|
1884
|
Edu-Quity by @SynthReaper | Stardance
|
SynthReaper
|
1
|
7.24
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-03T19:06:16Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A youth-focused investment education platform combining simulated stock trading, structured financial literacy curriculum, gamified token rewards, and parental oversight", "repo": "https://github.com/SynthReaper/EduQuity", "demo": "https://edu-quity.vercel.app/"}]...
|
[{"post_id": 6621, "ts": "2026 [{"post_id": 6621, "ts": "2026-06-11T03:21:09Z", "hours": 4.8431, "text": "changed from sandbox to live data improve ui ,animations etc and solving bugs"}, {"post_id": 4181, "ts": "2026-06-07T12:21:04Z", "hours": 1.3994, "text": "Upgraded my website to next level with new features"}, {"post_id": 1612, "ts": "2026-06-03T19:03:25Z", "hours": 1.0811, "text": "A youth-focused investment education platform combining simulated stock trading, structured financial literacy curriculum, gamified token rewards, and parental oversight"}]...
|
Title: Edu-Quity by @SynthReaper | Stardance
Devl Title: Edu-Quity by @SynthReaper | Stardance
Devlogs:
A youth-focused investment education platform combining simulated stock trading, structured financial literacy curriculum, gamified token rewards, and parental oversight
Upgraded my website to next level with new features
changed from sandbox to live data improve ui ,animations etc and solving bugs
Ships:
A youth-focused investment education platform combining simulated stock trading, structured financial literacy curriculum, gamified token rewards, and parental oversight...
|
1793537243.8932667
|
1793623643.8932667
|
|
34698
|
YourDistro by @Sair | Stardance
|
Sair
|
1
|
7.0
|
68
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-20T00:44:56Z", "hours": 7.0, "multiplier": 10.16, "payout": 68, "blessing": "neutral", "text": "I created YourDistro, a quiz app with 30 different Linux distros. Answering any of the 15 questions awards points to matching systems, recommending whichever distro gets the most points. Challenges & Features: Implemented an automated safety filter for Nvidia GPUs that blocks unsupported distros early on. Designed the logic to dynamically show multiple winners simultaneously in a tie-game. If something is not working in github pages, ctrl + shift + R will likely fix it. Ai usage: Design, explaining and helping with the code.", "repo": "https://github.com/Sairsides/YourDistro", "demo": "https://sairsides.github.io/YourDistro/"}]...
|
[{"post_id": 29593, "ts": "202 [{"post_id": 29593, "ts": "2026-07-16T17:07:07Z", "hours": 2.6436, "text": "Devlog 4 I added 30 distros to the quiz! Each distro and question choice has special tags. When you click an answer, the code checks these tags and gives points to the distros that match the tag. At the end, the quiz shows whichever distro got the most points. If there is a tie and multiple distros get the exact same highest score, the code is smart enough to show both of them together on the screen! AI helped me also add a special safety rule for graphics cards: if someone clicks that they use an Nvidia GPU, the quiz will automatically hide and block any distro that does not support it, so they don’t get a broken system. Here are the 30 distributions I added to the database array: Debian & Ubuntu Family: Ubuntu, Linux Mint, Zorin OS, Pop!_OS, elementary OS, KDE Neon, Linux Lite, antiX, Debian, Kali Linux, Tails, Raspberry Pi OS Red Hat & Independent: Fedora, Rocky Linux, AlmaLinux, openSUSE, Solus, Alpine Linux, Slackware Arch Linux Ecosystem: Arch Linux, Manjaro, EndeavourOS, Garuda Linux, CachyOS Gaming Specialties: SteamOS, Nobara Project, BazziteAdvanced Security Architecture: Qubes OS"}, {"post_id": 28947, "ts": "2026-07-15T15:45:55Z", "hours": 2.2486, "text": "Devlog 3 I added 15 questions(I might change them a little bit, I am not sure). Next, I am going to add 30 distros. I will send the list of the distros that will be included."}, {"post_id": 28399, "ts": "2026-07-14T17:11:37Z", "hours": 1.2919, "text": "Devlog 2 I added the CSS. Since I didn’t know what style or colors to use, I let AI decide it(Maybe I will change it later, Idk)."}, {"post_id": 28002, "ts": "2026-07-13T23:38:18Z", "hours": 0.5361, "text": "Devlog 1 The idea is to create a quiz where you answer questions to find out which distro suits you best. I plan to add 30 distros, but for now, I have only built the base of the site."}]...
|
Title: YourDistro by @Sair | Stardance
Devlogs:
D Title: YourDistro by @Sair | Stardance
Devlogs:
Devlog 1 The idea is to create a quiz where you answer questions to find out which distro suits you best. I plan to add 30 distros, but for now, I have only built the base of the site.
Devlog 2 I added the CSS. Since I didn’t know what style or colors to use, I let AI decide it(Maybe I will change it later, Idk).
Devlog 3 I added 15 questions(I might change them a little bit, I am not sure). Next, I am going to add 30 distros. I will send the list of the distros that will be included.
Devlog 4 I added 30 distros to the quiz! Each distro and question choice has special tags. When you click an answer, the code checks these tags and gives points to the distros that match the tag. At the end, the quiz shows whichever distro got the most points. If there is a tie and multiple distros get the exact same highest score, the code is smart enough to show both of them together on the screen! AI helped me also add a special safety rule for graphics cards: if someone clicks that they use an Nvidia GPU, the quiz will automatically hide and block any distro that does not support it, so they don’t get a broken system. Here are the 30 distributions I added to the database array: Debian & Ubuntu Family: Ubuntu, Linux Mint, Zorin OS, Pop!_OS, elementary OS, KDE Neon, Linux Lite, antiX, Debian, Kali Linux, Tails, Raspberry Pi OS Red Hat & Independent: Fedora, Rocky Linux, AlmaLinux, openSUSE, Solus, Alpine Linux, Slackware Arch Linux Ecosystem: Arch Linux, Manjaro, EndeavourOS, Garuda Linux, CachyOS Gaming Specialties: SteamOS, Nobara Project, BazziteAdvanced Security Architecture: Qubes OS
Ships:
I created YourDistro, a quiz app with 30 different Linux distros. Answering any of the 15 questions awards points to matching systems, recommending whichever distro gets the most points. Challenges & Features: Implemented an automated safety filter for Nvidia GPUs that blocks unsupported distros early on. Designed the logic to dynamically show multiple winners simultaneously in a tie-game. If something is not working in github pages, ctrl + shift + R will likely fix it. Ai usage: Design, explaining and helping with the code....
|
1793537237.491088
|
1793623637.491088
|
|
71465
|
My first slack bot! by @Omnia | Stardance
|
Omnia
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Omnia | Stardance
|
1793018829.7983527
|
1793623629.7983527
|
|
71464
|
3D-Shoot by @tanay_savarna | Stardance
|
tanay_savarna
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: 3D-Shoot by @tanay_savarna | Stardance
|
1793018828.9266882
|
1793623628.9266882
|
|
71463
|
Frictionless by @KarunyaSagili | Stardance
|
KarunyaSagili
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @KarunyaSagili | Stardance
|
1793018828.0579748
|
1793623628.0579748
|
|
37465
|
Slack Bot Setup by @JacksonO | Stardance
|
JacksonO
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-20T22:39:12Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a slack bot that responds to commands and interfaces with the cat fact api as well as being hosted on nest 24/7", "repo": "https://github.com/JacksonOsteen/Stardance-SlackBotSetup-", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?skip_today=1"}]...
|
[{"post_id": 32043, "ts": "202 [{"post_id": 32043, "ts": "2026-07-20T22:34:21Z", "hours": 0.2803, "text": "worked out some kinks with the slack bot integration onto the slack server"}, {"post_id": 32029, "ts": "2026-07-20T22:00:21Z", "hours": 0.5936, "text": "Added the api Cat Fact functionality to the slack bot and hosted the bot on nest"}]...
