimal, so it’s just a splash text that fades into a dark ‘cave’ with the same red spikes on the walls, and the game in the middle. It’s hosted on Nest, being run by a tiny Python server I wrote that gzips everything. Compression might seem excessive, but it shrank the 38MB engine file to ~10MB, so it loads significantly faster. The leaderboard got cooked when publishing, so I had to rewrite some logic but I got it working eventually! Difficulty used to increase with your score, now we have Levels. Every 10 spikes, the screen clears, a “Level ” banner shows, and the next level starts faster. Danger zones now start at certain levels too, completely ditching the old score driving approach. I also created a real start screen (This was desperately needed). It has the same firefly background as the game, a little controls hint, and a little demo player hopping spikes :) All that’s left is sfx, README and polish!
Hosting move and some small QoL. So uhh… The old site is gone. I moved the game from Nest to Github Pages: New Link (The old link shows a “we moved” pages that redirects you) Nest was sending the 38MB engine file uncompressed and sometimes worked, sometimes took 40+ minutes to send. I tried gzip, i tried brotli, and the proxy just seemed to break it all. Github serves the same game so fast it loads before the splash is done. RIP serve.py. Okay, onto QoL: Space to play again. Hit space on the game over screen and you immediately respawn (no more reaching for your mouse every death). README overhaul. I finally updated it! It has how to play, correct feature list, how it’s built, guidance on running it locally, and the live link. I also dropped the idea of Linux/Windows/Mac downloads, because it’s just easier in a browser. Still to do: sfx, polish.
It’s been a while (school is schooling 😭) This is probably my last devlog before I ship. The game has sound now! 5 sound effects, made in jsfxr: jump, thud when you land, a blip every time you dodge a spike, a boom when you die, and a level up! (Press M to mute the sound effects) I got a tiny bit obsessed with outlines, and gave every label a thick outline The leaderboard title is gold now too! SPACE is both jump and play again, so smashing it as you died would skip the leaderboard.. Play Again now ignores pressed for a half second after you die. All that, some minor performance tweaks, README polishing and now we’re ready to ship! Thanks for playing!
Ships:
I made a 2D reflex game about dodging spikes! A level lasts 10 spikes - every level is faster and more dangerous. This was my first Godot project in years, so it was difficult to relearn the engine at first, but I got used to it. I’m really proud of the firefly shader! It took me ages to tune and refine, but I’m super happy with it. It might be really hard because I adjusted the difficulty as I made it, so if you struggle - sorry! Thanks for voting!!!...
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1793584073.22019
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1793670473.22019
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64518
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My awesome macropad! by @Nadeemalam | Stardance
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Nadeemalam
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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 @Nadeemalam | Stard Title: My awesome macropad! by @Nadeemalam | Stardance...
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1793065672.9734335
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1793670472.9734335
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37596
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Number Guessing Neural Network by @crazydave | Sta Number Guessing Neural Network by @crazydave | Stardance...
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crazydave
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1
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15.0
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265
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T12:33:54Z", "hours": 15.0, "multiplier": 17.3, "payout": 265, "blessing": "neutral", "text": "I made an evolutionary neural network from scratch which plays a number guessing game where it has to try and guess a random number between 1 and 1000 in as little attempts as possible, and it learnt a rough version of binary search from scratch, which I think is super cool! The most challenging part of this project was determining a fitness function which best allowed the model to learn what I wanted it to learn, and many iterations of the fitness function would lead to the model making safe guesses, repeating guesses, or getting stuck in loops. I also added command line arguments to the code so that people can use it in their terminal without editing the python file. To test it, follow the install instructions on the README, you can either download the python code and run that, or download the compiled versions in the releases page on Github.", "repo": "https://github.com/rufus-gh/number-guesser-ml", "demo": "https://github.com/rufus-gh/number-guesser-ml/releases"}]...
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[{"post_id": 39946, "ts": "202 [{"post_id": 39946, "ts": "2026-08-03T08:46:23Z", "hours": 2.37, "text": "I tried to make a website that people could view this on but I couldn’t figure out how to do it without fully rewriting the neural net in javascript, which will take a very long time (maybe I will do this in a future ship), so instead I made a file called interactive.py which lets people test out the model’s number guessing skills. I also simplified the fitness function a lot as much of the old fitness function was redundant due to previous changes that I made, and it now simply returns -self.guesses. I also made compiled versions of it for windows, Mac, and linux, so that people without python installed can try it out, it’s on the GitHub releases page. Also the pull requests look super sus with thousands of lines of code change but it is because I store the best model in a .pkl which was being changed as I worked on it so makes loads of changes to the commit :("}, {"post_id": 32952, "ts": "2026-07-22T13:16:27Z", "hours": 3.7592, "text": "I decided to implement the change where the model outputs a number between 0 and 1 to represent somewhere within the high/low range of numbers it can currently guess between, and also added a new input to the neural network telling it the number of guesses so far. Both of these changes drastically improved the model and now it averages around 9 guesses to find the number, which is an amazing result. I only got to this after playing around with trying to change the fitness function again to not much success, but I am glad this idea worked. Next time I work on it I will add a user interface on an online website with the final trained model so people can try it out."}, {"post_id": 32761, "ts": "2026-07-22T03:54:17Z", "hours": 5.2847, "text": "After training it overnight it was able to solve the game in an average of 35 attempts, however as I cut it off after 50 I reckon the actual attempts would be much higher. Due to this lack of performance, I have decided to try and improve the fitness function so that it trains more effectively. I spent many hours trying to modify the fitness function and test it hoping that it would lead to a better solve rate but so far I am without success. It would keep repeatedly guessing the same number so I added a penalty if it guesses the same number as the round before. It would then alternate between guessing two numbers, so I tried to increase the reward if it got a correct solve. After those changes and a few other experiments, I was still unable to get it to train properly and seems to still perform poorly with the new fitness function after 1000 generations of training. The graph below shows the fitness of the best model per generation, and you can see quick initial improvement before it stagnates for the rest of the training time. I am considering changing the output from being a number between 1 and 1000 to being a number within the high/low range, where 0 represents the current low and 1 represents the current high, and hopefully after training it would learn to guess around 0.5 each time. Another strategy I could implement would be to give the network more information, such as guesses from even more rounds, round number, or width of the search interval and maybe increase the number of hidden layers and/or neurons in those hidden layers."}, {"post_id": 32432, "ts": "2026-07-21T16:39:50Z", "hours": 3.8986, "text": "I am trying to make an evolutionary neural network which plays a number guessing game where it has to try and guess a random number between 1 and 1000 in as little attempts as possible, and I am hoping that it will learn binary search from scratch, which would be cool. The first version that I made had a very low solve rate as I hadn’t done the fitness function very well, but this version I have changed the fitness function and a 50 generation quick run was showing good results, so I am going to run it with 10000 generations and then go to sleep, and hopefully when I wake up it will be done fingers crossed. Let me know if you have any other interesting number games/number related things I could try and train it to do, any ideas are welcome!"}]...
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Title: Number Guessing Neural Network by @crazydav Title: Number Guessing Neural Network by @crazydave | Stardance
Devlogs:
I am trying to make an evolutionary neural network which plays a number guessing game where it has to try and guess a random number between 1 and 1000 in as little attempts as possible, and I am hoping that it will learn binary search from scratch, which would be cool. The first version that I made had a very low solve rate as I hadn’t done the fitness function very well, but this version I have changed the fitness function and a 50 generation quick run was showing good results, so I am going to run it with 10000 generations and then go to sleep, and hopefully when I wake up it will be done fingers crossed. Let me know if you have any other interesting number games/number related things I could try and train it to do, any ideas are welcome!
After training it overnight it was able to solve the game in an average of 35 attempts, however as I cut it off after 50 I reckon the actual attempts would be much higher. Due to this lack of performance, I have decided to try and improve the fitness function so that it trains more effectively. I spent many hours trying to modify the fitness function and test it hoping that it would lead to a better solve rate but so far I am without success. It would keep repeatedly guessing the same number so I added a penalty if it guesses the same number as the round before. It would then alternate between guessing two numbers, so I tried to increase the reward if it got a correct solve. After those changes and a few other experiments, I was still unable to get it to train properly and seems to still perform poorly with the new fitness function after 1000 generations of training. The graph below shows the fitness of the best model per generation, and you can see quick initial improvement before it stagnates for the rest of the training time. I am considering changing the output from being a number between 1 and 1000 to being a number within the high/low range, where 0 represents the current low and 1 represents the current high, and hopefully after training it would learn to guess around 0.5 each time. Another strategy I could implement would be to give the network more information, such as guesses from even more rounds, round number, or width of the search interval and maybe increase the number of hidden layers and/or neurons in those hidden layers.
I decided to implement the change where the model outputs a number between 0 and 1 to represent somewhere within the high/low range of numbers it can currently guess between, and also added a new input to the neural network telling it the number of guesses so far. Both of these changes drastically improved the model and now it averages around 9 guesses to find the number, which is an amazing result. I only got to this after playing around with trying to change the fitness function again to not much success, but I am glad this idea worked. Next time I work on it I will add a user interface on an online website with the final trained model so people can try it out.
I tried to make a website that people could view this on but I couldn’t figure out how to do it without fully rewriting the neural net in javascript, which will take a very long time (maybe I will do this in a future ship), so instead I made a file called interactive.py which lets people test out the model’s number guessing skills. I also simplified the fitness function a lot as much of the old fitness function was redundant due to previous changes that I made, and it now simply returns -self.guesses. I also made compiled versions of it for windows, Mac, and linux, so that people without python installed can try it out, it’s on the GitHub releases page. Also the pull requests look super sus with thousands of lines of code change but it is because I store the best model in a .pkl which was being changed as I worked on it so makes loads of changes to the commit :(
Ships:
I made an evolutionary neural network from scratch which plays a number guessing game where it has to try and guess a random number between 1 and 1000 in as little attempts as possible, and it learnt a rough version of binary search from scratch, which I think is super cool! The most challenging part of this project was determining a fitness function which best allowed the model to learn what I wanted it to learn, and many iterations of the fitness function would lead to the model making safe guesses, repeating guesses, or getting stuck in loops. I also added command line arguments to the code so that people can use it in their terminal without editing the python file. To test it, follow the install instructions on the README, you can either download the python code and run that, or download the compiled versions in the releases page on Github....
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1793584072.0392716
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1793670472.0392716
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69834
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Productivity-Tracker by @bananayt294 | Stardance
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bananayt294
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1
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4.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T19:57:27Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a new chrome tab page that is Deployed And has a Database,it is a minimalistic page as i dont like my chrome page to cluttered up and use too many resources. The hardest Part was adding the database functionality for everything. To use the project visit the demo link shared.", "repo": "https://github.com/Bananayt294/Tab-Page", "demo": "https://tabpage.vercel.app/"}]...
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[{"post_id": 80789, "ts": "202 [{"post_id": 80789, "ts": "2026-10-18T19:52:15Z", "hours": 1.5292, "text": "Added a Delete And Search Bar Functionality"}, {"post_id": 79984, "ts": "2026-10-15T18:58:34Z", "hours": 0.8156, "text": "Working on Connecting A supbase Database. This is my second devlog and i am making a chrome tab page. I am currently trying to connect this to a database and implement get and post request."}, {"post_id": 79868, "ts": "2026-10-15T17:48:35Z", "hours": 1.1725, "text": "I just Configured and Set up Everything to begin my Project for the Tab Page that i am making i plan to make it like a productivity Tracker that keeps track of everything you have done and have left to do using todolist,cards,TimeTable and etc And have a very basic Website going."}]...
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Title: Productivity-Tracker by @bananayt294 | Star Title: Productivity-Tracker by @bananayt294 | Stardance
Devlogs:
I just Configured and Set up Everything to begin my Project for the Tab Page that i am making i plan to make it like a productivity Tracker that keeps track of everything you have done and have left to do using todolist,cards,TimeTable and etc And have a very basic Website going.
Working on Connecting A supbase Database. This is my second devlog and i am making a chrome tab page. I am currently trying to connect this to a database and implement get and post request.
Added a Delete And Search Bar Functionality
Ships:
I made a new chrome tab page that is Deployed And has a Database,it is a minimalistic page as i dont like my chrome page to cluttered up and use too many resources. The hardest Part was adding the database functionality for everything. To use the project visit the demo link shared....
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1793584070.8868318
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1793670470.8868318
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40589
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DoFresh by @promise | Stardance
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promise
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1
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101.8
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-14T00:30:17Z", "hours": 99.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? This is DoFresh, a refreshing task manager that turns consistency into records and graphs! What was challenging? On top of the various bugs that arose on the way to refine and polish various features, one challenge in creating DoFresh was designing and implementing the Track system. Firstly, the logic system surrounding behind user completion and daily refreshing was complex, especially when considering the users didn’t visit the website every day. Secondly, I strove to make graphs and tracking widgets that were self-explanatory and simple but stylish and understandable, and I had to refactor the Track page completely after I changed my data storage system, changing the types of charts and how each was organized. What are you proud of? I’m quite proud of how the website looks, as I’m really artistically untalented and never really got around to learning CSS or aesthetics or color theory. The purple prettiness of DoFresh is really an achievement for me, and I’m especially proud of how much design and UI/UX consideration I learned through this app. Now, when I open websites, I look at how they design their login pages, where they put their collapsible sidebar icons, and what headings they use—sideways, click-collapse, fixed above, sticky—and why. Another thing I’m quite proud of is the AI agent I personalized and implemented in the Chat page. I wired the API call system for Flask, then Django, with many small bugs for both scenarios, connecting the Python backend with HuggingFace’s free models. Then, two days after I began wrapping up and testing the site, HuggingFace removed its free tier altogether. (●__●) Thus I switched to using GroqCloud as a platform, making a new API key, and set to further refining how the bot understood the user’s completion data, programming it to fit DoFresh’s philosophy and purposes. What should people know so they can test your project? You can go into https://dofresh.onrender.com/ and log in with the credentials stardance_tester + stardance_tester (username + pw both) if you want an example with pre-filled data and records! Please note that (free tier) Render takes about ~40 seconds to load and may spin down to inactiveness if you leave it open and untouched.", "repo": "https://github.com/PurpleSummit/DoFresh", "demo": "https://dofresh.vercel.app"}]...
|
[{"post_id": 81668, "ts": "202 [{"post_id": 81668, "ts": "2026-10-22T00:01:39Z", "hours": 0.8292, "text": "added a custom user creation form to enable flexibility and clean error messages when signing up; debugged the sign-up page, allowed form box to expand, and added password confirmation box and feedback on account security"}, {"post_id": 80866, "ts": "2026-10-19T03:11:43Z", "hours": 1.0806, "text": "ATTENTION, SHIPWRIGHTS!! HERE, PLEASE!! HERE!! READ BELOW!!! i couldn’t edit the ship message’s contents, but hopefully you see this message! here are some things about the (new) ship… ▸ the new link for my project is here: https://dofresh.vercel.app . please use the credentials stardance_tester for both the username and the password!! THIS HAS ALL THE DATA FOR THE ACCOUNT, OR ELSE YOU NEED TO CREATE YOUR OWN DATA FOR YOUR ACCOUNT! ▸AI was NOT used for my devlogs, AI declaration, ship message, or README. i copied ASCII art, GitHub commit messages, and stylized font to the devlogs, not AI-generated summaries. i wrote my AI declaration in a separate Google Docs because my computer tended to restart and update at the wrong times. i wrote my ship message by myself! i used a part of my app description for the README, which, again, I wrote by myself. i have screenshots of my work below. anyways, for the devlog.. fixed the chat page so that a message can’t be sent while another is still generating!! debugged record() not establishing the variable recent_completed_pair before using it in the else-if conditional"}, {"post_id": 80287, "ts": "2026-10-17T03:50:49Z", "hours": 0.8883, "text": "debugged the refreshing lists not appearing at the sidebar debugged the ‘i did list’ not working debugged subtasks not appearing changed hosting platform from Render to Vercel! https://dofresh.vercel.app/ new link: https://dofresh.vercel.app/"}, {"post_id": 79439, "ts": "2026-10-14T00:10:48Z", "hours": 1.7119, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #39 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ hopefully the last devlog!! today, my very artistically talented friend gave me some very nice feedback about the login page, both directly and indirectly. sooo… debugged the list titles appearing as ‘undefined’ modified the login and sign-up pages!! aren’t they just so pretty [totally not similar]"}, {"post_id": 79078, "ts": "2026-10-12T16:12:33Z", "hours": 2.3017, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #38 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ with the Free tier for Hugging Face being closed, I switched to using Groq for API calls!! refined the chat feature by adding previous message context and restructuring the user task data for the migration to django fixed sidebar sign out button toggle and Chat textbox size changing debugged track page not appearing edited looks of completion tracking graph added task list appearing with breaks for task page tooltips"}, {"post_id": 78888, "ts": "2026-10-11T21:41:51Z", "hours": 0.8911, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #37 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ added formatting and HTML tag support for article page debugged 0/0 tasks and 0/0 list completion modal, which spiraled to infinity added NASA pictures for article iamges"}, {"post_id": 78499, "ts": "2026-10-11T00:12:26Z", "hours": 0.9383, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #36 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ fixed 500 Service Error for record() in views.py, optimizing iteration through list data and refining logic!!"}, {"post_id": 78238, "ts": "2026-10-10T02:44:32Z", "hours": 2.3283, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #35 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ now i really want to start shipping…! and submitting… please… today, sitting in the subway & waiting for/on my train, i refactored the advice page with a new Article class to dynamically display articles and created a new article detail page! updated advice.html to loop through articles, all objects of class Article in models.py, and display them dynamically added article.html template and the URL article/<int:article_id> added new CSS styles for article layout and text formatting (especially pre HTML blocks) i tried to upload images for the article cards into the database, but in production, i would need to find a cloud service provider (…and i need more )… so i reversed my hard work and uploaded the images to the static folder instead. additionally: moved the welcome modal and the refreshing notification/progress report modal HTML from index.html to layout.html so that the users would be able to see them in other pages of the website & debugged this debugged / cleaned up the logic and code for the tracking page’s fill-when-blank graphics."}, {"post_id": 77984, "ts": "2026-10-09T03:42:34Z", "hours": 4.4894, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #34 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ created + debugged completeRefreshingTask() from nonfunctional buggy to visibly seamless condition. debugged the function call’s missing button parameter at the click event handler. simplified idsToChange array composition, debugged parent to-do box HTML getting, added view.py function for backend reflection and change. added and debugged support for completing and matching subtasks & parent tasks.added animations and implemented/fixed logic structure of function. implemented, improved, and debugged task completion function components and edge case logic. tracked down and debugged one case of subtask handling error in addHTMLCompletedRefreshingTask() by changing the original JS key ‘subTasks’ to ‘subtasks’ and ‘parentTask’ to ‘parent_task’. added CSRF tokens to layout.html to enable POST methods for the general record/ and setLastDate() functions. debugged track.js to solve naming conflict in repeated uploads. added confetti and fireworks effect to task completion animations. moved Lumi from top of screen to stay in the sidebar for the user’s continuous view. debugged parent tasks switching the activeness of subtasks. added a ‘Refreshing tasks completed:’ counter at the top of the I Did List added today’s tasks to update the Refreshing Tasks Completed count. enabled the count text to collapse with the sidebar list. fixed some remaining localStorage-reliant code and the welcome modal’s sequencing. fixed Lumi position in login page. Debugged last_accessed_date being set in an empty user state."}, {"post_id": 75779, "ts": "2026-10-01T02:54:37Z", "hours": 2.6497, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #33 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ implemented set_last_date API endpoint and update last accessed date logic in views. refactored date handling in layout.js and script.js and designed date structure (ISO string format) to free conflict in regional time changes. migrated task completion recording function to Django (work-in-progress, not tested thoroughly). debugged and refactored the completion of tasks and updating completed tasks for improved performance and smooth HTML animation sequences & transitions. [added a new boolean condition to updateCompletedDiv so that it wouldn’t need to re-add the tasks every time it ran. yay performance improvement!]"}, {"post_id": 75397, "ts": "2026-09-29T23:02:30Z", "hours": 1.1839, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #32 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ debugged I Did List integration with Django; working as usual now. re-implemented Chat functions [display, Django Message models, and API calls]. started layout.js’s lastAccessedDate and refreshing date record functions with Django migration."}, {"post_id": 75054, "ts": "2026-09-29T00:39:37Z", "hours": 3.4697, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #31 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ added edit task, edit details, and remove task functionalities. implemented Django migration for track page!! added mock test data and confirmed that the track page works edited subtasks attribute to lists and edited views.py for Task objects to debug duplicate ID tasks. the django migration is going smoothly!! i’m quite proud of myself for getting editTask() and editDetails() in less than 5 minutes each. done in one go!!"}, {"post_id": 73437, "ts": "2026-09-25T02:47:56Z", "hours": 1.0464, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #30 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ debugged addTodoBox() implementation with fetch()… turns out response.json() was missing the ()!! implemented removeTodoBox() and addTask() with matching Python views and functions getting there… kind of getting there… i need to finish this off…"}, {"post_id": 72916, "ts": "2026-09-24T00:56:49Z", "hours": 1.4336, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #29 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ debugged to-do list and task HTML appearance with JavaScript fetch and new Django interactions established new data/fetch/global constant variables throughout script.js debugged I Did list’s usage of localStorage enabled adding lists and renaming lists with Django functions!"}, {"post_id": 72466, "ts": "2026-09-23T01:00:10Z", "hours": 5.9472, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #28 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ on the way to a full switch to Django: added login, logout, and signup views and functionalities to allow different users & management through the admin page working through bridging original usage of ‘localStorage’ and Django’s SQLite database—replacing many JavaScript functions with fetch and API calls drafted task, to-do list, and chat messages’ models in models.py fairly completed the HTML appearance for the JS -> Python fetch switch. app correctly generates the to-do lists, tasks, completed tasks, completed refreshing tasks, buttons, and subtasks"}, {"post_id": 68937, "ts": "2026-09-16T02:24:10Z", "hours": 3.2589, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #27 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ refactored ‘onclick’ event listeners to conditionals and casework using event.target.nearest(). removed setListeners() entirely, saving memory leaks and unneeded recursive usage of setListeners(). uploaded the app on Render (for free!!)!! changing DoFresh platform from Flask to Django! initialized app + project foundations, changed settings, established urls, views, and models -> all task-related functions are working. still work-in-process for API calls and the backend."}, {"post_id": 67643, "ts": "2026-09-13T19:58:03Z", "hours": 2.2042, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #26 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ added smooth collapsing/expanding animations for task addition and removal nested completed-for-good tasks in the completed tasks div and debugged the task ID retrieval in script.js debugged task completion handling and every small issue arising with each update and tweak"}, {"post_id": 64573, "ts": "2026-09-09T02:37:42Z", "hours": 5.3239, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #25 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ added zero-state filler graphics to the track page! replaced querySelector with getElementById and getElementsByClassName for better performance, speed, and efficiency all around the app. added filler div for chat UI lots of minor tweaks to UX in the task add-remove-check sequence of the dashboard page"}, {"post_id": 61236, "ts": "2026-09-04T02:16:54Z", "hours": 4.9286, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #24 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ debugged removal and creation of tasks with refactored js localstorage system! added zero state filler for main page if no boxes are present. debugged the different day headers showing up in the ‘I Did!’ list so that they don’t appear when no tasks are there at all. filler image work-in-progress. modified task creation to initialize with empty task strings instead of default text. cleaned up unused code and improved readability."}, {"post_id": 57019, "ts": "2026-08-29T02:54:53Z", "hours": 0.8256, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #23 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ added headers and div s for the different completion dates in the I Did List implemented date formatting functions in script.js and organized/debugging the display and orientation of I Did list items so that both refreshing and standard, completed-today and completed-previously tasks would appear correctly."