|
Title: Slack Bot Setup by @JacksonO | Stardance
D Title: Slack Bot Setup by @JacksonO | Stardance
Devlogs:
Added the api Cat Fact functionality to the slack bot and hosted the bot on nest
worked out some kinks with the slack bot integration onto the slack server
Ships:
I made a slack bot that responds to commands and interfaces with the cat fact api as well as being hosted on nest 24/7...
|
1793534228.68592
|
1793620628.68592
|
|
5623
|
Far away by @ismael | Stardance
|
ismael
|
1
|
59.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T20:13:51Z", "hours": 59.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Ship #1 Hi! So, I’m shipping this, even though there’s still a lot of work to do, because Stardance is ending. I really wish I could’ve made way more progress, but with college coming up and this being my first actual Unity game, I’m happy with the base structure and code architecture that I managed to build. The game currently has the basic structure where you’re given machines to repair throughout the base. It has one event where you have to plant some food or you lose (even though I couldn’t implement the lose screen), some inspectable objects that you can interact with to get a little description, the hand animations, some lights, and, of course, the whole base. Even with all of this, there’s still a lot to do before there’s actual gameplay, but I hope this can give you an idea of the atmosphere, aesthetic, and basic gameplay loop that Far Away will have, because I do plan on finishing this game. It’s been a lot of learning, trying to understand C# (without being that good at coding, tbh), and even having to learn how to model in 3D. So, I hope you can see the effort I put into my models and that, even though this is incomplete, it can get you hooked and looking forward to future updates outside of Stardance. Please try it out and read some of the devlogs to learn about the story and future vision for this game. Any advice you can give me is highly welcome, so please include it in your review as well. Hope you like what I’ve managed to build!", "repo": "https://github.com/ismaelc137/Far-Away", "demo": "https://ismaelc137.itch.io/far-away"}]...
|
[{"post_id": 85191, "ts": "202 [{"post_id": 85191, "ts": "2026-10-30T22:42:13Z", "hours": 8.9131, "text": "Devlog #7 I’ve created an event system, so now, after a few days, the food supply will run out. This means you’ll have to start planting your own food to keep surviving. I’ve also fixed some balancing issues with the energy consumed by machine repairs, and made the main menu and settings screen accessible from within gameplay. The settings screen is particularly useful for adjusting camera sensitivity, since mouse sensitivity can feel different from one computer to another."}, {"post_id": 43673, "ts": "2026-08-09T02:15:46Z", "hours": 10.4142, "text": "Devlog #6 So, it’s been a while since I made any progress on this project because of school and stuff. I still haven’t made much more progress, but I wanted to log these hours before continuing. If I remember correctly, all I did was make the energy system, making sure that the player restores energy by sleeping and wastes it by repairing machines around the base. Also, all machines now display their status and integrity. I also made the system that damages the machines, so the whole point will be that machines that are more damaged will fail more often, and the whole base will deteriorate over time. It’s up to the player to decide what to repair and to what degree with the energy they have. For example, fully repairing the heating system might take the energy that you need for the lab, but you might consider the heating system to be more important, and so on… So yeah :)"}, {"post_id": 13556, "ts": "2026-06-22T06:05:22Z", "hours": 16.7378, "text": "Devlog #5 Hi everybody! This week was focused on turning individual mechanics into a playable experience.Several new sections of the Titan base have been added, including industrial storage and processing areas. I spent a lot of time working on interactions. Ladders are now fully functional, with dedicated animations and movement systems, and the first version of the sleep mechanic has been fully implemented along a more smooth animation for it. Most of the work this week wasn’t spent creating entirely new features, but refining and connecting existing ones. The game is slowly reaching the point where I can experience a full gameplay loop rather than a collection of separate systems. There is still a lot of work ahead, especially regarding minigames, textures, and story content. I’m working now in cutscenes and textdialogs to make sure that there is a well told narrative. Hope what i show seems interesting and good luck to everyone!"}, {"post_id": 10431, "ts": "2026-06-17T04:30:33Z", "hours": 9.0658, "text": "Devlog #4 Hi everybody! A lot of progress has been made since the last devlog the Titan base, where the entire game takes place, is now almost fully modeled. Most of the major systems are in place, including communications, water recycling, heating, and the biodome. The biodome is fully functional and features a plant growth system that progresses based on the passing days on Titan. The exterior environment of Titan is also complete the hands shown in the first devlog have been replaced with fully 3D animated hands, with unique animations for every interaction in the game i’ve also added an inspection system that lets players pick up, rotate, and closely examine objects, this will be used to reveal important story details naturally, without interrupting gameplay most of the recent work has focused on atmosphere and immersion, and the game is finally starting to feel like the lonely, isolated place I imagined from the beginning next, I’ll be working on repair minigames, textures, and the log system. The logs will play a major role in survival, as the number of days you must endure depends on how effectively you convince people on Earth to organize a rescue mission I’m really happy with the direction of the project so far. It’s shaping up to be a short psychological sci-fi horror experience"}, {"post_id": 8801, "ts": "2026-06-14T16:47:40Z", "hours": 3.6253, "text": "Devlog #3 Spent a few hours in Blender this last few days, learning the basics of 3D modeling and putting together some of the machines for the base. It’s a shame those hours aren’t tracked anywhere, because there was a lot of trial and error involved. The process has been surprisingly fun, and it’s starting to make the world feel more real. Most of these machines are so specific that finding suitable models online isn’t really an option, so I decided to build them myself. For more common props and environment assets, though, I’ll be using existing models so I can focus on what matters most: actually putting the game together. It’s still early, but seeing these systems take shape makes the project feel a lot more tangible. The goal now is to start turning this isolated systems into a playable base on Titan."}, {"post_id": 4648, "ts": "2026-06-08T01:40:57Z", "hours": 5.7944, "text": "Devlog #2 i have struggle a LOT learning C# and modeling stuff but after a bunch of errors i built a dome that will serve as the main agricultural and research area of the outpost. One of the player’s objectives is to grow plants inside the dome as part of an experiment to determine whether sustainable food production is possible on Titan. The dome also provides protection from Titan’s harsh environmental conditions, allowing crops to grow in a controlled environment. I also implemented a simple time progression mechanic. Time is measured in “Sols,” which represent the equivalent of Earth days in the game. As Sols pass, the environment and other gameplay elements will gradually change, reflecting the progression of the mission. Additionally, I improved the camera controls to make movement feel smoother and more natural for the player. Finally, I have defined the game’s story wich i really needed cause i felt the game lacked direction. Here’s a story overview: The game follows the first human expedition to Titan, Saturn’s largest moon. The mission’s objective is to establish a small research outpost, study Titan’s environment, and evaluate whether long-term human habitation could one day be possible. The crew consists of four astronauts, including the player. During an early exploration mission, the player remains at a temporary surface base to monitor scientific equipment and oversee operations while the rest of the crew ventures into the surrounding terrain. While monitoring the mission, the player detects a powerful atmospheric storm approaching the crew and warns them through radio communication. Shortly afterward, all contact is lost. Faced with an unknown threat, the other astronauts retreat to the main spacecraft and leave Titan, believing the player has already been informed of the evacuation. Due to communication failures, the player never receives the message. After losing contact, the player ventures outside in search of the crew’s last known location, only to witness the spacecraft departing Titan without them. Panicked and alone, they return to the outpost, accidentally damaging critical life-support systems. Repairing these systems serves as an introduction to the game’s repair mechanics. With no immediate hope of rescue, the player sends a distress signal and begins a long struggle for survival. They must maintain the base, operate scientific machinery, conduct experiments, and grow crops inside a research dome designed to test whether food can be sustainably produced on Titan. As time passes, isolation begins to take its toll. Strange events, distant shadows, and unexplained phenomena blur the line between reality and imagination. The player is left questioning whether Titan truly is lifeless—or whether something else exists beneath its frozen surface. The game focuses on loneliness, survival, and the psychological effects of isolation. Its atmosphere emphasizes the vastness of space, the distance from Earth, and the uncertainty of being completely alone in an alien world. Eventually, a rescue mission arrives. However, after everything the player has experienced, they must make a final decision: trust the returning crew and leave Titan behind, or remain on the moon, convinced that the people who came to save them may not be who they claim to be."}, {"post_id": 1775, "ts": "2026-06-03T23:39:22Z", "hours": 4.1028, "text": "Devlog #1 Hi everybody! i just started this game about a guy who is left alone in his spaceship in titan and need to use all his knowledge to get back home. I have pretty much no experience with unity so it has been a fun challenge making the basic stuff. I finally made all the movements with sprint and crouch and also made a functional door wich im very proud of :). the game is supossed to have a bunch of survival-like mechanics, and by the look of it, it will probably be kind of horror like, idk, im just flowing with it. we’ll see how it turns out, really excited about it! sorry if my english isn’t the best btw, been a while since a practice. good luck to everyone!"}]...