}, {"post_id": 56357, "ts": "2026-08-28T03:17:22Z", "hours": 8.3, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #22 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ added streak activity chart, maximum streak, and longest active streak widgets to the track v.2 page! implemented ‘I Did List’ to keep track of completed tasks with date tags. keeps track of refreshing tasks’ completion over 1 week and all of the standard task completions on a collapsible sidebar in the dashboard. there are a lot of things to organize when dealing with dates… ISO date format, JS dateString format, parsing into milliseconds for comparison, etc. give me my strawberry coding notebook 🥲🥲 at least i’m having fun"}, {"post_id": 51180, "ts": "2026-08-20T18:00:30Z", "hours": 3.5881, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #21 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ day 2 of refactoring the whole track system… added activity heatmap chart after refactoring task completion chart implemented an activity heatmap to visualize task completion over time created a system of div s and span s for a “Github heatmap” orientation. added Bootstrap tooltips to display more information. much CSS effort was invested in accessibility + making a clean scrolling system and the weekday/month grid"}, {"post_id": 50666, "ts": "2026-08-19T22:56:32Z", "hours": 2.6619, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #20 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ created a blinking passive mode animation for Lumi refactored setLumiCostume function to loop the blinking animation without pause or transition effects (work in progress to make smoother!) decided to refactor track !! 600 lines of code… hopefully it’ll come alive again… added chartCompletion function to show number of completed tasks across days. JavaScript dynamics and Chart.js, CSS to create a responsive grid for the track dashboard, and HTML to reorder elements whoo"}, {"post_id": 49892, "ts": "2026-08-18T21:09:16Z", "hours": 1.6903, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #19 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ went through the whole process of editing the jumping animation again so that it would align better with the existing static character… yay… 🥹🥹 added lumi to the top of the to-do list and added animation for task completion"}, {"post_id": 49316, "ts": "2026-08-18T02:05:03Z", "hours": 0.4831, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #18 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ added to-do list interaction to progress circle. debugged and refactored refresh notification modal display logic. designing time!! work in progress: a gamification (?) system and a star icon. say hi to lumi!! i did NOT spend 26 minutes on this… that’s just on the debugging… please show lumi some love and affectionate feedback!! i’ve never animated anything in my life before. ⭐ 💌"}, {"post_id": 48614, "ts": "2026-08-17T02:34:54Z", "hours": 2.84, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #17 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ added new modal to pop up with ‘it’s a new day!’ and completion information. work in progress. added progress circle animations added a completedDate portion to standard to-do tasks so that daily reports can be yielded enabled tooltips for hovering over sidebar navigation updated styles for various components brainstorming several design ideas…"}, {"post_id": 47844, "ts": "2026-08-16T02:07:37Z", "hours": 2.4144, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #16 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ debugged preservation and correction of chart generation settings (i.e. no weekly history with monthly chart type) adjusted color schemes and area fill for charts added dropdown task menus in track page for subtask organization and access enabled the “mainstream” task to be clicked without enabling dropdown, instead relying on hover to toggle dropdown menu note: the data is fake! i haven’t been doing the stardance challenge since may ;)"}, {"post_id": 47233, "ts": "2026-08-15T00:47:56Z", "hours": 1.96, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #15 – shoot for the stars like 📸 ˚₊‧ ଳ ‧₊˚ ⋅ debugged completion and re-activation of both subtasks and “mainstream” tasks! fixed subtask element selection in different task-controlling functions; improved localStorage handling for task completion and prevented duplicate entries. the long-awaited UI update!! used a free gradient as a background, edited opacity and blur in layout.css. changed color schemes further and added glassy / transparency aesthetic to to-do boxes. debugged the case where task dropdown menus didn’t disappear when other tasks were clicked!! small UX updates that make life significantly less frustrating. (small when they’re there, big when they’re not… guys… i’m a totally unartistic soul and a coder… ui/ux designers please save me!!! we love you 💖💖)"}, {"post_id": 46381, "ts": "2026-08-13T15:37:45Z", "hours": 1.2958, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #14 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ debugged completion and re-activation of subtasks and “mainstream” tasks. fixed subtask element selection in functions; improved localStorage handling for task completion and prevented duplicate entries!"}, {"post_id": 45971, "ts": "2026-08-12T20:05:01Z", "hours": 1.8119, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #13 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ lucky number #13… i’m certainly suffering because of the subtask changes… 😄 added CSS and adjusted JavaScript to prevent disabling accordion collapse (conflict with new task dropdown) added CSS to task dropdown for hover-appear features and styling. refactored JavaScript: enabled proper removal and completion of tasks + subtasks! if a “mainstream” task is removed, so are all its substacks. a substack is removed cleanly. similarly, if an active “mainstream” task is completed, so are all of its subtasks. if it’s recovered from completion, however, the subtasks remain completed."}, {"post_id": 45430, "ts": "2026-08-11T21:19:26Z", "hours": 3.2161, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #12 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ updated CSS styles for buttons and task elements to improve layout and aesthetics: changed button styles from Bootstrap’s primary blue to custom logo purple added dropdown menus for tasks for another layer of safety in deletion added subtasks! (major change… help…) adjusted localStorage interactions, data structure, HTML/CSS code, and JavaScript logic for subtask management. improved user experience by adding focus and click event listeners for task editing and subtasks. had to decide whether to nestle subtasks within their parent tasks or by themselves in localStorage. finally settled on keeping all tasks on the same level for the sake of accessing them easily—instead, each subtask has a parentTask key, and a “mainstream” task has an array of their substack IDs."}, {"post_id": 44913, "ts": "2026-08-10T23:48:07Z", "hours": 1.9881, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #11 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ lots of small updates for this devlog. added loading spinner to chat function. updated and debugged styles—padding, sidebar, the body moving instead of overlapping with the expanded sidebar. updated chat message time logging. it’s the small things that matter… ;-;"}, {"post_id": 44371, "ts": "2026-08-10T02:46:29Z", "hours": 4.8058, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #10 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ heavily edited and debugged the new sidebar. adjusted previous javascript and html to accommodate it: updated padding and margin styles for better alignment. refactored layout structure to improve sidebar functionality and aesthetics. added JavaScript functionality for sidebar toggle and dynamic list generation in layout.js. removed unnecessary sidebar code and adjusted layout accordingly. implemented typewriter effect for generated chat responses! ⌨️"}, {"post_id": 42901, "ts": "2026-08-07T21:07:05Z", "hours": 2.0761, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #9 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ refactored chat response handling and improved error handling/user display. debugged empty-space messages for home page. updated sidebar navigation link UI and enhanced layout structure."}, {"post_id": 41699, "ts": "2026-08-06T02:45:42Z", "hours": 4.6119, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #8 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ added chat message storage and retrieval with a sql database! includes a refresh function w/ a safety modal improved chat UI [slightly, i really need to improve the entire app’s UI. designers help me. i’m aesthetic but i need to learn web UI ㅠ]"}, {"post_id": 40970, "ts": "2026-08-04T20:59:32Z", "hours": 3.9067, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #7– shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ attempting to connect huggingface’s ai models to dofresh as backend api have attempted for 3 hours and 52 minutes and success!! need to refine formatting, token length, and css styling, but the backend is connected and running."}, {"post_id": 39230, "ts": "2026-08-02T01:56:29Z", "hours": 0.8717, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #6 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ added dynamic display of advice articles [wip] updated advice HTML structure and CSS for improved layout"}, {"post_id": 38596, "ts": "2026-08-01T02:25:26Z", "hours": 0.8856, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #5 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ added HTML and CSS template for the advice page, which will feature a series of blogs offering advice on productivity, mental health, and consistent growth [based on personal experiences] considering using free AI APIs to create an interactive analysis/support chatbot… please recommend me some free sources if you know any!! ❤️"}, {"post_id": 37637, "ts": "2026-07-30T14:53:42Z", "hours": 1.9881, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #4 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ each task has a collapsible ‘details’ textarea! (i) modified HTML and CSS to accommodate changes (ii) modified JavaScript [mostly the .parentElement locations] to adjust to structure (iii) disabled space-key toggle so that the user’s typing wouldn’t be interrupted updated the track page’s sidebar from position: fixed; to position: relative; and juggled around CSS + CSS to restore the page structure debugged: the fill-if-blank text now appears only once, even when a completed task is deleted and the number of active tasks is consistently 0"}, {"post_id": 37090, "ts": "2026-07-29T15:56:15Z", "hours": 1.4378, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #3 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ refactored localStorage format of storing tasks → {taskId: ‘task_1785339829783’, task: ‘look out the window’, details: ‘look out at the sky’, completedDates: []}. - this took a lot of effort, as does all structural change to storage in javascript. every function that pulled task data from localStorage had to be edited to accommodate this change, although i brought it upon myself by starting in the wrong direction. added ‘details’ to each task and styled them as textareas! updated alert for empty charts; prepended now, rather than appearing below the empty canvas"}, {"post_id": 36668, "ts": "2026-07-28T21:30:55Z", "hours": 1.275, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #2 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ added randomized text for filling blank pages :D changed the stored date formats from date string s to ISO string for cleaner splitting and organization debugged removing the completed tasks! [i felt like a forensic scientist, only with console.log(‘this should be appearing more than once’) and lots of if-else statements]. turns out i was forgetting to setListeners() for the newly created HTML task elements. added charts tracking monthly progress [work in progress]"}, {"post_id": 36359, "ts": "2026-07-28T12:42:27Z", "hours": 0.4286, "text": "𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #1 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ added safety modal boxes for removing to-do lists. debugged removal of completed tasks. to-do: ⋅˚₊‧ debug the completed tasks more! right now, only one completed task can be deleted at a time. uh-oh… ⋅˚₊‧"}]...
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Title: DoFresh by @promise | Stardance
Devlogs:
𝐍 Title: DoFresh by @promise | Stardance
Devlogs:
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #1 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ added safety modal boxes for removing to-do lists. debugged removal of completed tasks. to-do: ⋅˚₊‧ debug the completed tasks more! right now, only one completed task can be deleted at a time. uh-oh… ⋅˚₊‧
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #2 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ added randomized text for filling blank pages :D changed the stored date formats from date string s to ISO string for cleaner splitting and organization debugged removing the completed tasks! [i felt like a forensic scientist, only with console.log(‘this should be appearing more than once’) and lots of if-else statements]. turns out i was forgetting to setListeners() for the newly created HTML task elements. added charts tracking monthly progress [work in progress]
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #3 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ refactored localStorage format of storing tasks → {taskId: ‘task_1785339829783’, task: ‘look out the window’, details: ‘look out at the sky’, completedDates: []}. - this took a lot of effort, as does all structural change to storage in javascript. every function that pulled task data from localStorage had to be edited to accommodate this change, although i brought it upon myself by starting in the wrong direction. added ‘details’ to each task and styled them as textareas! updated alert for empty charts; prepended now, rather than appearing below the empty canvas
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #4 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ each task has a collapsible ‘details’ textarea! (i) modified HTML and CSS to accommodate changes (ii) modified JavaScript [mostly the .parentElement locations] to adjust to structure (iii) disabled space-key toggle so that the user’s typing wouldn’t be interrupted updated the track page’s sidebar from position: fixed; to position: relative; and juggled around CSS + CSS to restore the page structure debugged: the fill-if-blank text now appears only once, even when a completed task is deleted and the number of active tasks is consistently 0
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #5 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ added HTML and CSS template for the advice page, which will feature a series of blogs offering advice on productivity, mental health, and consistent growth [based on personal experiences] considering using free AI APIs to create an interactive analysis/support chatbot… please recommend me some free sources if you know any!! ❤️
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #6 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ added dynamic display of advice articles [wip] updated advice HTML structure and CSS for improved layout
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #7– shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ attempting to connect huggingface’s ai models to dofresh as backend api have attempted for 3 hours and 52 minutes and success!! need to refine formatting, token length, and css styling, but the backend is connected and running.
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #8 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ added chat message storage and retrieval with a sql database! includes a refresh function w/ a safety modal improved chat UI [slightly, i really need to improve the entire app’s UI. designers help me. i’m aesthetic but i need to learn web UI ㅠ]
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #9 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ refactored chat response handling and improved error handling/user display. debugged empty-space messages for home page. updated sidebar navigation link UI and enhanced layout structure.
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #10 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ heavily edited and debugged the new sidebar. adjusted previous javascript and html to accommodate it: updated padding and margin styles for better alignment. refactored layout structure to improve sidebar functionality and aesthetics. added JavaScript functionality for sidebar toggle and dynamic list generation in layout.js. removed unnecessary sidebar code and adjusted layout accordingly. implemented typewriter effect for generated chat responses! ⌨️
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #11 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ lots of small updates for this devlog. added loading spinner to chat function. updated and debugged styles—padding, sidebar, the body moving instead of overlapping with the expanded sidebar. updated chat message time logging. it’s the small things that matter… ;-;
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #12 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ updated CSS styles for buttons and task elements to improve layout and aesthetics: changed button styles from Bootstrap’s primary blue to custom logo purple added dropdown menus for tasks for another layer of safety in deletion added subtasks! (major change… help…) adjusted localStorage interactions, data structure, HTML/CSS code, and JavaScript logic for subtask management. improved user experience by adding focus and click event listeners for task editing and subtasks. had to decide whether to nestle subtasks within their parent tasks or by themselves in localStorage. finally settled on keeping all tasks on the same level for the sake of accessing them easily—instead, each subtask has a parentTask key, and a “mainstream” task has an array of their substack IDs.
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #13 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ lucky number #13… i’m certainly suffering because of the subtask changes… 😄 added CSS and adjusted JavaScript to prevent disabling accordion collapse (conflict with new task dropdown) added CSS to task dropdown for hover-appear features and styling. refactored JavaScript: enabled proper removal and completion of tasks + subtasks! if a “mainstream” task is removed, so are all its substacks. a substack is removed cleanly. similarly, if an active “mainstream” task is completed, so are all of its subtasks. if it’s recovered from completion, however, the subtasks remain completed.
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #14 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ debugged completion and re-activation of subtasks and “mainstream” tasks. fixed subtask element selection in functions; improved localStorage handling for task completion and prevented duplicate entries!
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #15 – shoot for the stars like 📸 ˚₊‧ ଳ ‧₊˚ ⋅ debugged completion and re-activation of both subtasks and “mainstream” tasks! fixed subtask element selection in different task-controlling functions; improved localStorage handling for task completion and prevented duplicate entries. the long-awaited UI update!! used a free gradient as a background, edited opacity and blur in layout.css. changed color schemes further and added glassy / transparency aesthetic to to-do boxes. debugged the case where task dropdown menus didn’t disappear when other tasks were clicked!! small UX updates that make life significantly less frustrating. (small when they’re there, big when they’re not… guys… i’m a totally unartistic soul and a coder… ui/ux designers please save me!!! we love you 💖💖)
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #16 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ debugged preservation and correction of chart generation settings (i.e. no weekly history with monthly chart type) adjusted color schemes and area fill for charts added dropdown task menus in track page for subtask organization and access enabled the “mainstream” task to be clicked without enabling dropdown, instead relying on hover to toggle dropdown menu note: the data is fake! i haven’t been doing the stardance challenge since may ;)
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #17 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ added new modal to pop up with ‘it’s a new day!’ and completion information. work in progress. added progress circle animations added a completedDate portion to standard to-do tasks so that daily reports can be yielded enabled tooltips for hovering over sidebar navigation updated styles for various components brainstorming several design ideas…
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #18 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ added to-do list interaction to progress circle. debugged and refactored refresh notification modal display logic. designing time!! work in progress: a gamification (?) system and a star icon. say hi to lumi!! i did NOT spend 26 minutes on this… that’s just on the debugging… please show lumi some love and affectionate feedback!! i’ve never animated anything in my life before. ⭐ 💌
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #19 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ went through the whole process of editing the jumping animation again so that it would align better with the existing static character… yay… 🥹🥹 added lumi to the top of the to-do list and added animation for task completion
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #20 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ created a blinking passive mode animation for Lumi refactored setLumiCostume function to loop the blinking animation without pause or transition effects (work in progress to make smoother!) decided to refactor track !! 600 lines of code… hopefully it’ll come alive again… added chartCompletion function to show number of completed tasks across days. JavaScript dynamics and Chart.js, CSS to create a responsive grid for the track dashboard, and HTML to reorder elements whoo
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #21 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ day 2 of refactoring the whole track system… added activity heatmap chart after refactoring task completion chart implemented an activity heatmap to visualize task completion over time created a system of div s and span s for a “Github heatmap” orientation. added Bootstrap tooltips to display more information. much CSS effort was invested in accessibility + making a clean scrolling system and the weekday/month grid
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #22 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ added streak activity chart, maximum streak, and longest active streak widgets to the track v.2 page! implemented ‘I Did List’ to keep track of completed tasks with date tags. keeps track of refreshing tasks’ completion over 1 week and all of the standard task completions on a collapsible sidebar in the dashboard. there are a lot of things to organize when dealing with dates… ISO date format, JS dateString format, parsing into milliseconds for comparison, etc. give me my strawberry coding notebook 🥲🥲 at least i’m having fun
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #23 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ added headers and div s for the different completion dates in the I Did List implemented date formatting functions in script.js and organized/debugging the display and orientation of I Did list items so that both refreshing and standard, completed-today and completed-previously tasks would appear correctly.
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #24 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ debugged removal and creation of tasks with refactored js localstorage system! added zero state filler for main page if no boxes are present. debugged the different day headers showing up in the ‘I Did!’ list so that they don’t appear when no tasks are there at all. filler image work-in-progress. modified task creation to initialize with empty task strings instead of default text. cleaned up unused code and improved readability.
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #25 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ added zero-state filler graphics to the track page! replaced querySelector with getElementById and getElementsByClassName for better performance, speed, and efficiency all around the app. added filler div for chat UI lots of minor tweaks to UX in the task add-remove-check sequence of the dashboard page
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #26 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ added smooth collapsing/expanding animations for task addition and removal nested completed-for-good tasks in the completed tasks div and debugged the task ID retrieval in script.js debugged task completion handling and every small issue arising with each update and tweak
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #27 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ refactored ‘onclick’ event listeners to conditionals and casework using event.target.nearest(). removed setListeners() entirely, saving memory leaks and unneeded recursive usage of setListeners(). uploaded the app on Render (for free!!)!! changing DoFresh platform from Flask to Django! initialized app + project foundations, changed settings, established urls, views, and models -> all task-related functions are working. still work-in-process for API calls and the backend.
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #28 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ on the way to a full switch to Django: added login, logout, and signup views and functionalities to allow different users & management through the admin page working through bridging original usage of ‘localStorage’ and Django’s SQLite database—replacing many JavaScript functions with fetch and API calls drafted task, to-do list, and chat messages’ models in models.py fairly completed the HTML appearance for the JS -> Python fetch switch. app correctly generates the to-do lists, tasks, completed tasks, completed refreshing tasks, buttons, and subtasks
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #29 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ debugged to-do list and task HTML appearance with JavaScript fetch and new Django interactions established new data/fetch/global constant variables throughout script.js debugged I Did list’s usage of localStorage enabled adding lists and renaming lists with Django functions!
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #30 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ ⋅ debugged addTodoBox() implementation with fetch()… turns out response.json() was missing the ()!! implemented removeTodoBox() and addTask() with matching Python views and functions getting there… kind of getting there… i need to finish this off…
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #31 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ added edit task, edit details, and remove task functionalities. implemented Django migration for track page!! added mock test data and confirmed that the track page works edited subtasks attribute to lists and edited views.py for Task objects to debug duplicate ID tasks. the django migration is going smoothly!! i’m quite proud of myself for getting editTask() and editDetails() in less than 5 minutes each. done in one go!!
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #32 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ debugged I Did List integration with Django; working as usual now. re-implemented Chat functions [display, Django Message models, and API calls]. started layout.js’s lastAccessedDate and refreshing date record functions with Django migration.
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #33 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ implemented set_last_date API endpoint and update last accessed date logic in views. refactored date handling in layout.js and script.js and designed date structure (ISO string format) to free conflict in regional time changes. migrated task completion recording function to Django (work-in-progress, not tested thoroughly). debugged and refactored the completion of tasks and updating completed tasks for improved performance and smooth HTML animation sequences & transitions. [added a new boolean condition to updateCompletedDiv so that it wouldn’t need to re-add the tasks every time it ran. yay performance improvement!]
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #34 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ created + debugged completeRefreshingTask() from nonfunctional buggy to visibly seamless condition. debugged the function call’s missing button parameter at the click event handler. simplified idsToChange array composition, debugged parent to-do box HTML getting, added view.py function for backend reflection and change. added and debugged support for completing and matching subtasks & parent tasks.added animations and implemented/fixed logic structure of function. implemented, improved, and debugged task completion function components and edge case logic. tracked down and debugged one case of subtask handling error in addHTMLCompletedRefreshingTask() by changing the original JS key ‘subTasks’ to ‘subtasks’ and ‘parentTask’ to ‘parent_task’. added CSRF tokens to layout.html to enable POST methods for the general record/ and setLastDate() functions. debugged track.js to solve naming conflict in repeated uploads. added confetti and fireworks effect to task completion animations. moved Lumi from top of screen to stay in the sidebar for the user’s continuous view. debugged parent tasks switching the activeness of subtasks. added a ‘Refreshing tasks completed:’ counter at the top of the I Did List added today’s tasks to update the Refreshing Tasks Completed count. enabled the count text to collapse with the sidebar list. fixed some remaining localStorage-reliant code and the welcome modal’s sequencing. fixed Lumi position in login page. Debugged last_accessed_date being set in an empty user state.
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #35 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ now i really want to start shipping…! and submitting… please… today, sitting in the subway & waiting for/on my train, i refactored the advice page with a new Article class to dynamically display articles and created a new article detail page! updated advice.html to loop through articles, all objects of class Article in models.py, and display them dynamically added article.html template and the URL article/<int:article_id> added new CSS styles for article layout and text formatting (especially pre HTML blocks) i tried to upload images for the article cards into the database, but in production, i would need to find a cloud service provider (…and i need more )… so i reversed my hard work and uploaded the images to the static folder instead. additionally: moved the welcome modal and the refreshing notification/progress report modal HTML from index.html to layout.html so that the users would be able to see them in other pages of the website & debugged this debugged / cleaned up the logic and code for the tracking page’s fill-when-blank graphics.
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #36 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ fixed 500 Service Error for record() in views.py, optimizing iteration through list data and refining logic!!