|
Title: Far away by @ismael | Stardance
Devlogs:
D Title: Far away by @ismael | Stardance
Devlogs:
Devlog #1 Hi everybody! i just started this game about a guy who is left alone in his spaceship in titan and need to use all his knowledge to get back home. I have pretty much no experience with unity so it has been a fun challenge making the basic stuff. I finally made all the movements with sprint and crouch and also made a functional door wich im very proud of :). the game is supossed to have a bunch of survival-like mechanics, and by the look of it, it will probably be kind of horror like, idk, im just flowing with it. we’ll see how it turns out, really excited about it! sorry if my english isn’t the best btw, been a while since a practice. good luck to everyone!
Devlog #2 i have struggle a LOT learning C# and modeling stuff but after a bunch of errors i built a dome that will serve as the main agricultural and research area of the outpost. One of the player’s objectives is to grow plants inside the dome as part of an experiment to determine whether sustainable food production is possible on Titan. The dome also provides protection from Titan’s harsh environmental conditions, allowing crops to grow in a controlled environment. I also implemented a simple time progression mechanic. Time is measured in “Sols,” which represent the equivalent of Earth days in the game. As Sols pass, the environment and other gameplay elements will gradually change, reflecting the progression of the mission. Additionally, I improved the camera controls to make movement feel smoother and more natural for the player. Finally, I have defined the game’s story wich i really needed cause i felt the game lacked direction. Here’s a story overview: The game follows the first human expedition to Titan, Saturn’s largest moon. The mission’s objective is to establish a small research outpost, study Titan’s environment, and evaluate whether long-term human habitation could one day be possible. The crew consists of four astronauts, including the player. During an early exploration mission, the player remains at a temporary surface base to monitor scientific equipment and oversee operations while the rest of the crew ventures into the surrounding terrain. While monitoring the mission, the player detects a powerful atmospheric storm approaching the crew and warns them through radio communication. Shortly afterward, all contact is lost. Faced with an unknown threat, the other astronauts retreat to the main spacecraft and leave Titan, believing the player has already been informed of the evacuation. Due to communication failures, the player never receives the message. After losing contact, the player ventures outside in search of the crew’s last known location, only to witness the spacecraft departing Titan without them. Panicked and alone, they return to the outpost, accidentally damaging critical life-support systems. Repairing these systems serves as an introduction to the game’s repair mechanics. With no immediate hope of rescue, the player sends a distress signal and begins a long struggle for survival. They must maintain the base, operate scientific machinery, conduct experiments, and grow crops inside a research dome designed to test whether food can be sustainably produced on Titan. As time passes, isolation begins to take its toll. Strange events, distant shadows, and unexplained phenomena blur the line between reality and imagination. The player is left questioning whether Titan truly is lifeless—or whether something else exists beneath its frozen surface. The game focuses on loneliness, survival, and the psychological effects of isolation. Its atmosphere emphasizes the vastness of space, the distance from Earth, and the uncertainty of being completely alone in an alien world. Eventually, a rescue mission arrives. However, after everything the player has experienced, they must make a final decision: trust the returning crew and leave Titan behind, or remain on the moon, convinced that the people who came to save them may not be who they claim to be.
Devlog #3 Spent a few hours in Blender this last few days, learning the basics of 3D modeling and putting together some of the machines for the base. It’s a shame those hours aren’t tracked anywhere, because there was a lot of trial and error involved. The process has been surprisingly fun, and it’s starting to make the world feel more real. Most of these machines are so specific that finding suitable models online isn’t really an option, so I decided to build them myself. For more common props and environment assets, though, I’ll be using existing models so I can focus on what matters most: actually putting the game together. It’s still early, but seeing these systems take shape makes the project feel a lot more tangible. The goal now is to start turning this isolated systems into a playable base on Titan.
Devlog #4 Hi everybody! A lot of progress has been made since the last devlog the Titan base, where the entire game takes place, is now almost fully modeled. Most of the major systems are in place, including communications, water recycling, heating, and the biodome. The biodome is fully functional and features a plant growth system that progresses based on the passing days on Titan. The exterior environment of Titan is also complete the hands shown in the first devlog have been replaced with fully 3D animated hands, with unique animations for every interaction in the game i’ve also added an inspection system that lets players pick up, rotate, and closely examine objects, this will be used to reveal important story details naturally, without interrupting gameplay most of the recent work has focused on atmosphere and immersion, and the game is finally starting to feel like the lonely, isolated place I imagined from the beginning next, I’ll be working on repair minigames, textures, and the log system. The logs will play a major role in survival, as the number of days you must endure depends on how effectively you convince people on Earth to organize a rescue mission I’m really happy with the direction of the project so far. It’s shaping up to be a short psychological sci-fi horror experience
Devlog #5 Hi everybody! This week was focused on turning individual mechanics into a playable experience.Several new sections of the Titan base have been added, including industrial storage and processing areas. I spent a lot of time working on interactions. Ladders are now fully functional, with dedicated animations and movement systems, and the first version of the sleep mechanic has been fully implemented along a more smooth animation for it. Most of the work this week wasn’t spent creating entirely new features, but refining and connecting existing ones. The game is slowly reaching the point where I can experience a full gameplay loop rather than a collection of separate systems. There is still a lot of work ahead, especially regarding minigames, textures, and story content. I’m working now in cutscenes and textdialogs to make sure that there is a well told narrative. Hope what i show seems interesting and good luck to everyone!
Devlog #6 So, it’s been a while since I made any progress on this project because of school and stuff. I still haven’t made much more progress, but I wanted to log these hours before continuing. If I remember correctly, all I did was make the energy system, making sure that the player restores energy by sleeping and wastes it by repairing machines around the base. Also, all machines now display their status and integrity. I also made the system that damages the machines, so the whole point will be that machines that are more damaged will fail more often, and the whole base will deteriorate over time. It’s up to the player to decide what to repair and to what degree with the energy they have. For example, fully repairing the heating system might take the energy that you need for the lab, but you might consider the heating system to be more important, and so on… So yeah :)
Devlog #7 I’ve created an event system, so now, after a few days, the food supply will run out. This means you’ll have to start planting your own food to keep surviving. I’ve also fixed some balancing issues with the energy consumed by machine repairs, and made the main menu and settings screen accessible from within gameplay. The settings screen is particularly useful for adjusting camera sensitivity, since mouse sensitivity can feel different from one computer to another.
Ships:
Ship #1 Hi! So, I’m shipping this, even though there’s still a lot of work to do, because Stardance is ending. I really wish I could’ve made way more progress, but with college coming up and this being my first actual Unity game, I’m happy with the base structure and code architecture that I managed to build. The game currently has the basic structure where you’re given machines to repair throughout the base. It has one event where you have to plant some food or you lose (even though I couldn’t implement the lose screen), some inspectable objects that you can interact with to get a little description, the hand animations, some lights, and, of course, the whole base. Even with all of this, there’s still a lot to do before there’s actual gameplay, but I hope this can give you an idea of the atmosphere, aesthetic, and basic gameplay loop that Far Away will have, because I do plan on finishing this game. It’s been a lot of learning, trying to understand C# (without being that good at coding, tbh), and even having to learn how to model in 3D. So, I hope you can see the effort I put into my models and that, even though this is incomplete, it can get you hooked and looking forward to future updates outside of Stardance. Please try it out and read some of the devlogs to learn about the story and future vision for this game. Any advice you can give me is highly welcome, so please include it in your review as well. Hope you like what I’ve managed to build!...
|
1793534224.2248178
|
1793620624.2248178
|
|
24647
|
Macrofy by @notryaan | Stardance
|
notryaan
|
1
|
7.0
|
91
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T17:08:20Z", "hours": 7.0, "multiplier": 13.76, "payout": 91, "blessing": "neutral", "text": "Turn a spare keyboard into a macro pad on Windows. Got a keyboard lying around? Plug it in and Macrofy takes it over. Its keys stop typing and start firing macros instead (launch an app, open a link, type text, send a hotkey, control media, run a command), while the keyboard you actually type on keeps working like nothing happened. No driver, nothing installed system-wide. Think of it like a Stream Deck, except it’s a whole keyboard and it’s free. :3", "repo": "https://github.com/UltimaCodes/Macrofy", "demo": "https://github.com/UltimaCodes/Macrofy/releases/tag/v1.0"}]...
|
[{"post_id": 15754, "ts": "202 [{"post_id": 15754, "ts": "2026-06-25T17:02:37Z", "hours": 2.1933, "text": "FIRST RELEASE!!!! Fleshed it all out with full settings, QOL features, small oomph here and there + First Release :3"}, {"post_id": 15538, "ts": "2026-06-25T07:57:16Z", "hours": 1.85, "text": "INSANE PROGRESS!!!!! The device specific isolation finally works, the library I was using wasn’t working well so I had to replace it with a different one but rewriting the backend was very quick because they were very similar and I had most of the foundations down. I added Macros, Layers and tried fleshing it out as much as possible. All that’s left is a bit of polish, testing and trying to make the UI not look the exact same as Wootility (oops)"}, {"post_id": 15091, "ts": "2026-06-24T15:01:11Z", "hours": 1.8536, "text": "Worked on bettering the UI and detecting, Device Isolation now works in sync with the UI but theres a problem with it isolating multiple devices at the same time."}, {"post_id": 14429, "ts": "2026-06-23T15:42:22Z", "hours": 0.8697, "text": "worked on setting up the base UI and setting up the isolation layers to separate inputs from different keyboard devices (ongoing). Took alot of inspiration from wootility."}]...
|
Title: Macrofy by @notryaan | Stardance
Devlogs:
Title: Macrofy by @notryaan | Stardance
Devlogs:
worked on setting up the base UI and setting up the isolation layers to separate inputs from different keyboard devices (ongoing). Took alot of inspiration from wootility.
Worked on bettering the UI and detecting, Device Isolation now works in sync with the UI but theres a problem with it isolating multiple devices at the same time.
INSANE PROGRESS!!!!! The device specific isolation finally works, the library I was using wasn’t working well so I had to replace it with a different one but rewriting the backend was very quick because they were very similar and I had most of the foundations down. I added Macros, Layers and tried fleshing it out as much as possible. All that’s left is a bit of polish, testing and trying to make the UI not look the exact same as Wootility (oops)
FIRST RELEASE!!!! Fleshed it all out with full settings, QOL features, small oomph here and there + First Release :3
Ships:
Turn a spare keyboard into a macro pad on Windows. Got a keyboard lying around? Plug it in and Macrofy takes it over. Its keys stop typing and start firing macros instead (launch an app, open a link, type text, send a hotkey, control media, run a command), while the keyboard you actually type on keeps working like nothing happened. No driver, nothing installed system-wide. Think of it like a Stream Deck, except it’s a whole keyboard and it’s free. :3...
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1793534221.8225102
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1793620621.8225102
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767
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Furloined by @sinismylastname | Stardance
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sinismylastname
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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: Furloined by @sinismylastname | Stardance
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1792756621.44353
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1793620621.44353
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34136
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compliment widget by @ducki | Stardance
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ducki
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1
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51.0
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380
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-29T09:19:05Z", "hours": 51.0, "multiplier": 7.44, "payout": 380, "blessing": "neutral", "text": "I made an Android widget app that lets people share compliments and positivity with their friends and loved ones with customizable home screen widgets. Challenges I definitly faced challenges with the widget library and my limited RAM, since the android emulator recommends 16GB of RAM, while I am working with 12GB. The testing was slower than it could have been. The widgets unique components and requirements for it, was a fun challenge, that made me have to rewrite my base code quite a lot to allow for it to run and update with the app in real time. For testing To test out the app, I have an apk that can be downloaded on Android devices, maybe this can be something to even share with others, create them a compliment list and share it to them. Just click try project to download the APK My successes I really like how the themes turned out, and all the customization. I think it really makes it look ten times better. It was worth it taking my time at midnight to fully implement it. And of course that the widget works, I already have it on my home screen, it is a great addition.", "repo": "https://github.com/Duckwastakon/compliment-widget", "demo": "https://github.com/Duckwastakon/compliment-widget/releases"}]...
|
[{"post_id": 36898, "ts": "202 [{"post_id": 36898, "ts": "2026-07-29T08:54:36Z", "hours": 4.6331, "text": "Complimet widget is finally done! Made some very interesting typos that caused the APK build to break, multiple times, but finally this app is available to anyone on github! quick changes: More themes: Added 3 more themes, peach, mint and coffee. It is now possible to see compliments on your homescreen in some color, not black/white. Small UI changes Some bug fixes like wrong text appearing. Made the README Built the project and released it Thank you to everyone who supported this project in any way!"}, {"post_id": 36268, "ts": "2026-07-28T08:15:12Z", "hours": 8.7222, "text": "compliment widget is 95% done! I will be trying to ship the project today, but depends on how many unexpected bugs appear new stuff: Finally added mass compliment pasting/writing Instead of having to write individual compliments the user can write many and the app then splits up all the lines into seperate compliments, makes it way faster to input 100, or if they already have a list of compliments to paste it in. navigator tab styling: To be fair it was wack, just white with text, now we have Icons bunch more icons to make buttons easier to understand just from visuals. more visual improvements a load of bug fixes The new additions did come with some troubles -> *Accidentaly ireversable deleted code, thank god github exsists. Mobile application development has not turned out the burden I expected it to be, totally recommend for anyone to try. The only issue being an emulator is quite ram intensive to run, I can barely run mine. Now all that is left is to export to an apk, hope there are not too many bugs and problems. How much can go wrong? only one way to find out"}, {"post_id": 32677, "ts": "2026-07-21T23:59:20Z", "hours": 9.2344, "text": "User interface designers are underrated I had never paid much attention to how apps look, but now making my first mobile application, I realise how important it is, the fact that the styling is very similar to css (I hate css) is useful for simplicity, but I have a bias from so many small mistakes that take hours to fix. Apps need the user interface to effectively tell the user what each button does, or to put attention into the main aspect. Most people would not look twice if an apps design is bad. New stuff Finally implemented the possibility to change time between new compliment generating Bunch of bug fixing And most importantly: The interface Because this is my first mobile app I must say the starting design code sucks, so I have been stuck at slowly rewriting old systems so they actually work with all the needed features. For the interface I have to rewrite the entire styleSheet for it to look okay. Hope that I can finally release soon, and not into 99 more bugs"}, {"post_id": 31964, "ts": "2026-07-20T19:46:23Z", "hours": 8.4158, "text": "IOS development is impossible maybe exaggerating a bit, but from all of my reserch i have found out that you need a mac or IOS device to be able to test IOS, now I do not have one of those .-. What does this mean: I am not gonna be releasing a IOS widget, because of not being able to make it high quality, let alone test it Instead I am gonna release it as a android app, and if it gets enough requests, add IOS support Now what have I done instead Had to remake the file hierarchy. Customization with themes for the widget and app design. File sharing and uploading. I am afraid to say I am a bit ashamed of how long it has taken for me to fix simple mistakes. Customization One of the most important parts about a widget is being able to customize it, now that is using custom themes, maybe it would be a cool addition to let people able to make custom themes, but will have to see"}, {"post_id": 30012, "ts": "2026-07-17T08:09:36Z", "hours": 8.4517, "text": "I HAVE A WIDGET I am overly happy because it just did not appear for 2 hours because I thought some line from the documented example was just a “random comment” \"use no memo\" ;. Now reading back it makes so much sense. I was insanely wrong. Adding it fixed the entire widget .-. also this widget -> only for android. and I can only hope making a ios one wont break the android one. on another note having to balance async and sync functions is a pain. had to rewrite my entire data saving system to be able to handle getting it synchronously. While doing so also found a nice tool to save data synchronously. Should I rewrite my data handling to only use one way to save data, probably but for now it works, when I get to the optimizations part and code cleaning that should get sorted. Overall must say it is a nice feeling when using some new language finding so many new tools while making a simple project, in the moment -> “Wow my headache could have been easily avoided”, but good to know the next project will be 10x faster. Not too much left to make: IOS widget Widget customization Polish the app But it is probably gonna take a good amount of time still."}, {"post_id": 29376, "ts": "2026-07-16T09:13:19Z", "hours": 5.325, "text": "Making phone applications is actually way more fun than expected okay it was partly because I switched to a new framework which makes everything more comfortable. had to rewrite all the file reading and writing, but it was 100% worth it. Now the only main thing left is the widget itself after only making my phone overheat multiple times, got the timer system working for a random compliment to appear every xx amount of time. The app is coming togheter well, only widget styling (Pain😭) improving user experience is left"}, {"post_id": 28213, "ts": "2026-07-14T11:10:16Z", "hours": 6.2661, "text": "I wanted to learn how to make phone apps, so my idea is to make a widget app, that every day displays a random compliment from a big list. Fighting with github and emulators was not fun to even start developing, but luckly was able to get all that sorted out. Was it easier after then, no, never developed something like this, everything looks so alien. Thankfully documentation exsists. I want the user to be able to make custom compliment lists, and add his own, so I started by making a system where you can create your own compliment lists, add compliments into them, and then they get saved in the apps data as a json file. hopefully adding the widget will not be too hard."}]...