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #37 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ added formatting and HTML tag support for article page debugged 0/0 tasks and 0/0 list completion modal, which spiraled to infinity added NASA pictures for article iamges
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #38 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ with the Free tier for Hugging Face being closed, I switched to using Groq for API calls!! refined the chat feature by adding previous message context and restructuring the user task data for the migration to django fixed sidebar sign out button toggle and Chat textbox size changing debugged track page not appearing edited looks of completion tracking graph added task list appearing with breaks for task page tooltips
𝐍𝐨𝐰 𝐥𝐨𝐚𝐝𝐢𝐧𝐠. . . devlog #39 – shoot for the stars like 📸 ⋅˚₊‧ ଳ ‧₊˚ hopefully the last devlog!! today, my very artistically talented friend gave me some very nice feedback about the login page, both directly and indirectly. sooo… debugged the list titles appearing as ‘undefined’ modified the login and sign-up pages!! aren’t they just so pretty [totally not similar]
debugged the refreshing lists not appearing at the sidebar debugged the ‘i did list’ not working debugged subtasks not appearing changed hosting platform from Render to Vercel! https://dofresh.vercel.app/ new link: https://dofresh.vercel.app/
ATTENTION, SHIPWRIGHTS!! HERE, PLEASE!! HERE!! READ BELOW!!! i couldn’t edit the ship message’s contents, but hopefully you see this message! here are some things about the (new) ship… ▸ the new link for my project is here: https://dofresh.vercel.app . please use the credentials stardance_tester for both the username and the password!! THIS HAS ALL THE DATA FOR THE ACCOUNT, OR ELSE YOU NEED TO CREATE YOUR OWN DATA FOR YOUR ACCOUNT! ▸AI was NOT used for my devlogs, AI declaration, ship message, or README. i copied ASCII art, GitHub commit messages, and stylized font to the devlogs, not AI-generated summaries. i wrote my AI declaration in a separate Google Docs because my computer tended to restart and update at the wrong times. i wrote my ship message by myself! i used a part of my app description for the README, which, again, I wrote by myself. i have screenshots of my work below. anyways, for the devlog.. fixed the chat page so that a message can’t be sent while another is still generating!! debugged record() not establishing the variable recent_completed_pair before using it in the else-if conditional
added a custom user creation form to enable flexibility and clean error messages when signing up; debugged the sign-up page, allowed form box to expand, and added password confirmation box and feedback on account security
Ships:
What did you make? This is DoFresh, a refreshing task manager that turns consistency into records and graphs! What was challenging? On top of the various bugs that arose on the way to refine and polish various features, one challenge in creating DoFresh was designing and implementing the Track system. Firstly, the logic system surrounding behind user completion and daily refreshing was complex, especially when considering the users didn’t visit the website every day. Secondly, I strove to make graphs and tracking widgets that were self-explanatory and simple but stylish and understandable, and I had to refactor the Track page completely after I changed my data storage system, changing the types of charts and how each was organized. What are you proud of? I’m quite proud of how the website looks, as I’m really artistically untalented and never really got around to learning CSS or aesthetics or color theory. The purple prettiness of DoFresh is really an achievement for me, and I’m especially proud of how much design and UI/UX consideration I learned through this app. Now, when I open websites, I look at how they design their login pages, where they put their collapsible sidebar icons, and what headings they use—sideways, click-collapse, fixed above, sticky—and why. Another thing I’m quite proud of is the AI agent I personalized and implemented in the Chat page. I wired the API call system for Flask, then Django, with many small bugs for both scenarios, connecting the Python backend with HuggingFace’s free models. Then, two days after I began wrapping up and testing the site, HuggingFace removed its free tier altogether. (●__●) Thus I switched to using GroqCloud as a platform, making a new API key, and set to further refining how the bot understood the user’s completion data, programming it to fit DoFresh’s philosophy and purposes. What should people know so they can test your project? You can go into https://dofresh.onrender.com/ and log in with the credentials stardance_tester + stardance_tester (username + pw both) if you want an example with pre-filled data and records! Please note that (free tier) Render takes about ~40 seconds to load and may spin down to inactiveness if you leave it open and untouched....
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MacForms by @tonymac129 | Stardance
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tonymac129
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583
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-21T03:17:27Z", "hours": 38.0, "multiplier": 15.38, "payout": 583, "blessing": "neutral", "text": "I finally finished MacForms, an extensive, customizable, and feature-rich form creation tool for you to create surveys, forms, and quizzes with question options like multiple choice, multiple select, short answer, long answer, and more! To use it, simply sign in to a MacWeb account or select guest mode (which hopefully reduces voting friction). There are also a lot of different form settings for presentation, response management, quiz accuracy, visibility, and public/private forms, as well as options to invite collaborators to work on and manage the form together. You can browse other people’s forms and search your own forms as well. You can also visualize and view response statistics and individual responses with graphs and question response lists. The entire platform supports light/dark mode, smooth animations and transition effects, responsive design, accessibility, and SEO, as well as other quality of life improvements that hopefully make the website’s UI and UX more intuitive and user friendly. The codebase is surprisingly complex (and poorly organized :( , but I somehow managed to make everything work as expected. I really had a lot of fun working on and trying out this project myself, so hopefully yall will like it too :)", "repo": "https://github.com/Mac-Web/macforms", "demo": "https://macforms.macweb.app"}]...
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[{"post_id": 81391, "ts": "202 [{"post_id": 81391, "ts": "2026-10-21T03:10:05Z", "hours": 0.9758, "text": "Quick final devlog before shipping!!! I finally finished all the features, customization, and everything else I planned to implement for MacForms after working (but mostly procrastinating) on it for more than 3 months ! I have no clue why this wasn’t done earlier, but I added a multiple select option for multiple choice questions to allow respondents to select multiple options (which also works with quizzes and other edge cases) Similarly, I also added an option to mark free response/text questions as having a long answer to render a textarea instead of the normal input field for more customization I already added most of these features while planning out the types and schemas, but somehow never implemented it, so it was kind of confusing but I was able to create them more quickly and easily that I’d expected Added guest mode so yall can actually try out the form engine without signing up (is that low enough friction for you guys ) Updated styling and readme Polished some other stuff for shipping! I’ve already wasted so much of Stardance’s extension not shipping any of my projects , so I panicked when I realized there was only 10 days left and forced myself to actually get to work and finish this project, hopefully you’ll enjoy and like it as much as I do :)"}, {"post_id": 78807, "ts": "2026-10-11T17:45:46Z", "hours": 2.6433, "text": "Individual responses and form options You can now also see, select, and manage each individual response to view in detail instead of only seeing summary graphs/tables of all the responses combined There’s a new dropdown on the form responses page where you can either view the summary stats/answers of all responses (default), or select every individual response to view its answer to each question, submission/edit date and time, accuracy (if the form is a quiz), as well as an option to delete the response after confirmation to make viewing responses easier and more useful If you make your form a quiz and designate certain questions as having correct answers, you can now finally select one or multiple options to all be correct for each question! This took a surprisingly long time since I had to fix a lot of bugs based on the old system Added sorting, filtering, and ordering dropdowns and options to the public form browse page to make finding and viewing different forms a lot easier I just realized there are a few bugs in prod while recording the video, so looks like more fun bug fixing in the next devlog Updated types and backend schemas to accept the new options Updated styling and colors I am now dedicating most of my time on (really amazing event btw), so I can only work on trying to finish and ship my Stardance projects on the little time I have on weekends, so hopefully I’ll be able to ship MacForms this weekend and finally finish my other Stardance projects before it ends"}, {"post_id": 76896, "ts": "2026-10-04T23:55:06Z", "hours": 3.3086, "text": "A bunch of small additions and changes! Added the Browse tab where you can see all the published public forms that other people made on MacForms! You can explore all the different forms easily with the search bar Finally added a nav search bar that actually works (instead of the old placeholder) by querying the new API endpoint for either your own forms or other people’s public forms so you can access everything faster and more easily Search results are matched by both title and description to be more useful, and your own forms take you directly to the edit page while others’ forms take you to the form filling page Added a bunch of smooth animations and transition effects for page loads, interactions, and search/filter results to improve user experience and interactivity Added responsive design on all the pages and components so MacForms is accessible and functional on all screen sizes Added feature description sections, icons, and buttons on the home landing page I have no idea why this was even a thing before, but now you can actually access the form pages and fill out the forms without being logged in Apparently my thought all get requests had to pass the auth gate or something, but now it’s fixed Removed the Settings tab (not form settings), because I couldn’t figure out anything to put there since I already have account settings on MacWeb, a separate form settings tab, and a dark/light mode toggle Updated styling and layout Fixed a few display bugs"}, {"post_id": 72023, "ts": "2026-09-22T00:50:01Z", "hours": 4.1978, "text": "MacForms is back: form settings and light mode! After taking a break from working on MacForms for 2 months to work on other projects, prepare for school, and do a lot of other stuff, I’m finally back to developing this project and getting it ready to ship before Stardance ends in 9 days! (plz extend the end date ) In this pretty massive devlog, I added a new settings tab to the form editing page where you can customize the published form’s presentation and many other options here are the settings I implemented, there might be other important stuff I forgot: whether to shuffle questions randomly whether to shuffle the multiple choice options for each question a custom background color for the top banner allow respondents to submit another response allow respondents to edit their submitted responses Because I couldn’t figure out a way (if there is one) to implement the last 2 without using accounts or cookies, if a form has either of the 2 enabled, you’ll need to sign in first to fill out the form Added a light/dark mode toggle option to the nav user dropdown menu for you to easily customize the site’s appearance and switch between light and dark modes Since I had to manually go through basically every component and page of the entire platform to modify the elements’ Tailwind classes for this, it also gave me a chance to refresh my memory of the project’s structure and how it works because I was gone for so long Going through all the files and testing the 2 modes was a long and tedious process, but the result turned out pretty well, both are consistent and visually appealing, and there’s also a smooth color transition Added a top loading indicator bar to improve the UX since some pages take a bit to load and the site may look unresponsive without the loading bar Fixed a few math bugs with 0s and NaNs and display bugs with the colors, layout, placeholder, and other styling Because Stardance is ending so soon and because of my procrastination and laziness, I’m going to have to cut a lot of the originally planned features before shipping since I have another big project to ship, so hopefully I can finish some last few features and polish MacForms and ship it soon!"}, {"post_id": 37716, "ts": "2026-07-30T16:54:37Z", "hours": 1.9336, "text": "Publish & share form You can now publish and share your forms for the rest of the world to see and fill out! Clicking on the publish button on the tool bar now opens a modal where you can either publish/unpublish the form or copy the link and send it to people If the form is already published, you can see its public link and an option to shorten it. Shortening it creates a unique 8-digit shortcut id for the form that redirects you to the main form (I’m planning on shortening it even more by buying a cool short domain or something, but that’s probably not gonna happen any time soon) You can also unpublish the form after a confirmation warning by clicking on the unpublish button If the form hasn’t been published yet, you can publish it by clicking on the publish button (in case this isn’t already obvious ) Updated some permissions so collaborators can also manage the form’s publication visibility status (instead of only the owner) Updated schema and types"}, {"post_id": 37141, "ts": "2026-07-29T17:06:56Z", "hours": 2.0547, "text": "Score distribution & autosave Added a quiz results summary section on the responses tab that shows some useful statistics about the scores as well as a histogram showing the score distribution if your form is a quiz It dynamically calculates scores based on the latest updated quiz, then organizes them and calculates their mean, median, min, and max in percentages It also renders a custom histogram with bins of 10 ranging from 0 to 100 so you can visualize how well your respondents did in one glance (server rendered + no Chart.js or external libraries = almost instantaneous load time) The histogram also shows the percentages of scores, and you can see how many responses are in each bin by hovering over the bar There’s also a view scores button that displays a modal showing each individual score Added autosave for editing forms that autosaves the entire form in the background every minute without revalidating the frontend to ensure smooth UX. The bar also shows the autosave status for a few seconds telling you it autosaved Added collaborator access so they can actually edit and manage the form and view responses without getting redirected. Updated some backend operations to ensure permissions are correct as well Fixed form editing so it actually updates the form and each question individually instead of creating a completely new set of it and neglecting the originally existing relations (~50 lines of code for one database transaction , but Prisma is actually so nice 🥹) Added filters and sort methods for shared forms vs forms you own (shared forms now display on the forms page)"}, {"post_id": 36789, "ts": "2026-07-29T02:03:54Z", "hours": 2.9133, "text": "Invite collaborators & update form You can now invite collaborators that will have access to edit the form, see its responses, and manage its settings! Only the form owner/creator can delete the form and invite and remove people, but invited people can basically do everything else On the invite modal page, you can search for MacWeb accounts by their name, email, or about through an API endpoint I added, and select multiple people to invite to the form at once Once you send out the invitation, you’ll see the users added to the form on the modal, and you can remove their access by clicking on the trash icon as well There isn’t real time form collaborative editing (at least not yet, though I don’t plan on overcomplicating a simple form app to be like Google Forms ), but changes you make to the form are revalidated the moment you click on save You can now actually edit and update your form by going to the edit tab and editing the form and its questions. This was actually fairly easy to implement since I just had to use the component used for the form creation page and update a few things Optimized database operations and API calls Updated schema and types Updated styling"}, {"post_id": 36475, "ts": "2026-07-28T16:42:14Z", "hours": 3.4131, "text": "Edit form & response pages Finally added the form editing page where you’ll be able to edit the entire form (title, description, questions, etc.), view response summaries and statistics, and configure its submission settings and other defaults When you click on one of your forms on the forms tab, you get redirected to the edit page that has a top utility bar with the form’s name displayed (you can rename the form by clicking on it) and 3 tabs for you to switch between edit, response, and settings modes On the right of the bar, there’s also an invite button, a preview form button, and a publish button (currently doesn’t work yet ) Clicking on the invite button opens a modal where you can either invite another MacWeb account to be a permanent collaborator (of course it doesn’t work yet), or generate a one-time single-use invite link/code that allows anyone (with or without an account) with the access code to edit the form using a custom access token cookie that expires after an hour Making this cookie access thing work was actually a bit more complicated than I thought, so I spent some time debugging the logic but it was pretty fun When you use the access code to edit a form, a page shows up confirming the access, and invalidates the code after confirming When you click on the responses tab, you can see all the responses and answers grouped by question to make visualizing and summarizing people’s responses a lot easier (definitely didn’t take inspo from Google Forms ) If the question is multiple choice, it shows how many responses each option got with percentages and presents it in sort of a bar graph If the question is free responses, it just lists each response Added placeholder tabs for editing and settings Added SEO for these tabs Updated types and schema Updated styling"}, {"post_id": 36034, "ts": "2026-07-27T21:08:54Z", "hours": 1.2928, "text": "Sorting & filtering Added sorting, filtering, and ordering dropdowns to the forms page so you can better browse and search through your forms! You can sort the forms by name, date created, type, starred, and more, and you can filter them by quiz, starred, private, and open. You can change the display order between descending and ascending as well Added form starring so you can now star/favorite/pin your most important forms directly by clicking on the star icon on the form card, or by clicking on the star option in the popup menu Added icons to form cards to better display the form’s information and attributes Added an access lock page for private forms that prompts for the access code, and it only shows the questions and allows you to fill out the form after verifying successfully Added a form not open page that shows if a form isn’t open (isn’t published), but if you’re the owner you can still see it with preview mode Updated schema and types Updated layout and styling"}, {"post_id": 35556, "ts": "2026-07-27T02:15:20Z", "hours": 2.9525, "text": "Form management & quizzes Added the Forms page where you can browse, search, view, and manage all the forms you created (you’ll be able to filter and sort them to browse and search through them more easily in the future) Each form is displayed as a card with a placeholder icon, title, shortened description preview, and creation date listed When you click on the 3 dots option button a menu shows up where you can edit the form (takes you to edit page), preview it (takes you to submission page but in preview mode), or delete it Preview mode only activates when you own the form, are logged in, and the link has the preview search param. In this mode, you can fill out the questions but can’t submit it, and you can go back to the edit page by clicking on the x icon When you click on delete, a confirmation modal shows up, and only deletes your form after confirmation so you don’t accidentally delete stuff Added quiz mode to forms so you can create quizzes with correct answers (for both multiple choice and free response questions) and see how your respondents do! On the quiz creation page, you can check the quiz checkbox to turn the form into a quiz, and you can customize each question individually to either accept a correct answer (multiselect coming soon) or to allow all choices If you fill out a form that’s a quiz, you will be able to see your score and accuracy (but not the correct answer) after submitting it Implementing the logic and types for quizzes was kind of a pain but I still managed to fix all the weird edge case bugs Added both static and dynamically generated SEO metadata across all pages on MacForms to make the site more accessible and user friendly Added a placeholder settings page You can now delete questions after a confirmation modal on the form creation page if you have multiple questions Updated styling and types Updated README This is a pretty big update that covers a ton of features, so the video is 3 minutes long and I had to compress it like 2 times…"}, {"post_id": 35426, "ts": "2026-07-26T20:31:56Z", "hours": 2.69, "text": "Form responses Added an actual public facing form submission page where anyone (regardless of whether or not they’re logged in) can fill out a form and submit their response On the response submission page, you can see the form’s title, description, creation date, all the questions and their choices/inputs rendered correctly, a submit button that submits your response, and a clear button that will clear everything you filled in after showing a confirmation modal If you haven’t filled out all the required fields before submitting, it shows a helpful warning message that tells you to fill out the options You can deselect your choice for a multiple choice question if it’s not required by clicking on the same choice again (but this isn’t allowed for required questions because duh ) Public/private forms aren’t implemented yet so the moment you create a form it’s respondable by anyone Once you submit your response, a response confirmation page will display confirming your submission, and it also shows an edit response option, as well as a submit another response option Response editing works by adding a search param with your response id after the form page path, so it dynamically fetches your response data and fills it in automatically The submit another response option just refreshes the page to create a new blank response state object Added a different layout for the form submission page (since nav and footer aren’t needed), so I had to reorganize the routes and folders into logical groups to make different layouts work Added schema and types for response data Updated styling and navigation"}, {"post_id": 34381, "ts": "2026-07-25T01:33:02Z", "hours": 3.0203, "text": "Form submission & auth Finally added backend form submission so when you click on save on the form creation page after filling in all the values, it gets created and added to the database When you click on save, MacForms validates all your new form’s values (title, description, etc.), as well as each question’s choices to make sure everything’s filled out properly If you’re missing fields or something isn’t validated, a helpful error message will appear telling you what to fix Once you successfully submit the new form, you get redirected to the form editing page where you will be able to edit it, change its settings, check the preview, and publish it (the page isn’t implemented yet) You can also delete options/choices for multiple choice questions, as long as there’s at least one available choice If you’re logged in, you can see your profile icon displayed on the right of the nav bar, and clicking on it opens a menu where you can view your account profile (redirects you back to MacWeb), toggle light/dark mode (doesn’t work yet), and log out I spent a ton of time trying to debug and make the log out thing work because of this entire cross subdomain auth thing that just makes everything super complicated and frustrating, but I figured it out and fixed it by changing a few auth configs Designed and added the MacForms logo (just a list icon on a green background) to the nav bar and the site favicon. The design is pretty terrible, hopefully I’ll come up with a better design Also spent a lot of time testing to ensure the app, especially auth, works both locally in dev environment and in production Added a helper function to fetch form data from Prisma, destructure and sanitize the data, and do some conditional typing to match the types and ensure type safety Updated README to be more informative on dev setup since there’s quite a few steps for setup and I don’t wanna forget them in the future Updated schema and types"}, {"post_id": 33842, "ts": "2026-07-24T02:42:42Z", "hours": 5.1803, "text": "Form creation & homepage I forgot to add devlogs for a couple days, so this devlog will be a bit long and cover a ton of changes Added a basic homepage with a hero that has a title, description, and some call to action buttons, and a few sections that are just placeholder text and images for now to fill the layout Added a navigation bar at the top with links to a few pages and an interactive search bar that doesn’t actually work yet (since there’s nothing to search) Copied the MacWeb footer and changed some links and styling to add the footer Auth isn’t completely set up yet, so a few things aren’t being displayed properly. Even if you’re not logged in, you can still access the form creation page, it just doesn’t do anything yet On the form creation page (that is a form itself), you can fill in the form’s name, description, visibility (making it private requires an access code, which you can generate or type in manually), and whether it’s accepting responses You can add new questions by clicking on the add question card, which shows a new question where you can select its type (only multiple and text are supported right now), set the question and description, set it as required/optional, and add answer choices or set the input placeholder depending on the question type The backend for making and publishing forms isn’t set up yet, so it’s only the frontend that doesn’t actually do anything Adding types for the form, questions, and answer choices was a huge pain because I had to set up a type map, extract its keys, and use them to dynamically construct type unions and some other advanced stuff for to dynamically infer option types based on the question type, and it was a huge headache to figure out Updated Prisma schema and added other types Updated styling and navigation"}, {"post_id": 31522, "ts": "2026-07-20T00:22:55Z", "hours": 1.3511, "text": "MacForms: simple but customizable form creation tool I’m building MacForms, an easy to use form creation tool with a lot of features and customization! This is actually a subapp of my online platform MacWeb with many different apps you can try out I started this app because I have to make a form for a few people to fill out, and instead of using Google Forms or Notion like a weirdo, I decided to make my own form tool and use it to make the form like a totally normal person Since this is a subapp of the main platform, it shares the same auth and database system with the other apps, so I had to update and migrate a ton of stuff on the root domain before I could start working on this app The auth system was also challenging to configure properly, but I figured out how to share cookie sessions across subdomains for my account system after a few hours of painful debugging After the root domain was migrated and updated properly, I could finally start working on MacForms and set up the project and its dependencies Currently there isn’t much since auth took so much time to work, but the hardest part is finished, so hopefully the rest of development will be smoother Also set up some DNS and Vercel records for the real domain to work"}]...