|
Title: compliment widget by @ducki | Stardance
De Title: compliment widget by @ducki | Stardance
Devlogs:
I wanted to learn how to make phone apps, so my idea is to make a widget app, that every day displays a random compliment from a big list. Fighting with github and emulators was not fun to even start developing, but luckly was able to get all that sorted out. Was it easier after then, no, never developed something like this, everything looks so alien. Thankfully documentation exsists. I want the user to be able to make custom compliment lists, and add his own, so I started by making a system where you can create your own compliment lists, add compliments into them, and then they get saved in the apps data as a json file. hopefully adding the widget will not be too hard.
Making phone applications is actually way more fun than expected okay it was partly because I switched to a new framework which makes everything more comfortable. had to rewrite all the file reading and writing, but it was 100% worth it. Now the only main thing left is the widget itself after only making my phone overheat multiple times, got the timer system working for a random compliment to appear every xx amount of time. The app is coming togheter well, only widget styling (Pain😭) improving user experience is left
I HAVE A WIDGET I am overly happy because it just did not appear for 2 hours because I thought some line from the documented example was just a “random comment” "use no memo" ;. Now reading back it makes so much sense. I was insanely wrong. Adding it fixed the entire widget .-. also this widget -> only for android. and I can only hope making a ios one wont break the android one. on another note having to balance async and sync functions is a pain. had to rewrite my entire data saving system to be able to handle getting it synchronously. While doing so also found a nice tool to save data synchronously. Should I rewrite my data handling to only use one way to save data, probably but for now it works, when I get to the optimizations part and code cleaning that should get sorted. Overall must say it is a nice feeling when using some new language finding so many new tools while making a simple project, in the moment -> “Wow my headache could have been easily avoided”, but good to know the next project will be 10x faster. Not too much left to make: IOS widget Widget customization Polish the app But it is probably gonna take a good amount of time still.
IOS development is impossible maybe exaggerating a bit, but from all of my reserch i have found out that you need a mac or IOS device to be able to test IOS, now I do not have one of those .-. What does this mean: I am not gonna be releasing a IOS widget, because of not being able to make it high quality, let alone test it Instead I am gonna release it as a android app, and if it gets enough requests, add IOS support Now what have I done instead Had to remake the file hierarchy. Customization with themes for the widget and app design. File sharing and uploading. I am afraid to say I am a bit ashamed of how long it has taken for me to fix simple mistakes. Customization One of the most important parts about a widget is being able to customize it, now that is using custom themes, maybe it would be a cool addition to let people able to make custom themes, but will have to see
User interface designers are underrated I had never paid much attention to how apps look, but now making my first mobile application, I realise how important it is, the fact that the styling is very similar to css (I hate css) is useful for simplicity, but I have a bias from so many small mistakes that take hours to fix. Apps need the user interface to effectively tell the user what each button does, or to put attention into the main aspect. Most people would not look twice if an apps design is bad. New stuff Finally implemented the possibility to change time between new compliment generating Bunch of bug fixing And most importantly: The interface Because this is my first mobile app I must say the starting design code sucks, so I have been stuck at slowly rewriting old systems so they actually work with all the needed features. For the interface I have to rewrite the entire styleSheet for it to look okay. Hope that I can finally release soon, and not into 99 more bugs
compliment widget is 95% done! I will be trying to ship the project today, but depends on how many unexpected bugs appear new stuff: Finally added mass compliment pasting/writing Instead of having to write individual compliments the user can write many and the app then splits up all the lines into seperate compliments, makes it way faster to input 100, or if they already have a list of compliments to paste it in. navigator tab styling: To be fair it was wack, just white with text, now we have Icons bunch more icons to make buttons easier to understand just from visuals. more visual improvements a load of bug fixes The new additions did come with some troubles -> *Accidentaly ireversable deleted code, thank god github exsists. Mobile application development has not turned out the burden I expected it to be, totally recommend for anyone to try. The only issue being an emulator is quite ram intensive to run, I can barely run mine. Now all that is left is to export to an apk, hope there are not too many bugs and problems. How much can go wrong? only one way to find out
Complimet widget is finally done! Made some very interesting typos that caused the APK build to break, multiple times, but finally this app is available to anyone on github! quick changes: More themes: Added 3 more themes, peach, mint and coffee. It is now possible to see compliments on your homescreen in some color, not black/white. Small UI changes Some bug fixes like wrong text appearing. Made the README Built the project and released it Thank you to everyone who supported this project in any way!
Ships:
I made an Android widget app that lets people share compliments and positivity with their friends and loved ones with customizable home screen widgets. Challenges I definitly faced challenges with the widget library and my limited RAM, since the android emulator recommends 16GB of RAM, while I am working with 12GB. The testing was slower than it could have been. The widgets unique components and requirements for it, was a fun challenge, that made me have to rewrite my base code quite a lot to allow for it to run and update with the app in real time. For testing To test out the app, I have an apk that can be downloaded on Android devices, maybe this can be something to even share with others, create them a compliment list and share it to them. Just click try project to download the APK My successes I really like how the themes turned out, and all the customization. I think it really makes it look ten times better. It was worth it taking my time at midnight to fully implement it. And of course that the widget works, I already have it on my home screen, it is a great addition....
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1793534217.8706462
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1793620617.8706462
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19782
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Minecraft Skill System by @SosseGruss | Stardance
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SosseGruss
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1
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19.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T00:15:03Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I started building a Minecraft Plugin, where you level different skills(Mining, Farming, Foraging, Combat and Fishing), when you do one of those skills you collect xp, sadly until now I only added a level reward for the mining skill. Each level the chance to mine an extra block increeses and can go up to 9 blocks at once, if 9 is unpractical you can cap it to a lower amount between 1 and 9. I struggeld with finding and getting to know the bukkit enviorment sice this was my first plugin yet. I sometimes asked ai to explain to me what bukkit has to offer, and I also looked around on bukkit Forums.", "repo": "https://github.com/SosseGruss/MinecraftSkillSystem", "demo": "https://github.com/SosseGruss/MinecraftSkillSystem/releases/tag/v1.0-SNAPSHOT"}]...