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Title: MacForms by @tonymac129 | Stardance
Devlog Title: MacForms by @tonymac129 | Stardance
Devlogs:
MacForms: simple but customizable form creation tool I’m building MacForms, an easy to use form creation tool with a lot of features and customization! This is actually a subapp of my online platform MacWeb with many different apps you can try out I started this app because I have to make a form for a few people to fill out, and instead of using Google Forms or Notion like a weirdo, I decided to make my own form tool and use it to make the form like a totally normal person Since this is a subapp of the main platform, it shares the same auth and database system with the other apps, so I had to update and migrate a ton of stuff on the root domain before I could start working on this app The auth system was also challenging to configure properly, but I figured out how to share cookie sessions across subdomains for my account system after a few hours of painful debugging After the root domain was migrated and updated properly, I could finally start working on MacForms and set up the project and its dependencies Currently there isn’t much since auth took so much time to work, but the hardest part is finished, so hopefully the rest of development will be smoother Also set up some DNS and Vercel records for the real domain to work
Form creation & homepage I forgot to add devlogs for a couple days, so this devlog will be a bit long and cover a ton of changes Added a basic homepage with a hero that has a title, description, and some call to action buttons, and a few sections that are just placeholder text and images for now to fill the layout Added a navigation bar at the top with links to a few pages and an interactive search bar that doesn’t actually work yet (since there’s nothing to search) Copied the MacWeb footer and changed some links and styling to add the footer Auth isn’t completely set up yet, so a few things aren’t being displayed properly. Even if you’re not logged in, you can still access the form creation page, it just doesn’t do anything yet On the form creation page (that is a form itself), you can fill in the form’s name, description, visibility (making it private requires an access code, which you can generate or type in manually), and whether it’s accepting responses You can add new questions by clicking on the add question card, which shows a new question where you can select its type (only multiple and text are supported right now), set the question and description, set it as required/optional, and add answer choices or set the input placeholder depending on the question type The backend for making and publishing forms isn’t set up yet, so it’s only the frontend that doesn’t actually do anything Adding types for the form, questions, and answer choices was a huge pain because I had to set up a type map, extract its keys, and use them to dynamically construct type unions and some other advanced stuff for to dynamically infer option types based on the question type, and it was a huge headache to figure out Updated Prisma schema and added other types Updated styling and navigation
Form submission & auth Finally added backend form submission so when you click on save on the form creation page after filling in all the values, it gets created and added to the database When you click on save, MacForms validates all your new form’s values (title, description, etc.), as well as each question’s choices to make sure everything’s filled out properly If you’re missing fields or something isn’t validated, a helpful error message will appear telling you what to fix Once you successfully submit the new form, you get redirected to the form editing page where you will be able to edit it, change its settings, check the preview, and publish it (the page isn’t implemented yet) You can also delete options/choices for multiple choice questions, as long as there’s at least one available choice If you’re logged in, you can see your profile icon displayed on the right of the nav bar, and clicking on it opens a menu where you can view your account profile (redirects you back to MacWeb), toggle light/dark mode (doesn’t work yet), and log out I spent a ton of time trying to debug and make the log out thing work because of this entire cross subdomain auth thing that just makes everything super complicated and frustrating, but I figured it out and fixed it by changing a few auth configs Designed and added the MacForms logo (just a list icon on a green background) to the nav bar and the site favicon. The design is pretty terrible, hopefully I’ll come up with a better design Also spent a lot of time testing to ensure the app, especially auth, works both locally in dev environment and in production Added a helper function to fetch form data from Prisma, destructure and sanitize the data, and do some conditional typing to match the types and ensure type safety Updated README to be more informative on dev setup since there’s quite a few steps for setup and I don’t wanna forget them in the future Updated schema and types
Form responses Added an actual public facing form submission page where anyone (regardless of whether or not they’re logged in) can fill out a form and submit their response On the response submission page, you can see the form’s title, description, creation date, all the questions and their choices/inputs rendered correctly, a submit button that submits your response, and a clear button that will clear everything you filled in after showing a confirmation modal If you haven’t filled out all the required fields before submitting, it shows a helpful warning message that tells you to fill out the options You can deselect your choice for a multiple choice question if it’s not required by clicking on the same choice again (but this isn’t allowed for required questions because duh ) Public/private forms aren’t implemented yet so the moment you create a form it’s respondable by anyone Once you submit your response, a response confirmation page will display confirming your submission, and it also shows an edit response option, as well as a submit another response option Response editing works by adding a search param with your response id after the form page path, so it dynamically fetches your response data and fills it in automatically The submit another response option just refreshes the page to create a new blank response state object Added a different layout for the form submission page (since nav and footer aren’t needed), so I had to reorganize the routes and folders into logical groups to make different layouts work Added schema and types for response data Updated styling and navigation
Form management & quizzes Added the Forms page where you can browse, search, view, and manage all the forms you created (you’ll be able to filter and sort them to browse and search through them more easily in the future) Each form is displayed as a card with a placeholder icon, title, shortened description preview, and creation date listed When you click on the 3 dots option button a menu shows up where you can edit the form (takes you to edit page), preview it (takes you to submission page but in preview mode), or delete it Preview mode only activates when you own the form, are logged in, and the link has the preview search param. In this mode, you can fill out the questions but can’t submit it, and you can go back to the edit page by clicking on the x icon When you click on delete, a confirmation modal shows up, and only deletes your form after confirmation so you don’t accidentally delete stuff Added quiz mode to forms so you can create quizzes with correct answers (for both multiple choice and free response questions) and see how your respondents do! On the quiz creation page, you can check the quiz checkbox to turn the form into a quiz, and you can customize each question individually to either accept a correct answer (multiselect coming soon) or to allow all choices If you fill out a form that’s a quiz, you will be able to see your score and accuracy (but not the correct answer) after submitting it Implementing the logic and types for quizzes was kind of a pain but I still managed to fix all the weird edge case bugs Added both static and dynamically generated SEO metadata across all pages on MacForms to make the site more accessible and user friendly Added a placeholder settings page You can now delete questions after a confirmation modal on the form creation page if you have multiple questions Updated styling and types Updated README This is a pretty big update that covers a ton of features, so the video is 3 minutes long and I had to compress it like 2 times…
Sorting & filtering Added sorting, filtering, and ordering dropdowns to the forms page so you can better browse and search through your forms! You can sort the forms by name, date created, type, starred, and more, and you can filter them by quiz, starred, private, and open. You can change the display order between descending and ascending as well Added form starring so you can now star/favorite/pin your most important forms directly by clicking on the star icon on the form card, or by clicking on the star option in the popup menu Added icons to form cards to better display the form’s information and attributes Added an access lock page for private forms that prompts for the access code, and it only shows the questions and allows you to fill out the form after verifying successfully Added a form not open page that shows if a form isn’t open (isn’t published), but if you’re the owner you can still see it with preview mode Updated schema and types Updated layout and styling
Edit form & response pages Finally added the form editing page where you’ll be able to edit the entire form (title, description, questions, etc.), view response summaries and statistics, and configure its submission settings and other defaults When you click on one of your forms on the forms tab, you get redirected to the edit page that has a top utility bar with the form’s name displayed (you can rename the form by clicking on it) and 3 tabs for you to switch between edit, response, and settings modes On the right of the bar, there’s also an invite button, a preview form button, and a publish button (currently doesn’t work yet ) Clicking on the invite button opens a modal where you can either invite another MacWeb account to be a permanent collaborator (of course it doesn’t work yet), or generate a one-time single-use invite link/code that allows anyone (with or without an account) with the access code to edit the form using a custom access token cookie that expires after an hour Making this cookie access thing work was actually a bit more complicated than I thought, so I spent some time debugging the logic but it was pretty fun When you use the access code to edit a form, a page shows up confirming the access, and invalidates the code after confirming When you click on the responses tab, you can see all the responses and answers grouped by question to make visualizing and summarizing people’s responses a lot easier (definitely didn’t take inspo from Google Forms ) If the question is multiple choice, it shows how many responses each option got with percentages and presents it in sort of a bar graph If the question is free responses, it just lists each response Added placeholder tabs for editing and settings Added SEO for these tabs Updated types and schema Updated styling
Invite collaborators & update form You can now invite collaborators that will have access to edit the form, see its responses, and manage its settings! Only the form owner/creator can delete the form and invite and remove people, but invited people can basically do everything else On the invite modal page, you can search for MacWeb accounts by their name, email, or about through an API endpoint I added, and select multiple people to invite to the form at once Once you send out the invitation, you’ll see the users added to the form on the modal, and you can remove their access by clicking on the trash icon as well There isn’t real time form collaborative editing (at least not yet, though I don’t plan on overcomplicating a simple form app to be like Google Forms ), but changes you make to the form are revalidated the moment you click on save You can now actually edit and update your form by going to the edit tab and editing the form and its questions. This was actually fairly easy to implement since I just had to use the component used for the form creation page and update a few things Optimized database operations and API calls Updated schema and types Updated styling
Score distribution & autosave Added a quiz results summary section on the responses tab that shows some useful statistics about the scores as well as a histogram showing the score distribution if your form is a quiz It dynamically calculates scores based on the latest updated quiz, then organizes them and calculates their mean, median, min, and max in percentages It also renders a custom histogram with bins of 10 ranging from 0 to 100 so you can visualize how well your respondents did in one glance (server rendered + no Chart.js or external libraries = almost instantaneous load time) The histogram also shows the percentages of scores, and you can see how many responses are in each bin by hovering over the bar There’s also a view scores button that displays a modal showing each individual score Added autosave for editing forms that autosaves the entire form in the background every minute without revalidating the frontend to ensure smooth UX. The bar also shows the autosave status for a few seconds telling you it autosaved Added collaborator access so they can actually edit and manage the form and view responses without getting redirected. Updated some backend operations to ensure permissions are correct as well Fixed form editing so it actually updates the form and each question individually instead of creating a completely new set of it and neglecting the originally existing relations (~50 lines of code for one database transaction , but Prisma is actually so nice 🥹) Added filters and sort methods for shared forms vs forms you own (shared forms now display on the forms page)
Publish & share form You can now publish and share your forms for the rest of the world to see and fill out! Clicking on the publish button on the tool bar now opens a modal where you can either publish/unpublish the form or copy the link and send it to people If the form is already published, you can see its public link and an option to shorten it. Shortening it creates a unique 8-digit shortcut id for the form that redirects you to the main form (I’m planning on shortening it even more by buying a cool short domain or something, but that’s probably not gonna happen any time soon) You can also unpublish the form after a confirmation warning by clicking on the unpublish button If the form hasn’t been published yet, you can publish it by clicking on the publish button (in case this isn’t already obvious ) Updated some permissions so collaborators can also manage the form’s publication visibility status (instead of only the owner) Updated schema and types
MacForms is back: form settings and light mode! After taking a break from working on MacForms for 2 months to work on other projects, prepare for school, and do a lot of other stuff, I’m finally back to developing this project and getting it ready to ship before Stardance ends in 9 days! (plz extend the end date ) In this pretty massive devlog, I added a new settings tab to the form editing page where you can customize the published form’s presentation and many other options here are the settings I implemented, there might be other important stuff I forgot: whether to shuffle questions randomly whether to shuffle the multiple choice options for each question a custom background color for the top banner allow respondents to submit another response allow respondents to edit their submitted responses Because I couldn’t figure out a way (if there is one) to implement the last 2 without using accounts or cookies, if a form has either of the 2 enabled, you’ll need to sign in first to fill out the form Added a light/dark mode toggle option to the nav user dropdown menu for you to easily customize the site’s appearance and switch between light and dark modes Since I had to manually go through basically every component and page of the entire platform to modify the elements’ Tailwind classes for this, it also gave me a chance to refresh my memory of the project’s structure and how it works because I was gone for so long Going through all the files and testing the 2 modes was a long and tedious process, but the result turned out pretty well, both are consistent and visually appealing, and there’s also a smooth color transition Added a top loading indicator bar to improve the UX since some pages take a bit to load and the site may look unresponsive without the loading bar Fixed a few math bugs with 0s and NaNs and display bugs with the colors, layout, placeholder, and other styling Because Stardance is ending so soon and because of my procrastination and laziness, I’m going to have to cut a lot of the originally planned features before shipping since I have another big project to ship, so hopefully I can finish some last few features and polish MacForms and ship it soon!
A bunch of small additions and changes! Added the Browse tab where you can see all the published public forms that other people made on MacForms! You can explore all the different forms easily with the search bar Finally added a nav search bar that actually works (instead of the old placeholder) by querying the new API endpoint for either your own forms or other people’s public forms so you can access everything faster and more easily Search results are matched by both title and description to be more useful, and your own forms take you directly to the edit page while others’ forms take you to the form filling page Added a bunch of smooth animations and transition effects for page loads, interactions, and search/filter results to improve user experience and interactivity Added responsive design on all the pages and components so MacForms is accessible and functional on all screen sizes Added feature description sections, icons, and buttons on the home landing page I have no idea why this was even a thing before, but now you can actually access the form pages and fill out the forms without being logged in Apparently my thought all get requests had to pass the auth gate or something, but now it’s fixed Removed the Settings tab (not form settings), because I couldn’t figure out anything to put there since I already have account settings on MacWeb, a separate form settings tab, and a dark/light mode toggle Updated styling and layout Fixed a few display bugs
Individual responses and form options You can now also see, select, and manage each individual response to view in detail instead of only seeing summary graphs/tables of all the responses combined There’s a new dropdown on the form responses page where you can either view the summary stats/answers of all responses (default), or select every individual response to view its answer to each question, submission/edit date and time, accuracy (if the form is a quiz), as well as an option to delete the response after confirmation to make viewing responses easier and more useful If you make your form a quiz and designate certain questions as having correct answers, you can now finally select one or multiple options to all be correct for each question! This took a surprisingly long time since I had to fix a lot of bugs based on the old system Added sorting, filtering, and ordering dropdowns and options to the public form browse page to make finding and viewing different forms a lot easier I just realized there are a few bugs in prod while recording the video, so looks like more fun bug fixing in the next devlog Updated types and backend schemas to accept the new options Updated styling and colors I am now dedicating most of my time on (really amazing event btw), so I can only work on trying to finish and ship my Stardance projects on the little time I have on weekends, so hopefully I’ll be able to ship MacForms this weekend and finally finish my other Stardance projects before it ends
Quick final devlog before shipping!!! I finally finished all the features, customization, and everything else I planned to implement for MacForms after working (but mostly procrastinating) on it for more than 3 months ! I have no clue why this wasn’t done earlier, but I added a multiple select option for multiple choice questions to allow respondents to select multiple options (which also works with quizzes and other edge cases) Similarly, I also added an option to mark free response/text questions as having a long answer to render a textarea instead of the normal input field for more customization I already added most of these features while planning out the types and schemas, but somehow never implemented it, so it was kind of confusing but I was able to create them more quickly and easily that I’d expected Added guest mode so yall can actually try out the form engine without signing up (is that low enough friction for you guys ) Updated styling and readme Polished some other stuff for shipping! I’ve already wasted so much of Stardance’s extension not shipping any of my projects , so I panicked when I realized there was only 10 days left and forced myself to actually get to work and finish this project, hopefully you’ll enjoy and like it as much as I do :)
Ships:
I finally finished MacForms, an extensive, customizable, and feature-rich form creation tool for you to create surveys, forms, and quizzes with question options like multiple choice, multiple select, short answer, long answer, and more! To use it, simply sign in to a MacWeb account or select guest mode (which hopefully reduces voting friction). There are also a lot of different form settings for presentation, response management, quiz accuracy, visibility, and public/private forms, as well as options to invite collaborators to work on and manage the form together. You can browse other people’s forms and search your own forms as well. You can also visualize and view response statistics and individual responses with graphs and question response lists. The entire platform supports light/dark mode, smooth animations and transition effects, responsive design, accessibility, and SEO, as well as other quality of life improvements that hopefully make the website’s UI and UX more intuitive and user friendly. The codebase is surprisingly complex (and poorly organized :( , but I somehow managed to make everything work as expected. I really had a lot of fun working on and trying out this project myself, so hopefully yall will like it too :)...
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1793584068.1931524
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1793670468.1931524
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64517
|
PolyMesh by @moses-man | Stardance
|
moses-man
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0
|
0.0
|
0
|
[]
|
[]
|
Title: PolyMesh by @moses-man | Stardance
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1793065667.451373
|
1793670467.451373
|
|
69808
|
the nothing tab by @seiafunayama | Stardance
|
seiafunayama
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T00:42:03Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "im pretty proud of the design as a whole, I think I was able to replicate the aesthetic quite well", "repo": "https://github.com/seia00/nothingtab", "demo": "https://nothingtab.vercel.app"}]...
|
[{"post_id": 80071, "ts": "202 [{"post_id": 80071, "ts": "2026-10-16T04:47:40Z", "hours": 1.6525, "text": "FIRST DEVLOG, introducing the nothingtab1"}]...
|
Title: the nothing tab by @seiafunayama | Stardanc Title: the nothing tab by @seiafunayama | Stardance
Devlogs:
FIRST DEVLOG, introducing the nothingtab1
Ships:
im pretty proud of the design as a whole, I think I was able to replicate the aesthetic quite well...
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1793584067.0047944
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1793670467.0047944
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64516
|
Programme ERIZON by @nejenabinupa | Stardance
|
nejenabinupa
|
0
|
31.12
|
0
|
[]
|
[{"post_id": 75327, "ts": "202 [{"post_id": 75327, "ts": "2026-09-29T19:17:37Z", "hours": 1.7819, "text": "Did the final stuff and it’s ready"}, {"post_id": 74832, "ts": "2026-09-28T12:15:02Z", "hours": 7.9736, "text": "i added textures and martials to the ship and looking good so far need to make sum things and all good"}, {"post_id": 74044, "ts": "2026-09-26T16:14:11Z", "hours": 14.6467, "text": "i make a space ship thing and its look good so far"}, {"post_id": 72200, "ts": "2026-09-22T13:24:15Z", "hours": 6.7183, "text": "Make the earth modle using earth texture NASA have"}]...
|
Title: Programme ERIZON by @nejenabinupa | Stardan Title: Programme ERIZON by @nejenabinupa | Stardance
Devlogs:
Make the earth modle using earth texture NASA have
i make a space ship thing and its look good so far
i added textures and martials to the ship and looking good so far need to make sum things and all good
Did the final stuff and it’s ready...
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1793065665.668396
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1793670465.668396
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64515
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My cubeSat by @tanishqrshinde | Stardance
|
tanishqrshinde
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0
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0.0
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0
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[]
|
[]
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Title: My cubeSat by @tanishqrshinde | Stardance
|
1793065663.8418696
|
1793670463.8418696
|
|
70759
|
Betterlectio by @JohannesNeighbourhood | Stardance
|
JohannesNeighbourhood
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1
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3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-21T08:45:30Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I worked on a small part of a big project, that was based on a previous project of mine and @jonbng . A big part was understanding the codebase and the systems already setup.", "repo": "https://github.com/jonbng/betterlectio-android/", "demo": "https://betterlectio.dk/"}]...
|
[{"post_id": 81434, "ts": "202 [{"post_id": 81434, "ts": "2026-10-21T08:40:21Z", "hours": 2.5947, "text": "Worked on the admin dashboard, added several features including growth and a SoMe Insight!"}]...
|
Title: Betterlectio by @JohannesNeighbourhood | St Title: Betterlectio by @JohannesNeighbourhood | Stardance
Devlogs:
Worked on the admin dashboard, added several features including growth and a SoMe Insight!
Ships:
I worked on a small part of a big project, that was based on a previous project of mine and @jonbng . A big part was understanding the codebase and the systems already setup....
|
1793584063.344716
|
1793670463.344716
|
|
64513
|
Live ISS Tracker Web App by @Bhaweshmehta | Starda Live ISS Tracker Web App by @Bhaweshmehta | Stardance...
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Bhaweshmehta
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0
|
0.0
|
0
|
[]
|
[]
|
Title: Live ISS Tracker Web App by @Bhaweshmehta | Title: Live ISS Tracker Web App by @Bhaweshmehta | Stardance...
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1793065663.0141885
|
1793670463.0141885
|
|
69791
|
https://prepos4.netlify.app/ by @princepatel | Sta https://prepos4.netlify.app/ by @princepatel | Stardance...
|
princepatel
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T15:16:15Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built Prep OS, an AI-powered study workspace and syllabus tracker designed specifically for Class 12th science and competitive exam preparation across Physics, Chemistry, and Mathematics. To solve the problem of ineffective revision, I built an Error Log AI System that uses the Google Gemini API to analyze mock test mistakes, categorize error types (conceptual, calculation, or misreading), and generate targeted practice tasks. I also created an AI Schedule Maker that calculates remaining syllabus requirements and generates personalized, time-blocked daily timetables using active recall and spaced repetition. The biggest challenge was structuring Gemini API prompts to parse speech/text mistake inputs into clean JSON outputs and managing automated deployments on Render via GitHub. I am proud of creating a comprehensive tool that turns test mistakes into actionable study plans. Anyone testing the live site on Render can update chapter completion bars, log recent test mistakes into the Error Log AI to receive automated revision strategies, and run the AI Schedule Maker to generate a personalized timetable. What was challenging? Integrating the Google Gemini API to reliably power both the Error Log analysis and dynamic schedule generation was challenging. It required crafting precise prompt structures to convert speech/text inputs into actionable study insights, as well as managing deployment on Render with seamless GitHub backend integration. What are you proud of? I am proud of building a unified study workspace that goes beyond basic progress bars. Combining automated mistake analysis with smart timetable generation creates a practical, high-value tool that directly optimizes real-world exam prep workflows. What should people know so they can test your project? Users can visit the deployed app on Render to test all core modules: track subject/chapter progress, input recent test errors into the Error Log AI for targeted review suggestions, and use the AI Schedule Maker to generate a personalized daily study routine.", "repo": "https://github.com/prince12xo/nasa", "demo": "https://prepos4.netlify.app/"}]...
|
[{"post_id": 79728, "ts": "202 [{"post_id": 79728, "ts": "2026-10-15T07:20:37Z", "hours": 0.4303, "text": "“A mission-critical web OS engineered with dynamic syllabus tracking, countdown telemetry, focus tools, and client-side AI diagnostics for astronaut cadets and STEM aspirants.”"}]...
|
Title: https://prepos4.netlify.app/ by @princepate Title: https://prepos4.netlify.app/ by @princepatel | Stardance
Devlogs:
“A mission-critical web OS engineered with dynamic syllabus tracking, countdown telemetry, focus tools, and client-side AI diagnostics for astronaut cadets and STEM aspirants.”
Ships:
I built Prep OS, an AI-powered study workspace and syllabus tracker designed specifically for Class 12th science and competitive exam preparation across Physics, Chemistry, and Mathematics. To solve the problem of ineffective revision, I built an Error Log AI System that uses the Google Gemini API to analyze mock test mistakes, categorize error types (conceptual, calculation, or misreading), and generate targeted practice tasks. I also created an AI Schedule Maker that calculates remaining syllabus requirements and generates personalized, time-blocked daily timetables using active recall and spaced repetition. The biggest challenge was structuring Gemini API prompts to parse speech/text mistake inputs into clean JSON outputs and managing automated deployments on Render via GitHub. I am proud of creating a comprehensive tool that turns test mistakes into actionable study plans. Anyone testing the live site on Render can update chapter completion bars, log recent test mistakes into the Error Log AI to receive automated revision strategies, and run the AI Schedule Maker to generate a personalized timetable. What was challenging? Integrating the Google Gemini API to reliably power both the Error Log analysis and dynamic schedule generation was challenging. It required crafting precise prompt structures to convert speech/text inputs into actionable study insights, as well as managing deployment on Render with seamless GitHub backend integration. What are you proud of? I am proud of building a unified study workspace that goes beyond basic progress bars. Combining automated mistake analysis with smart timetable generation creates a practical, high-value tool that directly optimizes real-world exam prep workflows. What should people know so they can test your project? Users can visit the deployed app on Render to test all core modules: track subject/chapter progress, input recent test errors into the Error Log AI for targeted review suggestions, and use the AI Schedule Maker to generate a personalized daily study routine....
|
1793584062.1616237
|
1793670462.1616237
|
|
70373
|
My Game in Godot.. by @Siyam | Stardance
|
Siyam
|
1
|
4.54
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T07:28:39Z", "hours": 0.0, "multiplier": 1.05, "payout": 0, "blessing": "neutral", "text": "Welcome! This is a game, i have made this in godot. This is a ninja game, this ninja has to catch the stars, if you can catch the stars, ninja will win, otherwise he will died. That’s an awesome game, You should play it.", "repo": "https://github.com/Tanzil-Alam/My-Game-In-Godot-Engine", "demo": "https://siyam000111.itch.io/my-ninja-game"}]...
|
[{"post_id": 82548, "ts": "202 [{"post_id": 82548, "ts": "2026-10-25T06:11:42Z", "hours": 0.6169, "text": "Added my 4th game, pushed to github and published in itch.io"}, {"post_id": 82402, "ts": "2026-10-24T18:35:17Z", "hours": 1.9336, "text": "Made my 3rd game working. That’s working well."}, {"post_id": 82312, "ts": "2026-10-24T15:15:20Z", "hours": 0.79, "text": "Added settings, I made the settings button work."}, {"post_id": 82290, "ts": "2026-10-24T14:15:24Z", "hours": 0.4228, "text": "Updated the death and win scene."}, {"post_id": 82268, "ts": "2026-10-24T12:54:36Z", "hours": 0.4228, "text": "Gave some little updates, like increasing size, changing color, etc."}, {"post_id": 81571, "ts": "2026-10-21T18:29:37Z", "hours": 0.3522, "text": "I have added some small updates to the project. I’m not sure why the time wasn’t tracked properly earlier, but I’ve recorded the process this time using time-lapse. I truly hope for your understanding—the core game is fully complete, so there aren’t many remaining features to add. Thank you for your patience, and I apologize for any confusion with the time tracking."}, {"post_id": 80903, "ts": "2026-10-19T06:34:08Z", "hours": 0.2589, "text": "I have made a game in godot according the guide. it looks good, i played it. i have also published it in itch.io. everything is cool."}]...
|
Title: My Game in Godot.. by @Siyam | Stardance
D Title: My Game in Godot.. by @Siyam | Stardance
Devlogs:
I have made a game in godot according the guide. it looks good, i played it. i have also published it in itch.io. everything is cool.
I have added some small updates to the project. I’m not sure why the time wasn’t tracked properly earlier, but I’ve recorded the process this time using time-lapse. I truly hope for your understanding—the core game is fully complete, so there aren’t many remaining features to add. Thank you for your patience, and I apologize for any confusion with the time tracking.
Gave some little updates, like increasing size, changing color, etc.
Updated the death and win scene.
Added settings, I made the settings button work.
Made my 3rd game working. That’s working well.
Added my 4th game, pushed to github and published in itch.io
Ships:
Welcome! This is a game, i have made this in godot. This is a ninja game, this ninja has to catch the stars, if you can catch the stars, ninja will win, otherwise he will died. That’s an awesome game, You should play it....
|
1793584060.9725296
|
1793670460.9725296
|
|
64511
|
Harmonitile by @alexanderdurkin8 | Stardance
|
alexanderdurkin8
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Harmonitile by @alexanderdurkin8 | Stardanc Title: Harmonitile by @alexanderdurkin8 | Stardance...