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[{"post_id": 84972, "ts": "202 [{"post_id": 84972, "ts": "2026-10-30T17:07:12Z", "hours": 0.7192, "text": "I noticed that killing a mob didn’t give combat xp beacause the path to the json where the monser to xp was stored wasn’t read right. I also added a few mobs to the list since a few were missing."}, {"post_id": 84940, "ts": "2026-10-30T16:07:28Z", "hours": 4.1547, "text": "I added a reward for mining, every level yo get 30% chance to break another block, so at level 30 you have a 900% chance and break 9 blocks at once. I also added two Commands, one that gives you XP, and another that sets the level to a specific level, which if its mining also effects the chance to break multible blocks."}, {"post_id": 82101, "ts": "2026-10-23T21:56:08Z", "hours": 8.7686, "text": "I have created a command that opens a custom Inventory, in which you can see the current level and the xp needed until the next level up. Also made it so item can not be taken out of the inventory. Going forward i also want to make commands to give yourself xp."}, {"post_id": 11168, "ts": "2026-06-18T08:18:00Z", "hours": 5.4808, "text": "I am building a Minecraft Plugin which adds multiple skills with corresponding XP. So far i have created a player class which contains the amount of XP a player has collected, it also has a method to write the players XP into a JSON file inorder to keep track of the XP even when the server shutsoff, the writing happens when a player logs off and when he logsback in the data gets loaded from the file into a new Player objekt created by the Player manager. The Player Manager keeps track of every play currently loged in on the server. I have also started on creating the properties files in which the amount of XP gained for certain blocks mined, crops broken or crops harvested. Fitting to the files I have also written 2 listeners one for detecting when a block/crop has been broken and one to detect when a crop has been harvested, so right clicked. They add the amount of XP, which is defined in the properties files, to the player current XP count for the corresponding skill."}]...
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Title: Minecraft Skill System by @SosseGruss | Sta Title: Minecraft Skill System by @SosseGruss | Stardance
Devlogs:
I am building a Minecraft Plugin which adds multiple skills with corresponding XP. So far i have created a player class which contains the amount of XP a player has collected, it also has a method to write the players XP into a JSON file inorder to keep track of the XP even when the server shutsoff, the writing happens when a player logs off and when he logsback in the data gets loaded from the file into a new Player objekt created by the Player manager. The Player Manager keeps track of every play currently loged in on the server. I have also started on creating the properties files in which the amount of XP gained for certain blocks mined, crops broken or crops harvested. Fitting to the files I have also written 2 listeners one for detecting when a block/crop has been broken and one to detect when a crop has been harvested, so right clicked. They add the amount of XP, which is defined in the properties files, to the player current XP count for the corresponding skill.
I have created a command that opens a custom Inventory, in which you can see the current level and the xp needed until the next level up. Also made it so item can not be taken out of the inventory. Going forward i also want to make commands to give yourself xp.
I added a reward for mining, every level yo get 30% chance to break another block, so at level 30 you have a 900% chance and break 9 blocks at once. I also added two Commands, one that gives you XP, and another that sets the level to a specific level, which if its mining also effects the chance to break multible blocks.
I noticed that killing a mob didn’t give combat xp beacause the path to the json where the monser to xp was stored wasn’t read right. I also added a few mobs to the list since a few were missing.
Ships:
I started building a Minecraft Plugin, where you level different skills(Mining, Farming, Foraging, Combat and Fishing), when you do one of those skills you collect xp, sadly until now I only added a level reward for the mining skill. Each level the chance to mine an extra block increeses and can go up to 9 blocks at once, if 9 is unpractical you can cap it to a lower amount between 1 and 9. I struggeld with finding and getting to know the bukkit enviorment sice this was my first plugin yet. I sometimes asked ai to explain to me what bukkit has to offer, and I also looked around on bukkit Forums....
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1793534212.6479123
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1793620612.6479123
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18811
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Frutiger OS by @ondy | Stardance
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ondy
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2
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33.0
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256
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T19:00:33Z", "hours": 23.0, "multiplier": 11.03, "payout": 256, "blessing": "neutral", "text": "A web-based operating system based on the infamous Frutiger Aero aesthetic of the mid 00s to early 10s. The reason i made this is that im big fan of this era and skeuomorphism, which i feel got killed by minimalism. some of the cool features: -working desktop environment(dragging apps, selection box, time, taskbar, window management…) -nostalgic boot animation and login -old stylized browser with nostalgic websites -og paint and notes programs -the nostalgic frutiger music player skins we all liked(i wasnt alive back then lol) -parody xbox app where you can play some of the popular games from back then I dont know what else to write here if you are interested check out the github readme.", "repo": "https://github.com/0ndyy/frutiger-os", "demo": "https://0ndyy.github.io/frutiger-os/"}, {"ship_num": 2, "ts": "2026-07-08T21:33:08Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Web based OS inspired by the Frutiger Aero aesthetic during 10s. I really enjoyed tweaking the CSS values to get the aesthetic just right, it was really fun and i implemented modular system for easy creation of new apps/elements, so i am planning on expanding this inti WebOS 2. If you want you can try it out here - https://0ndyy.github.io/frutiger-os/", "repo": "https://github.com/0ndyy/frutiger-os", "demo": "https://0ndyy.github.io/frutiger-os/"}]...
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[{"post_id": 75315, "ts": "202 [{"post_id": 75315, "ts": "2026-09-29T18:52:06Z", "hours": 2.4547, "text": "Frutiger OS(Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 8(final) This is going to be the final devlog before finally shipping this thing, its been great and i learnt a lot especially how to actually get div where i want it😭 Since ast devlog i added some cool new desktop behaviour, web browser and boot animation, you can check it out all in the final video…"}, {"post_id": 75001, "ts": "2026-09-28T20:19:43Z", "hours": 3.3958, "text": "Frutiger OS(Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 7 I finally made the most fun part, games yall. Its basically a parody of xbox, i know some of the games are newer and not from the frutiger era but it still fun to mess around with. The games are saved as .swf files and run through ruffle."}, {"post_id": 73315, "ts": "2026-09-24T20:51:13Z", "hours": 4.4122, "text": "Frutiger OS (Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 6 For the past couple weeks i havent made much progress since i have been busy with life n stuff, but atleast i managed to make another music player skin. I feel like this one really fits with the whole aquatic/frutiger aero style - what do you think? Some of the time was also spent on making a new games app - stay tuned, hopefully i can finish this in time😭😭 As always, you can try the live demo on the github linked under the project or here - https://github.com/0ndyy/frutiger-os/tree/main"}, {"post_id": 45429, "ts": "2026-08-11T21:19:13Z", "hours": 4.8044, "text": "Frutiger OS (Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 5 For the past week i have been working on bringing the og windows media player skins into my os. It was quite a hassle, but eventually i managed to get a modular system working where i can add more skins in the future(stay tuned). For those who want to know how i pulled this off: there is a website - https://wmpskinsarchive.neocities.org/ with all the og skins in their original .wmz format. As it turns out the .wmz is basically just renamed .zip containing all the assets, although the assets are a mess - there is like 30+ images in .bmp format, some scripts, and magenta masks so you have to manually assemble it in photoshop remove the masks and get it to look good. Then you have to play for a while with your css file to correctly position and scale all of the buttons n stuff and thats it. I dont recommend anyone trying this shi😭 note: the reason some of the songs sound weird is because i used bitmap version not to mess with copyright scanning bots"}, {"post_id": 42582, "ts": "2026-08-07T12:24:29Z", "hours": 4.4, "text": "Frutiger OS (Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 4 I kinda forgot that im supposted to posts devlogs here, but long story short a lot new things happen since last devlog. I created a new logo, you can actually see it in the background, its a knock off of the old windows logo but HEXAGON, because hexagons are the bestagons. I made(found) a paint app, i actually didnt code the whole thing it uses a cool project called JSPaint, check it out - https://jspaint.app/ Which fits the aesthetic i was going for really well."}, {"post_id": 26894, "ts": "2026-07-11T22:57:53Z", "hours": 3.4314, "text": "Frutiger OS Frutiger Aero/y2k aesthetic inspired OS devlog 3 Today i created a windows 7 inspired working Control Panel app, you can currently -change wallpaper -disable some elements(menubar, taskbar, icons) I really enjoyed tuning some of the CSS components especially buttons and switches(since i implemented the modular system for the main windows in the last devlog) Im stil trying to submit my ship for WebOS 1 but they still wont accept it😭🙏. Appparently it looks like every othe AI slop and has no personality, i really dont understand how could they say something like this, anyway wish me luck."}, {"post_id": 25996, "ts": "2026-07-10T15:28:36Z", "hours": 0.2947, "text": "After first failed ship i realised i completelt forgot about me README.md. Im not too sure why its needed since this project cant be voted yet but its good to start earlt righ? You can check it out here - https://github.com/0ndyy/frutiger-os/blob/main/README.md"}, {"post_id": 24983, "ts": "2026-07-08T21:28:27Z", "hours": 2.0272, "text": "Frutiger OS Frutiger Aero/y2k aesthetic inspired OS devlog 2 My most recent addition was the taskbar, its heavily inspired by windows 7 era and i find it kind of sleek, it was actually way easier to implement than i originally thought. I also created a new settings/control panel app which was pretty quick using the css classes made in last devlog. If you wanna try it out, its avalible at - https://0ndyy.github.io/frutiger-os/"}, {"post_id": 21062, "ts": "2026-07-02T20:50:37Z", "hours": 3.1067, "text": "Frutiger OS Frutiger Aero/y2k aesthetic inspired OS devlog 1 In this devlog i developen my first proper app, its basically a simple notepad, i developed my own system for app creation in css so i can easily add different sizes of windows, sidebars, topbars, buttons exct. and reuse them all. Its still a little rought around the edges and i might need to start handling the performance issue, since the css blur is pretty resource intensive, but we will see what happens."}, {"post_id": 16585, "ts": "2026-06-26T23:36:04Z", "hours": 4.7756, "text": "Frutiger OS Frutiger Aero/y2k aesthetic inspired OS devlog 0 I implemented the basic steps from the tutorial, though since i didnt like some of the solutions i designed a lot of things to be more modular and future proof, let the video speak for itself. Its been quite fun so far, especially playing with the different css elements of the frutiger aesthetic."}]...
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Title: Frutiger OS by @ondy | Stardance
Devlogs:
Title: Frutiger OS by @ondy | Stardance
Devlogs:
Frutiger OS Frutiger Aero/y2k aesthetic inspired OS devlog 0 I implemented the basic steps from the tutorial, though since i didnt like some of the solutions i designed a lot of things to be more modular and future proof, let the video speak for itself. Its been quite fun so far, especially playing with the different css elements of the frutiger aesthetic.
Frutiger OS Frutiger Aero/y2k aesthetic inspired OS devlog 1 In this devlog i developen my first proper app, its basically a simple notepad, i developed my own system for app creation in css so i can easily add different sizes of windows, sidebars, topbars, buttons exct. and reuse them all. Its still a little rought around the edges and i might need to start handling the performance issue, since the css blur is pretty resource intensive, but we will see what happens.
Frutiger OS Frutiger Aero/y2k aesthetic inspired OS devlog 2 My most recent addition was the taskbar, its heavily inspired by windows 7 era and i find it kind of sleek, it was actually way easier to implement than i originally thought. I also created a new settings/control panel app which was pretty quick using the css classes made in last devlog. If you wanna try it out, its avalible at - https://0ndyy.github.io/frutiger-os/
After first failed ship i realised i completelt forgot about me README.md. Im not too sure why its needed since this project cant be voted yet but its good to start earlt righ? You can check it out here - https://github.com/0ndyy/frutiger-os/blob/main/README.md
Frutiger OS Frutiger Aero/y2k aesthetic inspired OS devlog 3 Today i created a windows 7 inspired working Control Panel app, you can currently -change wallpaper -disable some elements(menubar, taskbar, icons) I really enjoyed tuning some of the CSS components especially buttons and switches(since i implemented the modular system for the main windows in the last devlog) Im stil trying to submit my ship for WebOS 1 but they still wont accept it😭🙏. Appparently it looks like every othe AI slop and has no personality, i really dont understand how could they say something like this, anyway wish me luck.
Frutiger OS (Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 4 I kinda forgot that im supposted to posts devlogs here, but long story short a lot new things happen since last devlog. I created a new logo, you can actually see it in the background, its a knock off of the old windows logo but HEXAGON, because hexagons are the bestagons. I made(found) a paint app, i actually didnt code the whole thing it uses a cool project called JSPaint, check it out - https://jspaint.app/ Which fits the aesthetic i was going for really well.
Frutiger OS (Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 5 For the past week i have been working on bringing the og windows media player skins into my os. It was quite a hassle, but eventually i managed to get a modular system working where i can add more skins in the future(stay tuned). For those who want to know how i pulled this off: there is a website - https://wmpskinsarchive.neocities.org/ with all the og skins in their original .wmz format. As it turns out the .wmz is basically just renamed .zip containing all the assets, although the assets are a mess - there is like 30+ images in .bmp format, some scripts, and magenta masks so you have to manually assemble it in photoshop remove the masks and get it to look good. Then you have to play for a while with your css file to correctly position and scale all of the buttons n stuff and thats it. I dont recommend anyone trying this shi😭 note: the reason some of the songs sound weird is because i used bitmap version not to mess with copyright scanning bots
Frutiger OS (Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 6 For the past couple weeks i havent made much progress since i have been busy with life n stuff, but atleast i managed to make another music player skin. I feel like this one really fits with the whole aquatic/frutiger aero style - what do you think? Some of the time was also spent on making a new games app - stay tuned, hopefully i can finish this in time😭😭 As always, you can try the live demo on the github linked under the project or here - https://github.com/0ndyy/frutiger-os/tree/main
Frutiger OS(Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 7 I finally made the most fun part, games yall. Its basically a parody of xbox, i know some of the games are newer and not from the frutiger era but it still fun to mess around with. The games are saved as .swf files and run through ruffle.
Frutiger OS(Hexagons) Frutiger Aero/y2k aesthetic inspired OS devlog 8(final) This is going to be the final devlog before finally shipping this thing, its been great and i learnt a lot especially how to actually get div where i want it😭 Since ast devlog i added some cool new desktop behaviour, web browser and boot animation, you can check it out all in the final video…
Ships:
Web based OS inspired by the Frutiger Aero aesthetic during 10s. I really enjoyed tweaking the CSS values to get the aesthetic just right, it was really fun and i implemented modular system for easy creation of new apps/elements, so i am planning on expanding this inti WebOS 2. If you want you can try it out here - https://0ndyy.github.io/frutiger-os/
A web-based operating system based on the infamous Frutiger Aero aesthetic of the mid 00s to early 10s. The reason i made this is that im big fan of this era and skeuomorphism, which i feel got killed by minimalism. some of the cool features: -working desktop environment(dragging apps, selection box, time, taskbar, window management…) -nostalgic boot animation and login -old stylized browser with nostalgic websites -og paint and notes programs -the nostalgic frutiger music player skins we all liked(i wasnt alive back then lol) -parody xbox app where you can play some of the popular games from back then I dont know what else to write here if you are interested check out the github readme....