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1793065660.9671223
|
1793670460.9671223
|
|
70372
|
Tycoon game by @centcoder | Stardance
|
centcoder
|
1
|
13.0
|
55
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T19:54:57Z", "hours": 13.0, "multiplier": 4.2, "payout": 55, "blessing": "neutral", "text": "I made a tycoon game where you can upgrade your skills, your job and the goal is to get more money. You can acquire business/shops to get passive income and you can also invest in stock simulations! Enjoy!", "repo": "https://github.com/centcodergit/myfirstgame", "demo": "https://centcodergit.github.io/myfirstgame/"}]...
|
[{"post_id": 81297, "ts": "202 [{"post_id": 81297, "ts": "2026-10-20T18:22:36Z", "hours": 1.6514, "text": "I am DONE!!! -Finished the js Fixed any remaining bugs (Let’s go!) Publishing the game right now to! Go check it out if you want to!"}, {"post_id": 81273, "ts": "2026-10-20T16:02:24Z", "hours": 2.6847, "text": "I was mainly working on continuing the js but also fixed some bugs Bugs fixed: -Fixed the bug with the empty screen (blank screen) -Fixed some errors on the html and css (most were minor but there was a major one with the variables that took some time) Fixed bugs with the new file (the js) and connections with it with the html and css I will continue working on the js now and I think i will be done soon (can’t really show a result cause it is not something actual to see yet.) In the previous devlogs (which were a bit shorter) I was developing the html and css, there were some bugs there as mentioned but everything looks better (at least for now). I hope that the game will be out soon!"}, {"post_id": 80808, "ts": "2026-10-18T20:53:34Z", "hours": 3.4139, "text": "BROO I finally fixed some bugs on the css and progressing on the js. Game out soon i hope!"}, {"post_id": 80716, "ts": "2026-10-18T16:25:56Z", "hours": 5.4614, "text": "I finished the html (the bugs, at least for now) and currently working on the js and css"}]...
|
Title: Tycoon game by @centcoder | Stardance
Devl Title: Tycoon game by @centcoder | Stardance
Devlogs:
I finished the html (the bugs, at least for now) and currently working on the js and css
BROO I finally fixed some bugs on the css and progressing on the js. Game out soon i hope!
I was mainly working on continuing the js but also fixed some bugs Bugs fixed: -Fixed the bug with the empty screen (blank screen) -Fixed some errors on the html and css (most were minor but there was a major one with the variables that took some time) Fixed bugs with the new file (the js) and connections with it with the html and css I will continue working on the js now and I think i will be done soon (can’t really show a result cause it is not something actual to see yet.) In the previous devlogs (which were a bit shorter) I was developing the html and css, there were some bugs there as mentioned but everything looks better (at least for now). I hope that the game will be out soon!
I am DONE!!! -Finished the js Fixed any remaining bugs (Let’s go!) Publishing the game right now to! Go check it out if you want to!
Ships:
I made a tycoon game where you can upgrade your skills, your job and the goal is to get more money. You can acquire business/shops to get passive income and you can also invest in stock simulations! Enjoy!...
|
1793584059.7765718
|
1793670459.7765718
|
|
64509
|
power HEX by @voidentity404 | Stardance
|
voidentity404
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: power HEX by @voidentity404 | Stardance
|
1793065658.9118721
|
1793670458.9118721
|
|
48643
|
Habit completion predictor by @zico | Stardance
|
zico
|
1
|
45.55
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T20:26:42Z", "hours": 40.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I just wrapped up the development of the prediction model although i’m yet to implement an auto retraining of model based on users data because i have little data to actually analyse which model would be the best which still leaves the model at the default one trained with synthetic data. Your data are been kept tho and would be trained on when the feature is active and your logs is up to the min requirement", "repo": "https://github.com/young1dev/habit-coach", "demo": "https://habit-coach-beige.vercel.app"}]...
|
[{"post_id": 82510, "ts": "202 [{"post_id": 82510, "ts": "2026-10-25T02:53:39Z", "hours": 4.1175, "text": "Revamped the UI and restructured the app shell. The UI might not be as good as expected tho. I also edited my READMe to make it more detailed on the actual project position and what works vs what doesn’t work. I also edited the prompt been sent to the AI for the summary of the logged habit"}, {"post_id": 82338, "ts": "2026-10-24T16:29:24Z", "hours": 1.4339, "text": "Sorry i haven’t been actively posting a devlog. I’m currently working on the UI of the project as it got sent back after been reviewed. While testing the application, i found out some core issues like login in taking more time to verify and SQLAlchemy reusing closed database session pool. I’ve debugged and optimize the logging time as best as i can, although the main blocker is my server (Render) which puts the server to sleep after a while and wakes back up when a request is been sent to it which also influences the server response time but not necessarily the main cause as bcrypt password verification also takes more computational resources and database connection. For the 2nd bug fix i made sure that before any query gets through, it runs a pool_pre_ping to verify if it’s still active, else it would replace the stale database connection with a new one"}, {"post_id": 77294, "ts": "2026-10-06T13:50:41Z", "hours": 3.8983, "text": "I just fixed a server failure for the backend due to duplicate db table. It’s up and running to use now. I’ll be improving feature engineering for the underlyin ML Model after i’ve gathered enough real data. Feel free to check out the project and suggest any changes 😊"}, {"post_id": 48504, "ts": "2026-08-16T21:35:26Z", "hours": 36.3628, "text": "Successfully trained the model with an accuracy of 99% (PSS: That’s because i used synthetic dataset and it wasn’t realistic enough). What i’ve done so far: Feature Engineering: Mapped out features that could be useful in predicting an habit completion and filtered out noise features Created a synthetic dataset for the ML training using Logistic Regression and Decision Tree (Both seemed to work well tho). I tested the ML model with the training dataset and did a mini visual evaluation on the model accuracy and features dependency."}]...
|
Title: Habit completion predictor by @zico | Stard Title: Habit completion predictor by @zico | Stardance
Devlogs:
Successfully trained the model with an accuracy of 99% (PSS: That’s because i used synthetic dataset and it wasn’t realistic enough). What i’ve done so far: Feature Engineering: Mapped out features that could be useful in predicting an habit completion and filtered out noise features Created a synthetic dataset for the ML training using Logistic Regression and Decision Tree (Both seemed to work well tho). I tested the ML model with the training dataset and did a mini visual evaluation on the model accuracy and features dependency.
I just fixed a server failure for the backend due to duplicate db table. It’s up and running to use now. I’ll be improving feature engineering for the underlyin ML Model after i’ve gathered enough real data. Feel free to check out the project and suggest any changes 😊
Sorry i haven’t been actively posting a devlog. I’m currently working on the UI of the project as it got sent back after been reviewed. While testing the application, i found out some core issues like login in taking more time to verify and SQLAlchemy reusing closed database session pool. I’ve debugged and optimize the logging time as best as i can, although the main blocker is my server (Render) which puts the server to sleep after a while and wakes back up when a request is been sent to it which also influences the server response time but not necessarily the main cause as bcrypt password verification also takes more computational resources and database connection. For the 2nd bug fix i made sure that before any query gets through, it runs a pool_pre_ping to verify if it’s still active, else it would replace the stale database connection with a new one
Revamped the UI and restructured the app shell. The UI might not be as good as expected tho. I also edited my READMe to make it more detailed on the actual project position and what works vs what doesn’t work. I also edited the prompt been sent to the AI for the summary of the logged habit
Ships:
I just wrapped up the development of the prediction model although i’m yet to implement an auto retraining of model based on users data because i have little data to actually analyse which model would be the best which still leaves the model at the default one trained with synthetic data. Your data are been kept tho and would be trained on when the feature is active and your logs is up to the min requirement...
|
1793584058.57424
|
1793670458.57424
|
|
64508
|
Starship Educational Explorer by @animcin84 | Star Starship Educational Explorer by @animcin84 | Stardance...
|
animcin84
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Starship Educational Explorer by @animcin84 Title: Starship Educational Explorer by @animcin84 | Stardance...
|
1793065658.0371792
|
1793670458.0371792
|
|
71160
|
POLKA by @SHREX | Stardance
|
SHREX
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-26T20:41:47Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made POLKA, a simple Slack bot using JavaScript and Node.js for Stardance. It has 3 commands: ping, coin flip and dice roll. The hardest part was setting up Slack and getting the bot to run 24/7 on Hack Club Nest. I had some problems with tokens and SSH, but I managed to fix them and get everything working. I’m happy that POLKA now runs on Nest even when my laptop is off. ——How to use:—– Open the demo link to #bot-spam in Hack Club Slack and try: /polka-ping - Check if POLKA is online. /polka-coin - Flip a coin. /polka-roll - Roll a dice from 1 to 6. POLKA will reply with the result!", "repo": "https://github.com/FOU-SHREX/POLKA", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 82288, "ts": "202 [{"post_id": 82288, "ts": "2026-10-24T14:10:24Z", "hours": 0.2756, "text": "DEVLOG-2: Waiting for nest reviewing its hard to create this as a lot of things are differ from the guide"}, {"post_id": 82269, "ts": "2026-10-24T12:59:32Z", "hours": 0.3581, "text": "DEVLOG-1: Done one command so far"}]...
|
Title: POLKA by @SHREX | Stardance
Devlogs:
DEVLO Title: POLKA by @SHREX | Stardance
Devlogs:
DEVLOG-1: Done one command so far
DEVLOG-2: Waiting for nest reviewing its hard to create this as a lot of things are differ from the guide
Ships:
I made POLKA, a simple Slack bot using JavaScript and Node.js for Stardance. It has 3 commands: ping, coin flip and dice roll. The hardest part was setting up Slack and getting the bot to run 24/7 on Hack Club Nest. I had some problems with tokens and SSH, but I managed to fix them and get everything working. I’m happy that POLKA now runs on Nest even when my laptop is off. ——How to use:—– Open the demo link to #bot-spam in Hack Club Slack and try: /polka-ping - Check if POLKA is online. /polka-coin - Flip a coin. /polka-roll - Roll a dice from 1 to 6. POLKA will reply with the result!...
|
1793584057.4358952
|
1793670457.4358952
|
|
64507
|
Rocket by @KashanZahid | Stardance
|
KashanZahid
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Rocket by @KashanZahid | Stardance
|
1793065655.9455006
|
1793670455.9455006
|
|
64505
|
BCS by @Amish | Stardance
|
Amish
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: BCS by @Amish | Stardance
|
1793065653.8608027
|
1793670453.8608027
|
|
64504
|
BCS by @Amish | Stardance
|
Amish
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: BCS by @Amish | Stardance
|
1793065651.7716153
|
1793670451.7716153
|
|
43488
|
Argo by @Pollo | Stardance
|
Pollo
|
1
|
1.05
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T21:16:26Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Archeo-helper for archeologists! made to help carry and analyze small pieces directly in site following the experts between the trenches. Project made originally for the WRO2026 Brescia-Zagabria", "repo": "https://github.com/gismondisimone/Argo", "demo": ""}]...
|
[{"post_id": 82018, "ts": "202 [{"post_id": 82018, "ts": "2026-10-23T13:55:41Z", "hours": 1.0536, "text": "doing the thanks post"}, {"post_id": 80721, "ts": "2026-10-18T16:42:22Z", "hours": 2.8975, "text": "Classified #9 in the competition! thanks to anyone who followed the project ❤️"}, {"post_id": 79539, "ts": "2026-10-14T14:50:41Z", "hours": 4.0636, "text": "Tag is cooked Literally and figuratively. The board is shorted between 3.3v an GND, but it powers on(??), heating up in little time. SO now i have to redo half of the code due tomorrow cause we need to present the project :D kill me"}, {"post_id": 79102, "ts": "2026-10-12T17:52:02Z", "hours": 3.4464, "text": "tutto si distrugge nulla si crea We are currently in Zagabria. I’ve not logged a LOT of hours. The remote shorts randomly with no apparent motive. we are missing the candy dataset, the uwb apparently had a fight cause they won’t talk anymore for some reason?? I am losing touch with reality"}, {"post_id": 78072, "ts": "2026-10-09T14:01:41Z", "hours": 1.2258, "text": "Screen turns on!! @gismondi_simone yesterday broke our spare… i guess we have to work with that. There are still some problems about the data sending between base and tag, but i’ve come a long way from the start."}, {"post_id": 77809, "ts": "2026-10-08T11:43:09Z", "hours": 1.2964, "text": "Dataset compiler works! I’ve spent the last few days trying to figure out the problem of the compiler (that worked the last time i used it so i was kinda confused) and after 4 hours of debugging with a little help from gemini i’ve finally made it work. Now we just need to take the ne photos for the dataset."}, {"post_id": 77404, "ts": "2026-10-06T20:03:04Z", "hours": 1.5575, "text": "Back on the torturing part At least this time I don’t have to install anything for two days! :D JUST KIDDING wasted 2 days on trying to make my pc work for this bs, turns out it’s still faster on @gismondi_simone ‘s pc… but hey trial and error right Hopefully working on dataset tomorrow P.S., we solved the motor problem, turns out the driver wasn’t wired right…"}, {"post_id": 77152, "ts": "2026-10-05T19:54:11Z", "hours": 1.18, "text": "Code works. Hardware not so much. All @gismondi_simone ‘s fault . We have to figure out why the cam motor and it’s driver are overheating and not moving the arm, but at least everything in the code seems to work alright. If we are able to we’ll record the new dataset tomorrow. I forgot to take a picture of the terminal so enjoy this pic of a kitty"}, {"post_id": 77026, "ts": "2026-10-05T12:30:40Z", "hours": 2.6292, "text": "how the code folder is looking. I’m entering flow state, now is the lock in period when i have to re-read every code and combine everything to work together. Tbf it’s all going good for now, if not the fact that we cooked the two drivers for the wheels and we have to buy new ones. My part is going good, in a little we’ll be able to remake the dataset for the AI recognition model in the 2.0 version, can’t wait!"}, {"post_id": 76401, "ts": "2026-10-03T13:01:14Z", "hours": 2.6433, "text": "hello! it’s been a while a lot has changed since the last log, i made some new programs to integrate the dijkstra in the map creation and a motor tryout code to see how the motors work and to calibrate the data on the other codes. For now everything seems good, we’ll see once i actually try it with the robot. For now i hope i didn’t look over any VERY IMPORTANT detail that could set something on fire :D"}, {"post_id": 73263, "ts": "2026-09-24T18:16:01Z", "hours": 0.3972, "text": "Had to reflash the rpi cause of some fuckups i did"}, {"post_id": 70206, "ts": "2026-09-18T18:16:54Z", "hours": 1.3425, "text": "lowk don’t even wanna talk about it"}, {"post_id": 64848, "ts": "2026-09-09T15:22:48Z", "hours": 1.3528, "text": "I hate this save me pls"}, {"post_id": 61635, "ts": "2026-09-04T17:02:36Z", "hours": 0.6653, "text": "Added and adapted also p5 and p0 code I readded the code for the scanner boards, adding the bin’s stepper to be controlled by the p0."}, {"post_id": 61555, "ts": "2026-09-04T15:05:45Z", "hours": 1.1333, "text": "ESP can now manage two different receivers I made the send function better, adding logic to change the receivers and the message in order of what is needed, now i need to work on the raspberry side logic"}, {"post_id": 61494, "ts": "2026-09-04T13:14:26Z", "hours": 1.295, "text": "Beginning adapting the old code to the new hardware finally i would also add xd for now only did the ESP code, that will manage the conveyor movement and the calculation of the fullness to send to the remote. Next I’ll probably work on the communication remote-raspberry and raspberry-esp."}, {"post_id": 58746, "ts": "2026-08-31T09:38:18Z", "hours": 0.32, "text": "Adding buttons and display control for now it’s only theory, we don’t have the display yet, but i want to see how it can send and receive the button information without a added microcontroller. This would solve the internet connection lack problem."}, {"post_id": 57962, "ts": "2026-08-30T09:26:45Z", "hours": 0.6394, "text": "It can drive. (better) added a configuration mode before starting to drive. Since we have only two anchors avaliable, with no way to check if the remote is in front of the robot or in the back, i added a “configuration” that turns 45 degrees to check if the left measuration increases or decreases (clever i know (anything to avoid spending 30€ more)) oh and added an error for the turning code, so it doesn’t zigzag all the time"}, {"post_id": 57407, "ts": "2026-08-29T15:29:57Z", "hours": 0.3722, "text": "It can drive."}, {"post_id": 56686, "ts": "2026-08-28T15:26:09Z", "hours": 1.0306, "text": "Joined a collab repo with @gismondi_simone (hope your pillow is warm both sides)"}, {"post_id": 56619, "ts": "2026-08-28T13:33:08Z", "hours": 1.0058, "text": "UWB WORKING!!! im so happy. Now i need to setup the reading for the p4 and implement it for the map creating algorithm. (⊙_◎)"}, {"post_id": 53656, "ts": "2026-08-24T09:53:14Z", "hours": 0.3256, "text": "YOOOO we’re so back created the code to configure the uwbs(that finally arrived) from an esp. gonna try it and we’ll see how it goes"}, {"post_id": 42019, "ts": "2026-08-06T15:48:41Z", "hours": 0.2678, "text": "just keeping the streak today, still waiting for the boards"}, {"post_id": 41373, "ts": "2026-08-05T15:24:22Z", "hours": 0.4139, "text": "I have to change basically everything i did until now. just did some talking to myself and realized i was going into the wrong direction about this."}, {"post_id": 40701, "ts": "2026-08-04T12:08:28Z", "hours": 0.2756, "text": "My back hurts"}, {"post_id": 40623, "ts": "2026-08-04T09:07:29Z", "hours": 0.2739, "text": "Still debating if it would be worth it to put an arduino into the picture, probably not"}, {"post_id": 40615, "ts": "2026-08-04T08:41:14Z", "hours": 0.3669, "text": "Probably will need to polish this a lot and come back to change it, but for now I’m just putting down the basic logic for the array formation waiting for the boards to arrive"}, {"post_id": 40263, "ts": "2026-08-03T17:51:53Z", "hours": 0.4942, "text": "this is gonna be so hard help"}, {"post_id": 40207, "ts": "2026-08-03T16:48:20Z", "hours": 0.3653, "text": "Finally getting started on the robotic part of the project. Since I don’t yet have the boards this will be pretty difficult, but I trust imma be able to ready the code up enough to make it work when I buy them."}]...
|
Title: Argo by @Pollo | Stardance
Devlogs:
Finall Title: Argo by @Pollo | Stardance
Devlogs:
Finally getting started on the robotic part of the project. Since I don’t yet have the boards this will be pretty difficult, but I trust imma be able to ready the code up enough to make it work when I buy them.
this is gonna be so hard help
Probably will need to polish this a lot and come back to change it, but for now I’m just putting down the basic logic for the array formation waiting for the boards to arrive
Still debating if it would be worth it to put an arduino into the picture, probably not
My back hurts
I have to change basically everything i did until now. just did some talking to myself and realized i was going into the wrong direction about this.
just keeping the streak today, still waiting for the boards
YOOOO we’re so back created the code to configure the uwbs(that finally arrived) from an esp. gonna try it and we’ll see how it goes
UWB WORKING!!! im so happy. Now i need to setup the reading for the p4 and implement it for the map creating algorithm. (⊙_◎)
Joined a collab repo with @gismondi_simone (hope your pillow is warm both sides)
It can drive.
It can drive. (better) added a configuration mode before starting to drive. Since we have only two anchors avaliable, with no way to check if the remote is in front of the robot or in the back, i added a “configuration” that turns 45 degrees to check if the left measuration increases or decreases (clever i know (anything to avoid spending 30€ more)) oh and added an error for the turning code, so it doesn’t zigzag all the time
Adding buttons and display control for now it’s only theory, we don’t have the display yet, but i want to see how it can send and receive the button information without a added microcontroller. This would solve the internet connection lack problem.
Beginning adapting the old code to the new hardware finally i would also add xd for now only did the ESP code, that will manage the conveyor movement and the calculation of the fullness to send to the remote. Next I’ll probably work on the communication remote-raspberry and raspberry-esp.
ESP can now manage two different receivers I made the send function better, adding logic to change the receivers and the message in order of what is needed, now i need to work on the raspberry side logic
Added and adapted also p5 and p0 code I readded the code for the scanner boards, adding the bin’s stepper to be controlled by the p0.
I hate this save me pls
lowk don’t even wanna talk about it
Had to reflash the rpi cause of some fuckups i did
hello! it’s been a while a lot has changed since the last log, i made some new programs to integrate the dijkstra in the map creation and a motor tryout code to see how the motors work and to calibrate the data on the other codes. For now everything seems good, we’ll see once i actually try it with the robot. For now i hope i didn’t look over any VERY IMPORTANT detail that could set something on fire :D
how the code folder is looking. I’m entering flow state, now is the lock in period when i have to re-read every code and combine everything to work together. Tbf it’s all going good for now, if not the fact that we cooked the two drivers for the wheels and we have to buy new ones. My part is going good, in a little we’ll be able to remake the dataset for the AI recognition model in the 2.0 version, can’t wait!
Code works. Hardware not so much. All @gismondi_simone ‘s fault . We have to figure out why the cam motor and it’s driver are overheating and not moving the arm, but at least everything in the code seems to work alright. If we are able to we’ll record the new dataset tomorrow. I forgot to take a picture of the terminal so enjoy this pic of a kitty
Back on the torturing part At least this time I don’t have to install anything for two days! :D JUST KIDDING wasted 2 days on trying to make my pc work for this bs, turns out it’s still faster on @gismondi_simone ‘s pc… but hey trial and error right Hopefully working on dataset tomorrow P.S., we solved the motor problem, turns out the driver wasn’t wired right…
Dataset compiler works! I’ve spent the last few days trying to figure out the problem of the compiler (that worked the last time i used it so i was kinda confused) and after 4 hours of debugging with a little help from gemini i’ve finally made it work. Now we just need to take the ne photos for the dataset.
Screen turns on!! @gismondi_simone yesterday broke our spare… i guess we have to work with that. There are still some problems about the data sending between base and tag, but i’ve come a long way from the start.
tutto si distrugge nulla si crea We are currently in Zagabria. I’ve not logged a LOT of hours. The remote shorts randomly with no apparent motive. we are missing the candy dataset, the uwb apparently had a fight cause they won’t talk anymore for some reason?? I am losing touch with reality
Tag is cooked Literally and figuratively. The board is shorted between 3.3v an GND, but it powers on(??), heating up in little time. SO now i have to redo half of the code due tomorrow cause we need to present the project :D kill me
Classified #9 in the competition! thanks to anyone who followed the project ❤️
doing the thanks post
Ships:
Archeo-helper for archeologists! made to help carry and analyze small pieces directly in site following the experts between the trenches. Project made originally for the WRO2026 Brescia-Zagabria...
|
1793584050.9410143
|
1793670450.9410143
|
|
64502
|
C++ Learning by @govindrkumar | Stardance
|
govindrkumar
|
0
|
3.09
|
0
|
[]
|
[{"post_id": 73785, "ts": "202 [{"post_id": 73785, "ts": "2026-09-25T23:57:29Z", "hours": 1.6339, "text": "#Devlog-2; I created a basic console based file manager in C++."}, {"post_id": 72189, "ts": "2026-09-22T12:55:47Z", "hours": 1.4586, "text": "Devlog-1; I created simple console based random number guesser game…I will add more features tomorrow."}]...
|
Title: C++ Learning by @govindrkumar | Stardance
Title: C++ Learning by @govindrkumar | Stardance
Devlogs:
Devlog-1; I created simple console based random number guesser game…I will add more features tomorrow.
#Devlog-2; I created a basic console based file manager in C++....
|
1793065650.874186
|
1793670450.874186
|
|
28952
|
TRI-DevLab's Portfolio Website by @Tri | Stard TRI-DevLab's Portfolio Website by @Tri | Stardance...
|
Tri
|
1
|
35.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T12:55:50Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I built & key features Custom Styling & Layout: Implemented custom CSS grid/flexbox layouts, smooth section transitions, and responsive typography without relying on UI component libraries. Interactive Elements: Added dynamic theme toggling (dark/light mode), functional mobile navigation, and client-side contact form validation. Project Showcase: Integrated dedicated project cards and direct links to live demos and repositories", "repo": "https://github.com/TRI-DevLab/personal-portfolio", "demo": "https://tri-devlab.github.io/personal-portfolio/"}]...
|
[{"post_id": 80966, "ts": "202 [{"post_id": 80966, "ts": "2026-10-19T12:32:15Z", "hours": 10.4131, "text": "Last log with opening page and plenty of functionality added, like toggle navgaition position and even theme colour"}, {"post_id": 78354, "ts": "2026-10-10T15:21:24Z", "hours": 11.2778, "text": "It’s been a while, but I have finally completed the portfolio and the blog sections, moving on to do the contact and the footer next and probably some other features to finish it up"}, {"post_id": 41570, "ts": "2026-08-05T21:13:03Z", "hours": 3.69, "text": "This section was quite the journey, though I did learn a lot. Looking forward to finishing the next section."}, {"post_id": 40557, "ts": "2026-08-04T06:00:57Z", "hours": 3.2228, "text": "Just worked on the About Page; it was quite troublesome trying to get the layout of this just right, but it doesn’t look too bad. I’ll be focusing on the education section and hope to post the log pretty soon. Oh and I did edit the Home page a little bit"}, {"post_id": 40450, "ts": "2026-08-03T23:35:19Z", "hours": 5.9464, "text": "Just Started - the Home page is mostly done; more on the planning & the actual site will be coming soon"}]...
|
Title: TRI-DevLab's Portfolio Website by @Tri Title: TRI-DevLab's Portfolio Website by @Tri | Stardance
Devlogs:
Just Started - the Home page is mostly done; more on the planning & the actual site will be coming soon
Just worked on the About Page; it was quite troublesome trying to get the layout of this just right, but it doesn’t look too bad. I’ll be focusing on the education section and hope to post the log pretty soon. Oh and I did edit the Home page a little bit
This section was quite the journey, though I did learn a lot. Looking forward to finishing the next section.
It’s been a while, but I have finally completed the portfolio and the blog sections, moving on to do the contact and the footer next and probably some other features to finish it up
Last log with opening page and plenty of functionality added, like toggle navgaition position and even theme colour
Ships:
What I built & key features Custom Styling & Layout: Implemented custom CSS grid/flexbox layouts, smooth section transitions, and responsive typography without relying on UI component libraries. Interactive Elements: Added dynamic theme toggling (dark/light mode), functional mobile navigation, and client-side contact form validation. Project Showcase: Integrated dedicated project cards and direct links to live demos and repositories...
|
1793584049.3556507
|
1793670449.3556507
|
|
64501
|
A browser by @mehmetegeozdogan | Stardance
|
mehmetegeozdogan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: A browser by @mehmetegeozdogan | Stardance
|
1793065648.8147364
|
1793670448.8147364
|
|
9961
|
Koganeee by @quintessence24 | Stardance
|
quintessence24
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T23:30:59Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "As a Jujutsu Kaisen fan and an admirer of flying pets, I wanted to make Kogane for my room. The objective of Kogane is to be a person-following flying pet assistant that can communicate with voice and through a retractable screen, sort of like a flying Alexa but friendlier! I also wanted to make drones for a while and it seemed like a cool approach to make Kogane. A use case that I had in mind is when I’m working in my room and my hands are busy and if I need to quickly pull up a tutorial, I would normally have to put things down to find my laptop. Instead with Kogane, I can call for Kogane wherever I am in my room and quickly check for information or pull up a Youtube tutorial from its screen without any physical contact. I got everything to work on a very close call, but my harnesses weren’t very strong and accidentally tangled with the propeller for a second, causing a motor to burn up and failing the first test flight (and of course, the shell for Koganeee was pretty but reduced performance aerodynamically). Nonetheless, all of the tests passed and I just need to swap out the motor, but still a successful project regardless and I’m proud of everything I was able to learn, whether it be firmware and networking with the ESP32, the endless soldering sessions for different kinds of components, taking care of batteries, etc. Check out my project and of course, contact me on Slack (sujaygolla24) for questions or just to nerd out about JJK or other anime!!! :D", "repo": "https://github.com/Sujay-Golla/koganeee", "demo": ""}]...
|
[{"post_id": 81355, "ts": "202 [{"post_id": 81355, "ts": "2026-10-20T23:13:21Z", "hours": 6.1683, "text": "Devlog #4 - Preparing and starting build Summary Had to unpack and arrange all of the electronics I received, checked connectors and what I needed to make connectors for again. Realized I had designed for JST-XH rather than JST-SH connectors so spent a while trying to learn all of the different types of connectors so that I can avoid making the same mistake again For the time being, I stripped wires, crimped them and used my JST-XH connectors for the FC to ESC connection I had no idea how to solder XT60 connectors so I had to learn, and then after a while, I realized I needed to connect a male female pair at the end to avoid deformation so I had wasted the soldering session Next Steps Noticed that JOURNAL.md is more preferred for hardware projects, so I will be switching to that for future documentation Will continue soldering, wiring and coding step by step, but more specifically, I will work on checking if the ESC to FC connection works and if I can power the 5V rail on the board"}, {"post_id": 22542, "ts": "2026-07-05T02:00:31Z", "hours": 16.4061, "text": "Devlog #3 - Finishing the CAD and Ready to Ship Summary Finished the CAD for Kogane, the drone and the ground station Vibe coded firmware temporarily and tested functionality with my laptop webcam manually Finished documentation and shipping it to Outpost Next Steps Once approved, I have to order and build Will work on firmware while waiting for the parts to arrive to save time"}, {"post_id": 21100, "ts": "2026-07-02T21:54:54Z", "hours": 16.3197, "text": "Devlog #2 - Finishing the FC PCB Summary Followed the tutorial for tips to layout the board Used more tutorials and datasheets to understand different concepts of board layout like via stitching and filled zones Made a 4-layer PCB for the first time and learned how to connect power and grounds to appropriate components with vias Learned different routing practices, and despite the suboptimal routing, I am pretty confident now that it will at least be functional Next Steps Finishing the CAD model and final BOM Finishing the firmware template, maybe even using some cameras to test the positioning system"}, {"post_id": 15499, "ts": "2026-06-25T06:02:25Z", "hours": 25.7803, "text": "Devlog #1 [Real] - Schematic design and shopping Summary Used various different sources to learn about different components used in FCs Learned how to use datasheets, Webench, LCSC part selections, etc. Spent time reviewing different requirements for batteries and W/T ratios for drones in general and picking the right batteries and circuit designs Spent a lot of time scoping and rescoping the PCB, including having to remove battery charger and using an external ESC as it was too complex and tight for the compact PCB, especially while having a separate MCU and a lot of other peripherals Learned how to use the STM32CubeMX firmware and how different protocols worked Started exploring PCB editor and systematically arranging components Next Steps Finish arranging PCB Route the PCB and get it verified Finish the CAD model and final BOM Come up with a basic template for firmware"}, {"post_id": 8169, "ts": "2026-06-13T16:44:15Z", "hours": 1.3878, "text": "Spent some time figuring out how to deal with the placement of different components and the scope of this project. Firstly, I decided that it made sense to use lightweight models for voice and video, keeping it limited so that it can run independently on A7S rather than relying on my laptop. Then I decided to have 2 mmWave sensors to cover blindspots and detect position of humans in the room, and decided it would be cool to integrate CV with mmWave, so added a fixed camera to help inform the drone position. A small FPV camera on the drone can allow it to avoid obstacles, and it would be cool to integrate VISTA (a research paper about drones navigating unknown maps) at least for initial calibration. Still figuring out the feasibility of a custom FC or if it would be easier to have a basic FC and a separate ESP32 for communication, camera and for extending the project to control servos for the rolling screen and a gripper in the future. Drafted the BOM but will find more stuff on AliExpress tomorrow. I also explored how to use Hackatime with Onshape and started making the head of Kogane"}]...
|
Title: Koganeee by @quintessence24 | Stardance
De Title: Koganeee by @quintessence24 | Stardance
Devlogs:
Spent some time figuring out how to deal with the placement of different components and the scope of this project. Firstly, I decided that it made sense to use lightweight models for voice and video, keeping it limited so that it can run independently on A7S rather than relying on my laptop. Then I decided to have 2 mmWave sensors to cover blindspots and detect position of humans in the room, and decided it would be cool to integrate CV with mmWave, so added a fixed camera to help inform the drone position. A small FPV camera on the drone can allow it to avoid obstacles, and it would be cool to integrate VISTA (a research paper about drones navigating unknown maps) at least for initial calibration. Still figuring out the feasibility of a custom FC or if it would be easier to have a basic FC and a separate ESP32 for communication, camera and for extending the project to control servos for the rolling screen and a gripper in the future. Drafted the BOM but will find more stuff on AliExpress tomorrow. I also explored how to use Hackatime with Onshape and started making the head of Kogane
Devlog #1 [Real] - Schematic design and shopping Summary Used various different sources to learn about different components used in FCs Learned how to use datasheets, Webench, LCSC part selections, etc. Spent time reviewing different requirements for batteries and W/T ratios for drones in general and picking the right batteries and circuit designs Spent a lot of time scoping and rescoping the PCB, including having to remove battery charger and using an external ESC as it was too complex and tight for the compact PCB, especially while having a separate MCU and a lot of other peripherals Learned how to use the STM32CubeMX firmware and how different protocols worked Started exploring PCB editor and systematically arranging components Next Steps Finish arranging PCB Route the PCB and get it verified Finish the CAD model and final BOM Come up with a basic template for firmware
Devlog #2 - Finishing the FC PCB Summary Followed the tutorial for tips to layout the board Used more tutorials and datasheets to understand different concepts of board layout like via stitching and filled zones Made a 4-layer PCB for the first time and learned how to connect power and grounds to appropriate components with vias Learned different routing practices, and despite the suboptimal routing, I am pretty confident now that it will at least be functional Next Steps Finishing the CAD model and final BOM Finishing the firmware template, maybe even using some cameras to test the positioning system
Devlog #3 - Finishing the CAD and Ready to Ship Summary Finished the CAD for Kogane, the drone and the ground station Vibe coded firmware temporarily and tested functionality with my laptop webcam manually Finished documentation and shipping it to Outpost Next Steps Once approved, I have to order and build Will work on firmware while waiting for the parts to arrive to save time
Devlog #4 - Preparing and starting build Summary Had to unpack and arrange all of the electronics I received, checked connectors and what I needed to make connectors for again. Realized I had designed for JST-XH rather than JST-SH connectors so spent a while trying to learn all of the different types of connectors so that I can avoid making the same mistake again For the time being, I stripped wires, crimped them and used my JST-XH connectors for the FC to ESC connection I had no idea how to solder XT60 connectors so I had to learn, and then after a while, I realized I needed to connect a male female pair at the end to avoid deformation so I had wasted the soldering session Next Steps Noticed that JOURNAL.md is more preferred for hardware projects, so I will be switching to that for future documentation Will continue soldering, wiring and coding step by step, but more specifically, I will work on checking if the ESC to FC connection works and if I can power the 5V rail on the board
Ships:
As a Jujutsu Kaisen fan and an admirer of flying pets, I wanted to make Kogane for my room. The objective of Kogane is to be a person-following flying pet assistant that can communicate with voice and through a retractable screen, sort of like a flying Alexa but friendlier! I also wanted to make drones for a while and it seemed like a cool approach to make Kogane. A use case that I had in mind is when I’m working in my room and my hands are busy and if I need to quickly pull up a tutorial, I would normally have to put things down to find my laptop. Instead with Kogane, I can call for Kogane wherever I am in my room and quickly check for information or pull up a Youtube tutorial from its screen without any physical contact. I got everything to work on a very close call, but my harnesses weren’t very strong and accidentally tangled with the propeller for a second, causing a motor to burn up and failing the first test flight (and of course, the shell for Koganeee was pretty but reduced performance aerodynamically). Nonetheless, all of the tests passed and I just need to swap out the motor, but still a successful project regardless and I’m proud of everything I was able to learn, whether it be firmware and networking with the ESP32, the endless soldering sessions for different kinds of components, taking care of batteries, etc. Check out my project and of course, contact me on Slack (sujaygolla24) for questions or just to nerd out about JJK or other anime!!! :D...
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1793584047.6453369
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1793670447.6453369
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69838
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THE GAMES by @roshank | Stardance
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roshank
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1
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19.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-15T14:01:38Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’ve made a static website of the OG games that was most played since 2000 yr.", "repo": "https://github.com/roshan-12design/The-most11", "demo": "https://roshan-12design.github.io/The-most11/"}]...
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[{"post_id": 79796, "ts": "202 [{"post_id": 79796, "ts": "2026-10-15T13:47:53Z", "hours": 19.4564, "text": "To change the hover animation in games card of flip."}]...
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Title: THE GAMES by @roshank | Stardance
Devlogs: Title: THE GAMES by @roshank | Stardance
Devlogs:
To change the hover animation in games card of flip.
Ships:
I’ve made a static website of the OG games that was most played since 2000 yr....
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1793584046.7086563
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1793670446.7086563
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64500
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ChamanOS by @kangx | Stardance
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kangx
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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: ChamanOS by @kangx | Stardance
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1793065646.4800618
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1793670446.4800618
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48068
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My own site! by @bihanghimire | Stardance
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bihanghimire
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1
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10.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T03:03:49Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a SPEEDCUBING website . I have been into cubing since a bit myself but can’t find website which contain algorithms in text aswell as animation form with a cubing timer. I tried to reach to the speedcubers with this project . Since I am pretty new to JavaScript I used library known as cubing js which eased my work by a lot . This project was done quickly as I wrote the plan and what to do before starting the project so it won’t be a hassle later on.", "repo": "https://github.com/bihanghimire/CUBING-WEBSITE-", "demo": "https://bihanghimire.github.io/CUBING-WEBSITE-/"}]...
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[{"post_id": 79207, "ts": "202 [{"post_id": 79207, "ts": "2026-10-13T01:20:57Z", "hours": 10.3661, "text": "This is my cubing website that I have created for speedcubers that use cfop method.Only not that but it does give an introduction about cubing in general. It provides you with 41 case for f2l 51 for pll and 21 for oll . Each and every algorithm uses a visual representation for people who don’t wanna follow the readable algorithm or dont understand it"}]...
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Title: My own site! by @bihanghimire | Stardance
Title: My own site! by @bihanghimire | Stardance
Devlogs:
This is my cubing website that I have created for speedcubers that use cfop method.Only not that but it does give an introduction about cubing in general. It provides you with 41 case for f2l 51 for pll and 21 for oll . Each and every algorithm uses a visual representation for people who don’t wanna follow the readable algorithm or dont understand it
Ships:
I made a SPEEDCUBING website . I have been into cubing since a bit myself but can’t find website which contain algorithms in text aswell as animation form with a cubing timer. I tried to reach to the speedcubers with this project . Since I am pretty new to JavaScript I used library known as cubing js which eased my work by a lot . This project was done quickly as I wrote the plan and what to do before starting the project so it won’t be a hassle later on....
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1793584045.5476856
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1793670445.5476856
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64499
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Cool new tab by @LPcomix123 | Stardance
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LPcomix123
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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: Cool new tab by @LPcomix123 | Stardance
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1793065644.7276886
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1793670444.7276886
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36597
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Perihelion by @superheroyrr | Stardance
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superheroyrr
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1
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81.73
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1239
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T23:18:16Z", "hours": 76.0, "multiplier": 16.28, "payout": 1239, "blessing": "neutral", "text": "What did I make? This is a gravity simulator written in C++. Right now, it only simulates the solar system, but I am planning on adding more to it in later ships. For detailed instructions on how to use it, see the README, but as a TLDR: when your mouse disappears, use the WASD , Shift , and Space keys to move around. To show your cursor, press Esc . Click anywhere to hide it again. Click on a planet’s outline to select it. When it’s selected, you can press V to change its velocity, then you can press X , Y , or Z to lock to the axis, and click with your mouse to confirm. You can also edit its properties in a window. To unselect it, press the × button in the top center Challenges I finished IB SL Physics with a level 7 (highest one possible), so I naively thought all the physics calculations would be easy enough that I could solve them completely alone. Tbh, it was at first, with the actual gravity part just being the F = Gmm/r^2 equation over and over again. However, with my other features like the spacetime curvature grid, and especially the “Orbit eachother” button, those features required things from university level physics and were complicated. So for these specific physics features, I ended up defaulting to AI to write them. Additionally, figuring out 3D graphics was a challenge and for this, AI and the internet were very useful in figuring those out. I am also glad I used Raylib to code this, since it makes 3D graphics much easier than it normally is. Roadmap for future ships I will consider adding the following in future ships: Black Holes Make the planets rotate Presets other than the solar system Optimize the gravity simulation, right now it lags at around 40 objects Add a bunch of the planets’ moons Add collision detection, so you can smash an asteroid at a planet and see what happens Simulate atmosphere of a planet? There’s probably a lot more that I could add as well, feel free to suggest some features when you vote for this project!", "repo": "https://github.com/agokule/perihelion", "demo": "https://agokule.github.io/perihelion/"}]...
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[{"post_id": 82477, "ts": "202 [{"post_id": 82477, "ts": "2026-10-24T22:40:16Z", "hours": 5.7328, "text": "So my first ship got rejected because of 2 reasons: I generated my README with AI, which I didn’t know was not allowed They think I generated over 30% of code with AI I personally don’t think that’s the case, but ig I will have to follow it anyways. So in these 5.75 hours, I rewrote my github readme from scratch by hand. I also rewrote a bunch of my code so that it is by hand as well. ㅤ I’d like to specifically talk about the Spherical struct, since I feel it was most interesting. I previously vibe coded it because the math behind it (3D trigonometry) looked too scary. I tried rewriting it from scratch, and actually turns out it’s not too difficult. So in that case, I’m kind of glad my submission got flagged because now I learned something new! ㅤ While rewriting it, I found some weird choices in sort of architecture which the AI made. So I ended up moving things around to fix it. I also deleted the stupidly long comments that it made, like seriously they’re so long they really make the code worse for the most part. I also fixed two small bugs. So yeah, this will be the last devlog I make for sure."}, {"post_id": 76898, "ts": "2026-10-05T00:04:58Z", "hours": 4.1833, "text": "First ship is incoming very soon! In these 4 hours spread out across a whole month (I was too busy with school), I got it deployed as a website! ㅤ You can try it out at https://agokule.github.io/perihelion/ . I’m too lazy rn to upload a proper video, so if you can’t figure out how to use the app, check out my other devlogs. Lmk what you think about the app in the comments! Would this be good to ship, or are there still some things you are dying to see before that happens? How was it? Not very nice tbh. A part of me regrets choosing Raylib instead of SDL3 for this project, bc in my experience it was super easy to just port over an SDL3 project to a website. ㅤ Here it was not that easy. I ended fully refactoring the main file (like just rearranging things into different functions) just for it to work the way I wanted. ㅤ In particular the way it handles keyboard/mouse inputs on a website is soooo weird!! You have to check for them at a specific point in your code between two certain functions, which is weird!! ㅤ There were also a lot of weird niche bugs that were so annoying to find, and it turns many of them were with the way Raylib deals with the web, and I only found out because Claude ended up closely reading the source code for these fixes! ㅤ These were mostly minor nitpicks which AI helped me solve. Now, that this thing is almost done I am very glad. It’s like a huge weight has been lifted off my shoulders."}, {"post_id": 61580, "ts": "2026-09-04T15:41:00Z", "hours": 2.1069, "text": "What would happen if a second Sun randomly spawned in our solar system? Well clearly chaos according to my simulation. So previously, I made a button that automatically sets a velocity so that one object orbits another object, allowing you to easily make planet-moon systems. ㅤ However, what if you wanted to create gravity systems where objects are similar masses, like binary stars, or something like the Pluto-Charon system where clearly they orbit a point outside of each other? ㅤ This is what I set out to implement in this devlog, other than fixing a bug in the spacetime curvature grid where it would jitter around. ㅤ So I’m gonna be honest here, I did basically get AI to do this part for me, that’s not to say I didn’t try at all because I really did. But it turns out this stuff is way outside of high school physics and goes into orbital mechanics. ㅤ I wrote a simple solution which I thought might work, but it didn’t quite. ㅤ So I tried to watch this video to understand how to do it, but couldn’t understand what kind of vector math he was doing. So I basically gave up and got Claude to do it. ㅤ Looking at Claude’s solution, it seems kind of simple in that it’s not using crazy long equations to do things, but at the same time, I don’t think I would have been able to come up with those on my own, so ig it was a good use of AI to speed things up."}, {"post_id": 59165, "ts": "2026-08-31T19:54:12Z", "hours": 3.4219, "text": "I’m back after 2 weeks!!! First I’ll explain why I took a break and then go over what I did in these 3.5 hours. Why I was gone for 2 weeks Basically, I was previously trying to force out 3.5 hours a day to get the FW13 laptop, along with trying to finish this online course so I can get my driver’s license (spending 2 hours a day on that). On top of that I had tuition classes so I can get ahead for next year’s chemistry and math curriculum (probably ~2 hours a day on that). This makes for 8 hours a day of scheduled work. Oh yeah and I wanted to do all of this while still maintaining my health (like going out for a walk everyday and things). ㅤ Obviously, this is a lot of time to commit, but I went ahead with it, thinking of it as a way for me to learn better time management, so that grade 12 will be easy for me. ㅤ However, it turned out to not go the way I thought it would in my mind. You see, no matter what I tried, I just couldn’t get all three of my priorities met. It’s not like a 9-5 job, where you really just have to stay at the office for that timeframe, but then only like 3-4 hours of that is actual focused work. This plan was demanding a full on 8 hours of high focus everyday, which is probably just not possible, without sacrificing too much in my opinion. ㅤ I also realized this was getting in the way my driver’s license and prepping for grade 12, which were probably more important. ㅤ Don’t get me wrong, Stardance is pretty cool and important, but the other 2 things are more important, I think. ㅤ The breaking point came when I finally did reach two of my priorities for 2 days (Stardance and driver’s course). But, it was a very grueling 2 days, and it wasn’t even including anything from tuition. I quickly realized that this was going need a lot more sacrifices than I bargained for. ㅤ So yeah, I took a break. I finished the online course, now I have to do in-car lessons, but the bottleneck for that is now the driving instructor’s availability, now mine. I also tried catching up to the tuition hw (yeah tbh, that didn’t go too well). And I still didn’t touch any of my projects for a bit after that because I was genuinely burnt out. ㅤ But now I’m back! I’m not fully quitting Stardance at all, but now I will work at a slower pace than before. A pace that feels natural to me, rather than forced. Honestly, it might turn out to be the same amount of time as before, just because a bunch of my time has been freed up by finished that driver’s course. But whatever happens, I will finish all of my projects in a way that isn’t so taxing to me mentally and physically. What I actually did in this devlog So for this devlog, I made it so you can edit the velocity using polar coordinates (basically change it via longitude/latitude), as an alternative to x/y/z. ㅤ I initially tried to do this myself by stitching together some math formulas from Reddit, but it didn’t work because I didn’t understand the physics behind them. ㅤ This stuff goes under a field called spherical trigonometry, which is something they don’t usually teach until university math, so I definitely didn’t learn it in grade 11. ㅤ Eventually I gave up and just used Claude to implement the rougher details. However, I have decided to learn a bit of this stuff myself, since it seems like just high school trig but in 3d. Also, because why not!"}, {"post_id": 48408, "ts": "2026-08-16T18:57:36Z", "hours": 6.3819, "text": "Now you can change the velocity and lock it to a specific axis!! Also I upgraded to C++23 from C++20. ㅤ Yeah that feature was a real nightmare to implement, with loads of bugs. That stupid float vs double thing came back to bite me again!!!! I swear bro these things annoy me a lot. How do I do this? I also initially had like no idea how this feature should be implemented, I was sitting there thinking and trying code out for a long time. I eventually decided to change the way velocities are changed entirely, now instead of just clicking and dragging, you press V on the keyboard and click with the mouse to confirm. ㅤ Even after that I had a dilemma about how exactly this axis locking feature should be implemented. I was initially going to cast a ray from the mouse and figure out where it is closest to the axis, however it turns out that is math that goes outside of high school altogether, so I had to scrap that. ㅤ Then I decided to open up Blender and see how it does it’s axis locking when you drag 3D objects around. From Blender I got inspiration for how it works in my program. ㅤ So now once you are editing the velocity, you can press X , Y , or Z to change the velocity going in those respective axes if you want. I also figured a much simpler way than that first method I thought of because of the testing with Blender. AI disclaimer Obviously there had to be some bugs with my code. After having spent a bunch of time struggling through writing the code only to reach some weird bugs, I gave up and did turn to AI. ㅤ I carefully supervised it while it tried to fix my code (I do NOT believe in vibe-coding) and it was actually able to fix it alright. I made a suggestion to edit the code to be cleaner and it listened. The ultimate plot twist I then asked it to add that sky-blue line thing. Now here’s the ultimate plot twist, so you know that float vs double precision error that keeps coming back to me? Well in every previous devlog where it happened, it was Claude who pointed out the issue. Well guess what? This time it was me who found it! The issue was with that line and how it was drawn on screen. ㅤ So yeah. That took a very long time, but it was worth it."}, {"post_id": 47584, "ts": "2026-08-15T15:47:40Z", "hours": 3.3922, "text": "So now you can add objects and change velocities going up and down in the y-axis using up/down arrow keys!! It also shows the flat grid temporarily for these. ㅤ The only thing is that I will probably change how the velocity y-value thing works, because I don’t like it. It’s ironic because that was the thing that took the most amount of time as well."}, {"post_id": 47084, "ts": "2026-08-14T18:35:57Z", "hours": 2.6942, "text": "Here’s what I’ve done: Made it possible to move the flat grid up and down Implemented custom camera controls so that I can better control the experience. This was very difficult at first… until I realized I could just copy paste the code from the library I’m using and just edit that instead 🤦. With this new camera system, I added a feature where you can hold shift and it will slow down for you. More internal refactoring!!! If you’ve been reading my devlogs, you’ll realize that this is like the 5th time or something that I did internal refactoring. To explain, this is my flagship project, as in I’m trying to reach like ~150 hours on this project so that I can get the Framework 13, so I want to take it slowly, so that I can be sure that I can build the features I want to build in an enjoyable manner. This is why I do these things occasionally."}, {"post_id": 46416, "ts": "2026-08-13T16:39:12Z", "hours": 2.6864, "text": "So I added an easy button to make celestial objects orbit another object. To demonstrate this, I recorded a video of me adding 2 moons to Jupiter! I also added a reverse velocity button which is self-explanatory, I didn’t include it in the video because I forgot. I also made it easier to add objects in a previous devlog, but I forgot to include it there."}, {"post_id": 45809, "ts": "2026-08-12T15:07:04Z", "hours": 3.995, "text": "In these 4 hours, I have made the overall experience of switching between objects better by doing these things: Made the camera turn with constant angular speed. Previously, it would sort turn instantly if it needed to make a 180, and then freeze. The camera position is now smoothed out with an easing function instead of linearly moving it Made the grid in the background not jitter when viewing a single planet Set up debugging to work ㅤ The reason this took this long was because for some reason, I was previously using the frame count and a decimal calculated framerate to time out the animations. ㅤ Obviously, mixing decimal numbers with whole numbers wasn’t going to work well, so I had some really weird bugs that sometimes happened and sometimes didn’t. This was literally the motivation for me to setup the debugger! ㅤ Initially I tried to work with the system as it was, but it became tedious fairly quickly, with a lot of if statements, etc. So, I swapped to just using the system time, and it literally just fixed itself almost instantly! That and the code for it ended up being simpler than before! ㅤ The only thing I don’t really like is the grid, and how it kind of jitters, although that will a future problem to solve."}, {"post_id": 44655, "ts": "2026-08-10T15:53:11Z", "hours": 3.9903, "text": "Here’s what I did yesterday: Added a settings editor Added tooltips everywhere Added an intuitive button to deselect the current object"}, {"post_id": 44048, "ts": "2026-08-09T15:47:51Z", "hours": 8.1869, "text": "You might be thinking: “So there’s 8 hours in this devlog, surely there are some major visual changes, right?” Well unfortunately no. I meant to post a smaller devlog the day before yesterday, but I forgot about it yesterday. Now here I am cleaning up that mess. I basically did just the following 3 things: ㅤ Added Nerd Font icons to the UI. This took waaay too long (like 2 hours) since I was spending so much time figuring out how to scale specifically those icons, and nothing else and when I did figure it out, they were all of a sudden misaligned, towards the top left compared to regular text, so I had to realign them to be proper. After all of that, it seems like I might need to make my own font icons, since Nerd Font is mainly designed to be put in a coding IDE, not a random app like this. There are some space things which I want icons for, but aren’t available in Nerd Fonts. Oh well, that’s a problem for future me. ㅤ Now here’s the real timesink that made this devlog 8 hours: so I went on a long sidequest to basically implement CSS position property in this C++ UI library. This was mainly so that it would be way easier to position new UI elements. The next devlog will most likely be about adding new settings UI. Along with that, I also wrote a bunch of helper functions to make it even easier to write new UI components. So basically, the UI got a full refactor. ㅤ And finally, using that UI refactor from above, I added a playback controller at the bottom and moved the object selector to the top. Yes, it is an embarrassingly small amount of user facing changes coming out of this 8 hour devlog, but at least my UI code is easier to maintain!"}, {"post_id": 42195, "ts": "2026-08-06T20:10:57Z", "hours": 2.0506, "text": "Huzzah! I added a skybox (basically the background image). I will admit that this part was basically AI’d, but it was really hard to do it by myself, since it would have required learning GLSL myself, which I didn’t want to do."}, {"post_id": 41540, "ts": "2026-08-05T20:16:31Z", "hours": 4.0603, "text": "So I decided to spend a lot of time refining the velocity changing with the mouse. Also did a smaller refactor to make the code look cleaner. ㅤ The main issue I had previously was that it was jittery when the object was far from coordinates (0, 0, 0). It turns out it was another stupid float vs double precision problem in C++. Yes, very similar to what I faced earlier in this project. ㅤ I will admit that I did use AI to find these bugs and fix them, but I was supervising it very closely and testing it thoroughly. I am also starting to see the limits of AI. Claude now decided to flag a bug which didn’t exist, and when I asked it to refactor, it made the code look worse ironically. I ended up having to do that part myself. ㅤ However, AI was still more of a help than a hindrance, so I will still use it throughout this project. If you are curious, the git commits have more detail about these and they are here ."}, {"post_id": 40192, "ts": "2026-08-03T16:23:30Z", "hours": 4.4261, "text": "So I made it very easy to change the velocity of objects, you can just drag from the cone anywhere now! ㅤ Surprisingly, the hardest part about this was just getting the arrow to draw and also tuning how big it is so that it looks good, but once it was there, it was actually pretty easy to just hook up a click detection. ㅤ Funnily, this 3D library I’m using (Raylib if you’re curious) doesn’t have a builtin “DrawCone()” function. It turns out that to draw a cone, you are supposed to use the DrawCylinder() function and set one of the radiuses to 0! That was really weird to find out."}, {"post_id": 39627, "ts": "2026-08-02T18:59:38Z", "hours": 1.8067, "text": "HEEELP!!!! I added a panel to edit the properties of objects, so I decided to add a bunch of mass to Mercury for fun, now the Sun is orbiting Mercury! This is so trippy especially how much it warped spacetime."}, {"post_id": 38576, "ts": "2026-08-01T01:50:58Z", "hours": 4.5342, "text": "So I fixed some bugs with the warped spacetime grid, and also added a way to add objects to the scene. I haven’t added collision detection yet, so it kind of looks weird but I’ll do that later. ㅤ The reason this took so long is because adding objects kind required a lot of refactoring. Basically, I had to write code for when my objects get copied around, because adding an element to a list in C++ might mean copying it around. This was difficult because raylib is a bit too high level for how it handles these GPU textures and models. ㅤ Now I will add an edit panel to make the new object changeable."}, {"post_id": 37344, "ts": "2026-07-30T00:14:37Z", "hours": 3.7403, "text": "I have just made the grid in the background warp, representing the curvature of spacetime! ㅤ You will probably notice that the grid is smaller and follows you around if you watch the video. This is because I had to. The grid needs to be about this small, otherwise performance is bad. I could make it bigger by making it more spaced out, only if that’s something people would want though. ㅤ This took waaaaaaay too long since I made a very stupid mistake and C++ decided to harshly punish me for it. Well I did promise not to use AI in the next devlog, but I was dealing with a really weird issue with it for like 1.5 hours and I gave up and asked Claude code about it. So you see that screenshot right (you might need to click the next image button)? That was the solution!!!!! Just add = 0 to that line. ㅤ So basically in C++, if you don’t initialize a variable to a value, as I did there, the value of that variable will then basically be whatever happens to be at that memory address, which will initially be some random number. But as the function runs again and again, it will use that previous value, and later on I was doing y += ... so the y-coordinates of the grid were continuously increasing. ㅤ Visually, it looked like the grid wasn’t being drawn, since the y-value instantly went to a huge number. ㅤ Btw that was the only AI help I got for this part, except for the mathematical formula, which I got from Claude as you can see in the background of the screenshot."}, {"post_id": 36699, "ts": "2026-07-28T22:30:28Z", "hours": 1.6914, "text": "tbh, I haven’t been working on this a lot over the last few days because of other projects, but now I have. ㅤ Here’s what I got done: A major refactor on the codebase which will make it easier to later add a preset selection screen. A better selector for celestial objects at the bottom of the screen. ㅤ I’ll be honest, I did write most of the code for these with AI (yeah bummer ik, but really, who likes refactoring code on their own?). Although, I was closely inspecting everything it wrote. ㅤ Now the next thing I will do is make the grid warp with the gravitational field strength to represent space-time getting bent."}, {"post_id": 34312, "ts": "2026-07-24T22:05:19Z", "hours": 1.655, "text": "For this update, I have done 3 things: Added a small outline circle to distant objects so that they are more visible. made it so you can click inside of these circles or on the planet to zoom into it Added a trail behind each planet."}, {"post_id": 33545, "ts": "2026-07-23T16:10:55Z", "hours": 2.4864, "text": "These past ~2.5 hours have been spent on some quality of life features for the app. Mainly these 3: Made every object 5x bigger than its real life size because it turns out the solar system is such a big place, that you kind of have to. Otherwise everything looks too small. Made it so when you switch between planet it has a quick transition period. Added textures to every planet and the sun. This was actually the hardest part, I had to play around with the settings because it would usually apply the texture sideways, or distort it but I got it working anyways."}, {"post_id": 31887, "ts": "2026-07-20T17:16:08Z", "hours": 3.6044, "text": "So in this devlog I’ve done quite a few things to make the overall experience nicer: ㅤ Added a way to pin one object to the center of the screen. Added the Moon and the rest of the planets in the solar system Switched from using light minutes to light seconds for distance measurements because the light minutes values were WAY too small Another annoying bug I had to fix: So there was this bug where the moon would pretty much always just fly out into the abyss as if there was zero gravity applied to it. It was pretty annoying to find out that it because I was using C++‘s float type instead of double . ㅤ What’s the difference? Well basically float gives about 7 decimal points of precision, while double gives about 15. I initially started with float because it is half the memory size of double and in my experience, float gets the job done like 99% of the time. ㅤ However, it turns out I did need more than 7 decimal points. This is because the gravitational force experienced by the Moon is very small, like around 10^-12 (thats 0.(eleven zeroes…)1). Since float can’t hold that value, it just rounded it to zero, causing the moon to fly out in a straight line forever. I’ll be honest, it wasn’t me who figured that out, it was Gemini who did, but pretty much everything else in this devlog was made by me. ㅤ It’s crazy how such a small difference of like 10^-12 can make on a physics engine like this! I hope I don’t have to then switch to C++‘s long double , which has even more precision, that would be insane if I had to go that extreme. I probably would have had to if I didn’t switch from light minutes to light seconds lol."}, {"post_id": 31203, "ts": "2026-07-19T12:36:42Z", "hours": 3.0122, "text": "I got gravity simulation working! Now the Earth is spinning around the Sun! ㅤ I know you can’t see it in the video I posted, but the Earth is there, it’s just that this simulation is drawn to scale, the Earth would actually barely be visible if you were looking from a spacecraft that far away. ㅤ This took quite a while because of this one really stupid bug: basically I store all the distance values in light minutes rather than kilometers or miles because otherwise those values would be too big. However, the physics equations that I’m using expect the values to be in meters, not light minutes. ㅤ So basically, I forgot to convert from light minutes to meters when calculating the gravity acceleration, so those values were too small to change the velocity of the Earth, causing it to go in a straight line forever. ㅤ But now that that is done, I will start adding the rest of the planets and maybe their moons as well to this simulation, then I can look purely at quality of life improvements to improve the interactivity of it. ㅤ This project is turning out to be easier than I expected! Hopefully another challenge doesn’t pop up…"}, {"post_id": 30702, "ts": "2026-07-18T14:29:09Z", "hours": 0.5217, "text": "So I got this cool C library called adjust.h setup for hot code reloading. This means that I can update the code while it’s running , and the changes show up in real time! I know that I am making this a web app, but because the module doesn’t work on web, I will prototype the app on desktop for now."}, {"post_id": 30452, "ts": "2026-07-18T00:26:26Z", "hours": 1.4753, "text": "So in this devlog, I have set up the project with all of its dependencies, it really can take that long when you’re using C++! Right now I just have a basic testing window, but I will quickly fill it in with a preset of the solar system soon, then I’ll be writing physics code for a while."}]...
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Title: Perihelion by @superheroyrr | Stardance
De Title: Perihelion by @superheroyrr | Stardance
Devlogs:
So in this devlog, I have set up the project with all of its dependencies, it really can take that long when you’re using C++! Right now I just have a basic testing window, but I will quickly fill it in with a preset of the solar system soon, then I’ll be writing physics code for a while.
So I got this cool C library called adjust.h setup for hot code reloading. This means that I can update the code while it’s running , and the changes show up in real time! I know that I am making this a web app, but because the module doesn’t work on web, I will prototype the app on desktop for now.
I got gravity simulation working! Now the Earth is spinning around the Sun! ㅤ I know you can’t see it in the video I posted, but the Earth is there, it’s just that this simulation is drawn to scale, the Earth would actually barely be visible if you were looking from a spacecraft that far away. ㅤ This took quite a while because of this one really stupid bug: basically I store all the distance values in light minutes rather than kilometers or miles because otherwise those values would be too big. However, the physics equations that I’m using expect the values to be in meters, not light minutes. ㅤ So basically, I forgot to convert from light minutes to meters when calculating the gravity acceleration, so those values were too small to change the velocity of the Earth, causing it to go in a straight line forever. ㅤ But now that that is done, I will start adding the rest of the planets and maybe their moons as well to this simulation, then I can look purely at quality of life improvements to improve the interactivity of it. ㅤ This project is turning out to be easier than I expected! Hopefully another challenge doesn’t pop up…
So in this devlog I’ve done quite a few things to make the overall experience nicer: ㅤ Added a way to pin one object to the center of the screen. Added the Moon and the rest of the planets in the solar system Switched from using light minutes to light seconds for distance measurements because the light minutes values were WAY too small Another annoying bug I had to fix: So there was this bug where the moon would pretty much always just fly out into the abyss as if there was zero gravity applied to it. It was pretty annoying to find out that it because I was using C++‘s float type instead of double . ㅤ What’s the difference? Well basically float gives about 7 decimal points of precision, while double gives about 15. I initially started with float because it is half the memory size of double and in my experience, float gets the job done like 99% of the time. ㅤ However, it turns out I did need more than 7 decimal points. This is because the gravitational force experienced by the Moon is very small, like around 10^-12 (thats 0.(eleven zeroes…)1). Since float can’t hold that value, it just rounded it to zero, causing the moon to fly out in a straight line forever. I’ll be honest, it wasn’t me who figured that out, it was Gemini who did, but pretty much everything else in this devlog was made by me. ㅤ It’s crazy how such a small difference of like 10^-12 can make on a physics engine like this! I hope I don’t have to then switch to C++‘s long double , which has even more precision, that would be insane if I had to go that extreme. I probably would have had to if I didn’t switch from light minutes to light seconds lol.
These past ~2.5 hours have been spent on some quality of life features for the app. Mainly these 3: Made every object 5x bigger than its real life size because it turns out the solar system is such a big place, that you kind of have to. Otherwise everything looks too small. Made it so when you switch between planet it has a quick transition period. Added textures to every planet and the sun. This was actually the hardest part, I had to play around with the settings because it would usually apply the texture sideways, or distort it but I got it working anyways.
For this update, I have done 3 things: Added a small outline circle to distant objects so that they are more visible. made it so you can click inside of these circles or on the planet to zoom into it Added a trail behind each planet.
tbh, I haven’t been working on this a lot over the last few days because of other projects, but now I have. ㅤ Here’s what I got done: A major refactor on the codebase which will make it easier to later add a preset selection screen. A better selector for celestial objects at the bottom of the screen. ㅤ I’ll be honest, I did write most of the code for these with AI (yeah bummer ik, but really, who likes refactoring code on their own?). Although, I was closely inspecting everything it wrote. ㅤ Now the next thing I will do is make the grid warp with the gravitational field strength to represent space-time getting bent.
I have just made the grid in the background warp, representing the curvature of spacetime! ㅤ You will probably notice that the grid is smaller and follows you around if you watch the video. This is because I had to. The grid needs to be about this small, otherwise performance is bad. I could make it bigger by making it more spaced out, only if that’s something people would want though. ㅤ This took waaaaaaay too long since I made a very stupid mistake and C++ decided to harshly punish me for it. Well I did promise not to use AI in the next devlog, but I was dealing with a really weird issue with it for like 1.5 hours and I gave up and asked Claude code about it. So you see that screenshot right (you might need to click the next image button)? That was the solution!!!!! Just add = 0 to that line. ㅤ So basically in C++, if you don’t initialize a variable to a value, as I did there, the value of that variable will then basically be whatever happens to be at that memory address, which will initially be some random number. But as the function runs again and again, it will use that previous value, and later on I was doing y += ... so the y-coordinates of the grid were continuously increasing. ㅤ Visually, it looked like the grid wasn’t being drawn, since the y-value instantly went to a huge number. ㅤ Btw that was the only AI help I got for this part, except for the mathematical formula, which I got from Claude as you can see in the background of the screenshot.
So I fixed some bugs with the warped spacetime grid, and also added a way to add objects to the scene. I haven’t added collision detection yet, so it kind of looks weird but I’ll do that later. ㅤ The reason this took so long is because adding objects kind required a lot of refactoring. Basically, I had to write code for when my objects get copied around, because adding an element to a list in C++ might mean copying it around. This was difficult because raylib is a bit too high level for how it handles these GPU textures and models. ㅤ Now I will add an edit panel to make the new object changeable.
HEEELP!!!! I added a panel to edit the properties of objects, so I decided to add a bunch of mass to Mercury for fun, now the Sun is orbiting Mercury! This is so trippy especially how much it warped spacetime.
So I made it very easy to change the velocity of objects, you can just drag from the cone anywhere now! ㅤ Surprisingly, the hardest part about this was just getting the arrow to draw and also tuning how big it is so that it looks good, but once it was there, it was actually pretty easy to just hook up a click detection. ㅤ Funnily, this 3D library I’m using (Raylib if you’re curious) doesn’t have a builtin “DrawCone()” function. It turns out that to draw a cone, you are supposed to use the DrawCylinder() function and set one of the radiuses to 0! That was really weird to find out.
So I decided to spend a lot of time refining the velocity changing with the mouse. Also did a smaller refactor to make the code look cleaner. ㅤ The main issue I had previously was that it was jittery when the object was far from coordinates (0, 0, 0). It turns out it was another stupid float vs double precision problem in C++. Yes, very similar to what I faced earlier in this project. ㅤ I will admit that I did use AI to find these bugs and fix them, but I was supervising it very closely and testing it thoroughly. I am also starting to see the limits of AI. Claude now decided to flag a bug which didn’t exist, and when I asked it to refactor, it made the code look worse ironically. I ended up having to do that part myself. ㅤ However, AI was still more of a help than a hindrance, so I will still use it throughout this project. If you are curious, the git commits have more detail about these and they are here .
Huzzah! I added a skybox (basically the background image). I will admit that this part was basically AI’d, but it was really hard to do it by myself, since it would have required learning GLSL myself, which I didn’t want to do.
You might be thinking: “So there’s 8 hours in this devlog, surely there are some major visual changes, right?” Well unfortunately no. I meant to post a smaller devlog the day before yesterday, but I forgot about it yesterday. Now here I am cleaning up that mess. I basically did just the following 3 things: ㅤ Added Nerd Font icons to the UI. This took waaay too long (like 2 hours) since I was spending so much time figuring out how to scale specifically those icons, and nothing else and when I did figure it out, they were all of a sudden misaligned, towards the top left compared to regular text, so I had to realign them to be proper. After all of that, it seems like I might need to make my own font icons, since Nerd Font is mainly designed to be put in a coding IDE, not a random app like this. There are some space things which I want icons for, but aren’t available in Nerd Fonts. Oh well, that’s a problem for future me. ㅤ Now here’s the real timesink that made this devlog 8 hours: so I went on a long sidequest to basically implement CSS position property in this C++ UI library. This was mainly so that it would be way easier to position new UI elements. The next devlog will most likely be about adding new settings UI. Along with that, I also wrote a bunch of helper functions to make it even easier to write new UI components. So basically, the UI got a full refactor. ㅤ And finally, using that UI refactor from above, I added a playback controller at the bottom and moved the object selector to the top. Yes, it is an embarrassingly small amount of user facing changes coming out of this 8 hour devlog, but at least my UI code is easier to maintain!
Here’s what I did yesterday: Added a settings editor Added tooltips everywhere Added an intuitive button to deselect the current object
In these 4 hours, I have made the overall experience of switching between objects better by doing these things: Made the camera turn with constant angular speed. Previously, it would sort turn instantly if it needed to make a 180, and then freeze. The camera position is now smoothed out with an easing function instead of linearly moving it Made the grid in the background not jitter when viewing a single planet Set up debugging to work ㅤ The reason this took this long was because for some reason, I was previously using the frame count and a decimal calculated framerate to time out the animations. ㅤ Obviously, mixing decimal numbers with whole numbers wasn’t going to work well, so I had some really weird bugs that sometimes happened and sometimes didn’t. This was literally the motivation for me to setup the debugger! ㅤ Initially I tried to work with the system as it was, but it became tedious fairly quickly, with a lot of if statements, etc. So, I swapped to just using the system time, and it literally just fixed itself almost instantly! That and the code for it ended up being simpler than before! ㅤ The only thing I don’t really like is the grid, and how it kind of jitters, although that will a future problem to solve.
So I added an easy button to make celestial objects orbit another object. To demonstrate this, I recorded a video of me adding 2 moons to Jupiter! I also added a reverse velocity button which is self-explanatory, I didn’t include it in the video because I forgot. I also made it easier to add objects in a previous devlog, but I forgot to include it there.
Here’s what I’ve done: Made it possible to move the flat grid up and down Implemented custom camera controls so that I can better control the experience. This was very difficult at first… until I realized I could just copy paste the code from the library I’m using and just edit that instead 🤦. With this new camera system, I added a feature where you can hold shift and it will slow down for you. More internal refactoring!!! If you’ve been reading my devlogs, you’ll realize that this is like the 5th time or something that I did internal refactoring. To explain, this is my flagship project, as in I’m trying to reach like ~150 hours on this project so that I can get the Framework 13, so I want to take it slowly, so that I can be sure that I can build the features I want to build in an enjoyable manner. This is why I do these things occasionally.
So now you can add objects and change velocities going up and down in the y-axis using up/down arrow keys!! It also shows the flat grid temporarily for these. ㅤ The only thing is that I will probably change how the velocity y-value thing works, because I don’t like it. It’s ironic because that was the thing that took the most amount of time as well.
Now you can change the velocity and lock it to a specific axis!! Also I upgraded to C++23 from C++20. ㅤ Yeah that feature was a real nightmare to implement, with loads of bugs. That stupid float vs double thing came back to bite me again!!!! I swear bro these things annoy me a lot. How do I do this? I also initially had like no idea how this feature should be implemented, I was sitting there thinking and trying code out for a long time. I eventually decided to change the way velocities are changed entirely, now instead of just clicking and dragging, you press V on the keyboard and click with the mouse to confirm. ㅤ Even after that I had a dilemma about how exactly this axis locking feature should be implemented. I was initially going to cast a ray from the mouse and figure out where it is closest to the axis, however it turns out that is math that goes outside of high school altogether, so I had to scrap that. ㅤ Then I decided to open up Blender and see how it does it’s axis locking when you drag 3D objects around. From Blender I got inspiration for how it works in my program. ㅤ So now once you are editing the velocity, you can press X , Y , or Z to change the velocity going in those respective axes if you want. I also figured a much simpler way than that first method I thought of because of the testing with Blender. AI disclaimer Obviously there had to be some bugs with my code. After having spent a bunch of time struggling through writing the code only to reach some weird bugs, I gave up and did turn to AI. ㅤ I carefully supervised it while it tried to fix my code (I do NOT believe in vibe-coding) and it was actually able to fix it alright. I made a suggestion to edit the code to be cleaner and it listened. The ultimate plot twist I then asked it to add that sky-blue line thing. Now here’s the ultimate plot twist, so you know that float vs double precision error that keeps coming back to me? Well in every previous devlog where it happened, it was Claude who pointed out the issue. Well guess what? This time it was me who found it! The issue was with that line and how it was drawn on screen. ㅤ So yeah. That took a very long time, but it was worth it.
I’m back after 2 weeks!!! First I’ll explain why I took a break and then go over what I did in these 3.5 hours. Why I was gone for 2 weeks Basically, I was previously trying to force out 3.5 hours a day to get the FW13 laptop, along with trying to finish this online course so I can get my driver’s license (spending 2 hours a day on that). On top of that I had tuition classes so I can get ahead for next year’s chemistry and math curriculum (probably ~2 hours a day on that). This makes for 8 hours a day of scheduled work. Oh yeah and I wanted to do all of this while still maintaining my health (like going out for a walk everyday and things). ㅤ Obviously, this is a lot of time to commit, but I went ahead with it, thinking of it as a way for me to learn better time management, so that grade 12 will be easy for me. ㅤ However, it turned out to not go the way I thought it would in my mind. You see, no matter what I tried, I just couldn’t get all three of my priorities met. It’s not like a 9-5 job, where you really just have to stay at the office for that timeframe, but then only like 3-4 hours of that is actual focused work. This plan was demanding a full on 8 hours of high focus everyday, which is probably just not possible, without sacrificing too much in my opinion. ㅤ I also realized this was getting in the way my driver’s license and prepping for grade 12, which were probably more important. ㅤ Don’t get me wrong, Stardance is pretty cool and important, but the other 2 things are more important, I think. ㅤ The breaking point came when I finally did reach two of my priorities for 2 days (Stardance and driver’s course). But, it was a very grueling 2 days, and it wasn’t even including anything from tuition. I quickly realized that this was going need a lot more sacrifices than I bargained for. ㅤ So yeah, I took a break. I finished the online course, now I have to do in-car lessons, but the bottleneck for that is now the driving instructor’s availability, now mine. I also tried catching up to the tuition hw (yeah tbh, that didn’t go too well). And I still didn’t touch any of my projects for a bit after that because I was genuinely burnt out. ㅤ But now I’m back! I’m not fully quitting Stardance at all, but now I will work at a slower pace than before. A pace that feels natural to me, rather than forced. Honestly, it might turn out to be the same amount of time as before, just because a bunch of my time has been freed up by finished that driver’s course. But whatever happens, I will finish all of my projects in a way that isn’t so taxing to me mentally and physically. What I actually did in this devlog So for this devlog, I made it so you can edit the velocity using polar coordinates (basically change it via longitude/latitude), as an alternative to x/y/z. ㅤ I initially tried to do this myself by stitching together some math formulas from Reddit, but it didn’t work because I didn’t understand the physics behind them. ㅤ This stuff goes under a field called spherical trigonometry, which is something they don’t usually teach until university math, so I definitely didn’t learn it in grade 11. ㅤ Eventually I gave up and just used Claude to implement the rougher details. However, I have decided to learn a bit of this stuff myself, since it seems like just high school trig but in 3d. Also, because why not!
What would happen if a second Sun randomly spawned in our solar system? Well clearly chaos according to my simulation. So previously, I made a button that automatically sets a velocity so that one object orbits another object, allowing you to easily make planet-moon systems. ㅤ However, what if you wanted to create gravity systems where objects are similar masses, like binary stars, or something like the Pluto-Charon system where clearly they orbit a point outside of each other? ㅤ This is what I set out to implement in this devlog, other than fixing a bug in the spacetime curvature grid where it would jitter around. ㅤ So I’m gonna be honest here, I did basically get AI to do this part for me, that’s not to say I didn’t try at all because I really did. But it turns out this stuff is way outside of high school physics and goes into orbital mechanics. ㅤ I wrote a simple solution which I thought might work, but it didn’t quite. ㅤ So I tried to watch this video to understand how to do it, but couldn’t understand what kind of vector math he was doing. So I basically gave up and got Claude to do it. ㅤ Looking at Claude’s solution, it seems kind of simple in that it’s not using crazy long equations to do things, but at the same time, I don’t think I would have been able to come up with those on my own, so ig it was a good use of AI to speed things up.
First ship is incoming very soon! In these 4 hours spread out across a whole month (I was too busy with school), I got it deployed as a website! ㅤ You can try it out at https://agokule.github.io/perihelion/ . I’m too lazy rn to upload a proper video, so if you can’t figure out how to use the app, check out my other devlogs. Lmk what you think about the app in the comments! Would this be good to ship, or are there still some things you are dying to see before that happens? How was it? Not very nice tbh. A part of me regrets choosing Raylib instead of SDL3 for this project, bc in my experience it was super easy to just port over an SDL3 project to a website. ㅤ Here it was not that easy. I ended fully refactoring the main file (like just rearranging things into different functions) just for it to work the way I wanted. ㅤ In particular the way it handles keyboard/mouse inputs on a website is soooo weird!! You have to check for them at a specific point in your code between two certain functions, which is weird!! ㅤ There were also a lot of weird niche bugs that were so annoying to find, and it turns many of them were with the way Raylib deals with the web, and I only found out because Claude ended up closely reading the source code for these fixes! ㅤ These were mostly minor nitpicks which AI helped me solve. Now, that this thing is almost done I am very glad. It’s like a huge weight has been lifted off my shoulders.
So my first ship got rejected because of 2 reasons: I generated my README with AI, which I didn’t know was not allowed They think I generated over 30% of code with AI I personally don’t think that’s the case, but ig I will have to follow it anyways. So in these 5.75 hours, I rewrote my github readme from scratch by hand. I also rewrote a bunch of my code so that it is by hand as well. ㅤ I’d like to specifically talk about the Spherical struct, since I feel it was most interesting. I previously vibe coded it because the math behind it (3D trigonometry) looked too scary. I tried rewriting it from scratch, and actually turns out it’s not too difficult. So in that case, I’m kind of glad my submission got flagged because now I learned something new! ㅤ While rewriting it, I found some weird choices in sort of architecture which the AI made. So I ended up moving things around to fix it. I also deleted the stupidly long comments that it made, like seriously they’re so long they really make the code worse for the most part. I also fixed two small bugs. So yeah, this will be the last devlog I make for sure.
Ships:
What did I make? This is a gravity simulator written in C++. Right now, it only simulates the solar system, but I am planning on adding more to it in later ships. For detailed instructions on how to use it, see the README, but as a TLDR: when your mouse disappears, use the WASD , Shift , and Space keys to move around. To show your cursor, press Esc . Click anywhere to hide it again. Click on a planet’s outline to select it. When it’s selected, you can press V to change its velocity, then you can press X , Y , or Z to lock to the axis, and click with your mouse to confirm. You can also edit its properties in a window. To unselect it, press the × button in the top center Challenges I finished IB SL Physics with a level 7 (highest one possible), so I naively thought all the physics calculations would be easy enough that I could solve them completely alone. Tbh, it was at first, with the actual gravity part just being the F = Gmm/r^2 equation over and over again. However, with my other features like the spacetime curvature grid, and especially the “Orbit eachother” button, those features required things from university level physics and were complicated. So for these specific physics features, I ended up defaulting to AI to write them. Additionally, figuring out 3D graphics was a challenge and for this, AI and the internet were very useful in figuring those out. I am also glad I used Raylib to code this, since it makes 3D graphics much easier than it normally is. Roadmap for future ships I will consider adding the following in future ships: Black Holes Make the planets rotate Presets other than the solar system Optimize the gravity simulation, right now it lags at around 40 objects Add a bunch of the planets’ moons Add collision detection, so you can smash an asteroid at a planet and see what happens Simulate atmosphere of a planet? There’s probably a lot more that I could add as well, feel free to suggest some features when you vote for this project!...
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about me by @lollo22 | Stardance
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-15T15:08:06Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal site with a lot of passion and cool things!. I’m proud to have reached this result and i hope ypu enjoy visiting my work. btw I love pingu.", "repo": "https://github.com/lorenzo22mercurio/personal_site", "demo": "https://lorenzo22mercurio.github.io/personal_site/"}]...
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[{"post_id": 79813, "ts": "202 [{"post_id": 79813, "ts": "2026-10-15T14:58:32Z", "hours": 1.8803, "text": "about me site! pingu. noot noot."}]...
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Title: about me by @lollo22 | Stardance
Devlogs:
Title: about me by @lollo22 | Stardance
Devlogs:
about me site! pingu. noot noot.
Ships:
I made a personal site with a lot of passion and cool things!. I’m proud to have reached this result and i hope ypu enjoy visiting my work. btw I love pingu....
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1793584043.1263163
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1793670443.1263163
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64497
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My awesome macropad! by @d4rsh7n | Stardance
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d4rsh7n
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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 @d4rsh7n | Stardanc Title: My awesome macropad! by @d4rsh7n | Stardance...
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1793065642.619543
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1793670442.619543
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69741
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Orbital! by @Yousuff | Stardance
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Yousuff
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1
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16.96
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T13:13:09Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "ORBITAL - SPACESHIP IIN SPREADSHEET !! A satellite survival game made in Excel VBA. Project inspired for Wrong by Hack Club ! TO PLAY ORBITAL - Download the spreadsheet and click on Launch Game on sheet 1 or just go to sheet 2 and press Start. About ORBITAL is a small game built entirely in Microsoft Excel using VBA. Dodge space debris, switch lanes and survive as long as you can. Rocket 1 - Level 1 - 5 Rocket 2 - Level 6 to the end ! same for the Asteroids ! they are danger !!!! Controls A / ← — Move left D / → — Move right STOP / RESUME — Pause and continue RESTART MISSION — Restart MENU — Return to the menu Running the game Download ORBITAL.xlsm . Open it in desktop Microsoft Excel. Enable macros if prompted. Open the About Orbital sheet and click LAUNCH ORBITAL . Built with Microsoft Excel - Engine ig VBA Doodle (my personal art space) - to design Rockets and Debris please try Doodle too! Custom game sprites AI Usage ? yes I used but -> as ofc VBM was veryyy new for me! This project does use AI, but only for coding help when I got stuck, mainly with bugs and figuring out why certain things weren’t working as expected. I used it to help debug and get past issues I couldn’t solve on my own. No AI was used to create the assets or decide the creative direction of ORBITAL. The visuals, game design, and overall idea were my own. AI was basically just there when the code decided to ruin my days 😭", "repo": "https://github.com/YousufProjs-exe/Orbital", "demo": "https://github.com/YousufProjs-exe/Orbital/releases/tag/v1"}]...
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[{"post_id": 81817, "ts": "202 [{"post_id": 81817, "ts": "2026-10-22T16:53:08Z", "hours": 0.9578, "text": "Fixed the code arrangement problem in VBM editor"}, {"post_id": 80723, "ts": "2026-10-18T16:48:05Z", "hours": 8.1406, "text": "Orbital is now finally done - with multiple levels but the game changes from level 6 - the change can break ur streaks too, be careful"}, {"post_id": 80001, "ts": "2026-10-15T21:08:35Z", "hours": 4.7022, "text": "Finally - after soooo amny trys, Main Menu is here with a working Start button : also to make the Start Button Work it was the hardest part!"}, {"post_id": 79779, "ts": "2026-10-15T11:48:25Z", "hours": 1.3194, "text": "Orbital now have - our spaceships enemy !! - dodge the derby."}, {"post_id": 79738, "ts": "2026-10-15T08:15:25Z", "hours": 2.1306, "text": "Orbital - the main board, 3 lanes, the satellite and movements are initialized - to use them - adding buttons r next !"}]...
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Title: Orbital! by @Yousuff | Stardance
Devlogs:
Title: Orbital! by @Yousuff | Stardance
Devlogs:
Orbital - the main board, 3 lanes, the satellite and movements are initialized - to use them - adding buttons r next !
Orbital now have - our spaceships enemy !! - dodge the derby.
Finally - after soooo amny trys, Main Menu is here with a working Start button : also to make the Start Button Work it was the hardest part!
Orbital is now finally done - with multiple levels but the game changes from level 6 - the change can break ur streaks too, be careful
Fixed the code arrangement problem in VBM editor
Ships:
ORBITAL - SPACESHIP IIN SPREADSHEET !! A satellite survival game made in Excel VBA. Project inspired for Wrong by Hack Club ! TO PLAY ORBITAL - Download the spreadsheet and click on Launch Game on sheet 1 or just go to sheet 2 and press Start. About ORBITAL is a small game built entirely in Microsoft Excel using VBA. Dodge space debris, switch lanes and survive as long as you can. Rocket 1 - Level 1 - 5 Rocket 2 - Level 6 to the end ! same for the Asteroids ! they are danger !!!! Controls A / ← — Move left D / → — Move right STOP / RESUME — Pause and continue RESTART MISSION — Restart MENU — Return to the menu Running the game Download ORBITAL.xlsm . Open it in desktop Microsoft Excel. Enable macros if prompted. Open the About Orbital sheet and click LAUNCH ORBITAL . Built with Microsoft Excel - Engine ig VBA Doodle (my personal art space) - to design Rockets and Debris please try Doodle too! Custom game sprites AI Usage ? yes I used but -> as ofc VBM was veryyy new for me! This project does use AI, but only for coding help when I got stuck, mainly with bugs and figuring out why certain things weren’t working as expected. I used it to help debug and get past issues I couldn’t solve on my own. No AI was used to create the assets or decide the creative direction of ORBITAL. The visuals, game design, and overall idea were my own. AI was basically just there when the code decided to ruin my days 😭...
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1793584041.963082
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1793670441.963082
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69737
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Night Desk by @_Thomas_ | Stardance
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_Thomas_
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-14T19:32:01Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built NightDesk , a customizable productivity dashboard using HTML, CSS, and JavaScript. It includes a Google search bar, live clock and date, dark and light themes, English and Czech language settings, and four widgets: Quick Links, To-Do, Notes, and a Focus Timer. The widgets can be moved and resized, and users can customize which ones are visible. Settings and user data are saved, so the workspace stays personalized between visits. One of the biggest challenges was getting the widget positioning system to work properly. I spent time debugging the layout and fixing issues that prevented widgets from being moved freely. This project helped me learn more about frontend development, CSS, JavaScript interactions, saving data in the browser, and how seemingly small changes can affect other parts of an application. I’m most proud that I managed to turn the idea into a working website that people can actually use. I used VS Code as my editor, with ChatGPT and Claude for technical help, debugging, and a few code improvements. I tested and refined the project along the way. How to test it: Open the live demo and try moving and resizing the widgets, switching themes and languages, adding tasks or notes, and using the focus timer. You can also change the settings to customize the dashboard to your liking. (Sorry if the project timeline looks a little confusing! I had some trouble linking Hackatime correctly, so the tracked time doesn’t seem to match the time spent working on the project. I finally got it sorted out and wanted to publish the finished project instead of getting stuck on the setup any longer. :D)", "repo": "https://github.com/Thomio2/Night-Desk", "demo": "https://thomio2.github.io/Night-Desk/"}]...
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[{"post_id": 79629, "ts": "202 [{"post_id": 79629, "ts": "2026-10-14T19:09:40Z", "hours": 0.2919, "text": "Night Desk"}]...
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Title: Night Desk by @_Thomas_ | Stardance
Devlog Title: Night Desk by @_Thomas_ | Stardance
Devlogs:
Night Desk
Ships:
I built NightDesk , a customizable productivity dashboard using HTML, CSS, and JavaScript. It includes a Google search bar, live clock and date, dark and light themes, English and Czech language settings, and four widgets: Quick Links, To-Do, Notes, and a Focus Timer. The widgets can be moved and resized, and users can customize which ones are visible. Settings and user data are saved, so the workspace stays personalized between visits. One of the biggest challenges was getting the widget positioning system to work properly. I spent time debugging the layout and fixing issues that prevented widgets from being moved freely. This project helped me learn more about frontend development, CSS, JavaScript interactions, saving data in the browser, and how seemingly small changes can affect other parts of an application. I’m most proud that I managed to turn the idea into a working website that people can actually use. I used VS Code as my editor, with ChatGPT and Claude for technical help, debugging, and a few code improvements. I tested and refined the project along the way. How to test it: Open the live demo and try moving and resizing the widgets, switching themes and languages, adding tasks or notes, and using the focus timer. You can also change the settings to customize the dashboard to your liking. (Sorry if the project timeline looks a little confusing! I had some trouble linking Hackatime correctly, so the tracked time doesn’t seem to match the time spent working on the project. I finally got it sorted out and wanted to publish the finished project instead of getting stuck on the setup any longer. :D)...
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1793584040.7974064
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1793670440.7974064
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42787
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Calculator in Assembly by @kingvon | Stardance
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kingvon
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1
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5.0
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11
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T19:40:05Z", "hours": 5.0, "multiplier": 1.73, "payout": 11, "blessing": "neutral", "text": "Basic Calc in x86_64 Assembly wanted to learn assembly so wrote this, its not a full fledged calc but it does support somethings supports + - * / only linux _ checks for invalid op, invalid digits, empty input, negative output, divide by zero, u64 overflow check readme and build from source", "repo": "https://github.com/pratiksingh94/calc-in-assembly", "demo": "https://github.com/pratiksingh94/calc-in-assembly/releases/tag/v0.1"}]...
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[{"post_id": 80473, "ts": "202 [{"post_id": 80473, "ts": "2026-10-17T19:30:40Z", "hours": 1.9289, "text": "Multiple shi did a lot of lil things, just wanted to complete this and ship to get 3 stardust so i can get the buds _ things i did: added negative number guard added invalid number check added operation check added u64 overflow check"}, {"post_id": 39707, "ts": "2026-08-02T20:47:01Z", "hours": 0.5239, "text": "Added Subtraction, Multiplication, Division they were all easy, everything after itoa was easy so far. also made github repo and the readme has my todo stuff too."}, {"post_id": 39653, "ts": "2026-08-02T19:37:08Z", "hours": 1.4456, "text": "Addition yeah it can do addition now, but 1h 24m to make that? hell NO. most of the time went on a stupid Integer to ASCII conversion function it was so hard to implement but i did it at the end the calculator lacks hella checks tho, you can do “hi + hello” and get 620280 (yes literally idk how)"}, {"post_id": 39061, "ts": "2026-08-01T18:57:13Z", "hours": 0.9236, "text": "made atoi ASCII to integer conversion i am an idiot so i accidenttely said “itoa” in git commit T_T (integer to ASCII) yeah not much to show right now, just took almost an hour debugging and trying to fix the the loop screenshot shows i entered those values which is taken as ASCII and the output from reading the num1 and num2 bytes it prints those as numbers"}, {"post_id": 38973, "ts": "2026-08-01T16:23:54Z", "hours": 0.5319, "text": "made those CLI messages and input reading basic write and read syscalls"}]...
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Title: Calculator in Assembly by @kingvon | Starda Title: Calculator in Assembly by @kingvon | Stardance
Devlogs:
made those CLI messages and input reading basic write and read syscalls
made atoi ASCII to integer conversion i am an idiot so i accidenttely said “itoa” in git commit T_T (integer to ASCII) yeah not much to show right now, just took almost an hour debugging and trying to fix the the loop screenshot shows i entered those values which is taken as ASCII and the output from reading the num1 and num2 bytes it prints those as numbers
Addition yeah it can do addition now, but 1h 24m to make that? hell NO. most of the time went on a stupid Integer to ASCII conversion function it was so hard to implement but i did it at the end the calculator lacks hella checks tho, you can do “hi + hello” and get 620280 (yes literally idk how)
Added Subtraction, Multiplication, Division they were all easy, everything after itoa was easy so far. also made github repo and the readme has my todo stuff too.
Multiple shi did a lot of lil things, just wanted to complete this and ship to get 3 stardust so i can get the buds _ things i did: added negative number guard added invalid number check added operation check added u64 overflow check
Ships:
Basic Calc in x86_64 Assembly wanted to learn assembly so wrote this, its not a full fledged calc but it does support somethings supports + - * / only linux _ checks for invalid op, invalid digits, empty input, negative output, divide by zero, u64 overflow check readme and build from source...
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1793584039.5412817
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1793670439.5412817
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47485
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clicker kingdom by @Sepkatt | Stardance
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Sepkatt
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1
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4.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T20:41:59Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "1. What did I make? I made StarDance. I wanted to make something fun and I worked on getting everything to look and work the way I wanted. 2. What was hard? Some things didn’t work the first time, so I had to try again and fix them. It took some time to get everything right. 3. What am I proud of? I’m proud that I finished it and that I got it to work. I also learned some new things while making it. 4. What should people know about my project? I put time into making StarDance and tried to make it good. It wasn’t always easy, but I’m happy with how it turned out.", "repo": "https://github.com/katarinawattum-lgtm/New-folder", "demo": "https://katarinawattum-lgtm.github.io/New-folder/"}]...
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[{"post_id": 79150, "ts": "202 [{"post_id": 79150, "ts": "2026-10-12T20:28:07Z", "hours": 1.2403, "text": "Just finished a game made with HTML, CSS, and JS."}, {"post_id": 79088, "ts": "2026-10-12T16:58:35Z", "hours": 3.0461, "text": "Clicker Kingdom - Stardance Challenge Progress Update I started building my own browser game called Clicker Kingdom using HTML, CSS, and JavaScript in Visual Studio Code. So far, I have: Created the basic game structure using HTML. Designed the game with CSS, using a dark background, gold colours, and a kingdom theme. Added a gold counter and a button that lets players earn gold by clicking. -Created a shop where players can buy gold workers for 10 gold. Added an automatic gold system where each worker produces 1 gold per second.Implemented a save system using the browser’s local storage, so game progress can be saved and loaded again. My next step is to test that all the features work correctly and continue adding new features to make the game more fun and interactive."}]...
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Title: clicker kingdom by @Sepkatt | Stardance
De Title: clicker kingdom by @Sepkatt | Stardance
Devlogs:
Clicker Kingdom - Stardance Challenge Progress Update I started building my own browser game called Clicker Kingdom using HTML, CSS, and JavaScript in Visual Studio Code. So far, I have: Created the basic game structure using HTML. Designed the game with CSS, using a dark background, gold colours, and a kingdom theme. Added a gold counter and a button that lets players earn gold by clicking. -Created a shop where players can buy gold workers for 10 gold. Added an automatic gold system where each worker produces 1 gold per second.Implemented a save system using the browser’s local storage, so game progress can be saved and loaded again. My next step is to test that all the features work correctly and continue adding new features to make the game more fun and interactive.
Just finished a game made with HTML, CSS, and JS.
Ships:
1. What did I make? I made StarDance. I wanted to make something fun and I worked on getting everything to look and work the way I wanted. 2. What was hard? Some things didn’t work the first time, so I had to try again and fix them. It took some time to get everything right. 3. What am I proud of? I’m proud that I finished it and that I got it to work. I also learned some new things while making it. 4. What should people know about my project? I put time into making StarDance and tried to make it good. It wasn’t always easy, but I’m happy with how it turned out....
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1793584038.403359
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1793670438.403359
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