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BodyAtlas by @yashasvib | Stardance
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yashasvib
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3
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23.0
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302
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T10:09:19Z", "hours": 1.0, "multiplier": 9.85, "payout": 12, "blessing": "neutral", "text": "hi guys !! (read the other ships before to know but the project) this is going to be short cuz i only wanted to increase the data base and its quite easy …but I added Only very very few question because i have EXAMS !! but its okay ill manage in future .. so i guess that’s all !! BYE !!", "repo": "https://github.com/yashasvi-2012-star/BodyAtlas", "demo": "https://bodyatlas-omega.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-01T08:22:47Z", "hours": 13.0, "multiplier": 14.35, "payout": 185, "blessing": "neutral", "text": "HEY !!! this is a webs.. that lets you explore human body and it is called BodyAtlas .when opened it first land on a landing page where date , day, time are displayed and there is also a section about this project . then it takes you to main page where there is a main screen with a left , right panel , dock at bottom . in the main screen initially i thought to add maybe like a 3d body which can rotate and do cool stuff but there were no free options so i had to change my plan and do a 2d one . tho I’m not that disappointed how good 2-d also looks !!! RIGHT? . i have also added spots (HOTSPOTS ) where when you click opens there information in the right side located info panel witch have a inbuilt the database for source . the bottom dock have options for organ which you can visit . the left panel is the most important because it have two part the medicines hub and body system . when you select a body system from the given option the respective organs glow telling you about the organs involved . in the medicine hub there are two options the quiz (YAS !! actually working quiz )and a how does it work ? option when opened takes you to a screen where you can explore the various things like diseases , medicines , medical tests, surgeries , body processes and instrument using animated video which are taken frame Youtube and the credits goes to their respective owners . i have also added a challenge mode where you can select difficulty and topic and it will give you questions , for each answer you gain points and for each wrong answer your points are deducted this project has been a important part of my whole stardance journey hope you like it !!! BYE !!!", "repo": "https://github.com/yashasvi-2012-star/BodyAtlas", "demo": "https://bodyatlas-omega.vercel.app/"}, {"ship_num": 3, "ts": "2026-06-25T12:38:05Z", "hours": 9.0, "multiplier": 12.05, "payout": 105, "blessing": "neutral", "text": "HEY !!! this is a webs.. that lets you explore human body and it is called BodyAtlas .when opened it first land on a landing page where date , day, time are displayed and there is also a section about this project . then it takes you to main page where there is a main screen with a left , right panel , dock at bottom . in the main screen initially i thought to add maybe like a 3d body which can rotate and do cool stuff but there were no free options so i had to change my plan and do a 2d one . tho I’m not that disappointed how good 2-d also looks !!! RIGHT? . i have also added spots (HOTSPOTS ) where when you click opens there information in the right side located info panel witch have a inbuilt the database for source . the bottom dock have options for organ which you can visit . the left panel is the most important because it have two part the medicines hub and body system . when you select a body system from the given option the respective organs glow telling you about the organs involved . in the medicine hub there are two options the quiz (YAS !! actually working quiz )and a how does it work ? option when opened takes you to a screen where you can explore the various things like diseases , medicines , medical tests, surgeries , body processes and instrument using animated video which are taken frame Youtube and the credits goes to their respective owners . this project has been a important part of my whole stardance journey hope you like it !!! BYE !!!", "repo": "https://github.com/yashasvi-2012-star/BodyAtlas", "demo": "https://bodyatlas-omega.vercel.app/"}]...
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[{"post_id": 27049, "ts": "202 [{"post_id": 27049, "ts": "2026-07-12T07:38:18Z", "hours": 1.1708, "text": "HI GUYS !! i noticed or you can say realized that i totally forgot to expand my data base and shipped it with less questions so if i choose specific field from the challenge mode it display either one or two question because no questions related to those mode will be found within the database ."}, {"post_id": 19859, "ts": "2026-07-01T08:19:52Z", "hours": 0.3072, "text": "hey !!! this time i did some debugging , changed UI ,and wrote the final README . this is a short update !! bye !!"}, {"post_id": 19831, "ts": "2026-07-01T06:54:08Z", "hours": 2.06, "text": "hi guys !! this time, i just try to fix all the error and bugs as i could and not only the one thought who create a problem those also which were found by my fellow friends !!"}, {"post_id": 18267, "ts": "2026-06-29T11:03:41Z", "hours": 3.1489, "text": "hey guys I just PURIFIED the competitive mode and it took a lot of time and I also added the popups for .. u can see below I’m sleepy , ’kay bye !!"}, {"post_id": 17463, "ts": "2026-06-28T07:59:21Z", "hours": 4.0928, "text": "hey !!! I changed all the wallpapers turn the body transparent with no background and re did all the logic part of challenge mode and today was a easy but time consuming day !! I’m happy it’s coming alive .. BYE !!"}, {"post_id": 16782, "ts": "2026-06-27T07:50:13Z", "hours": 0.9897, "text": "heyy guys this is an update on body atlas and from now on less updates will be posted . ok so I added other screen and and arranged hotspots using percen rather than px so it stays stable regardless of the condition . I have made js part also which controls the question appearing and timer and points and all the interface is basic and I will upgrade it soon . and I want a opinion from you all , should I add this game in the medicines hub or at the front screen top bar or any other place ?"}, {"post_id": 16376, "ts": "2026-06-26T17:25:07Z", "hours": 1.5144, "text": "HEY !!! I just thought why not keep BodyAtlas going ? so here I am with just another super duper starry feature … drum rolls please …… its a competitive mode where you can chose the level and topic you wanna get it on and the press ‘lets go’ button and then you see a brandnew page with question .. but what makes it diffrent from normal quiz section present in just the main BodyAtlas .. its that it have a timer and you get points for each correct answers and it also takes away some points for wrong answer and when you collect a specific number of point you unlock access to special animated video of how does it work !! ad you can power up your level the more u play .. it a whole diffrent animal (game)…..built inside my webs.. tho its still ongoing I will try my best to make it more interactive and …sugar honey ice tea….BYE !!!"}, {"post_id": 15789, "ts": "2026-06-25T17:45:06Z", "hours": 0.8197, "text": "hi everybody , I shipped my project and just got the review saying that my project looks too much AI . is it so ? I don’t think so cause I did several things on my own and yes I agree I took help of AI in many places of my project even for debugging and all those errors I could not understand . but the reviewer also said I should add features of my own ! I did everything ! each and feature is my own ! what do you think , that AI can up with those ideas , it was me who thought of each and everything from the theme to the content, from the howdoesitwork? to the quiz section . I am not writting this to go against the reviewer but i wanna have honest opinions on my project guys !!"}, {"post_id": 15619, "ts": "2026-06-25T12:24:18Z", "hours": 2.8192, "text": "HEYY !!! I CAN FINALLY SAY NOW MY PROJECT IS COMPLETED !!! I AM SO HAPPY IT TURNED OUT BETTER THAN HOW I IMAGINED IT !! AND NOW IT EVEN HAVE ANIMATED VIDEO FOR CONCEPT !! I GUESS NOT ITS TIME FOR ME TO SIGN OFF !!!"}, {"post_id": 15496, "ts": "2026-06-25T05:56:45Z", "hours": 0.8694, "text": "HEY !!! this is the new update on BodyAtlas . i have put the videos for better explanation in bodyatlas’s how does it work , i took all the video from youtube so the credit goes to respective owners and i think i just completed my project and i’m so HAPPPPYY i just turned out how i imagened it and maybee even better !!!! BYE !!!"}, {"post_id": 14924, "ts": "2026-06-24T07:25:24Z", "hours": 0.3047, "text": "Hey !! this is the maybee sixth update on body atlas and i have added the front page for ’how it works ’ . this is the step from where the main haed part begins , and i will make sure to put double efforts here !!"}, {"post_id": 14921, "ts": "2026-06-24T07:01:20Z", "hours": 0.6619, "text": "hey guyss this is gonna be short but i did add the quiz section in the BodyAtlas and again changed the medical hub from mediceine and diesease explorar to how it works . i added the another page and all which i will be sharing in other devlog !! BYE !!"}, {"post_id": 14456, "ts": "2026-06-23T16:12:26Z", "hours": 0.5658, "text": "heyyy !! this the fifth update on my webs.. BodyAtlas . so i did completed all the data feeding and if i really say i took help of ai to collect all the data it would centuries . and i did a did of editind in interface , i changed the quickbar to medical hub . next i’ll be working on quiz system and this project is really testing my patience !! but i will really be happy when this project will be completed !! BYE !!!<3"}, {"post_id": 14234, "ts": "2026-06-23T07:45:00Z", "hours": 1.1094, "text": "HEY !!!!! this is my fourth update on BodyAtlas and today i have added the database !! HURRAY !! which means that if you click on a hotspot it will show lot of information about that particular thing in the info panel . i had to do it manually so feeding all the data for only 4 organs (which i did ) took 1 hours and there are approx 11-12 more left so don’t know how much time it will take and i have also reduced the side of hotspot cuz it was looking messy and they are still left to be positioned . sope that’s all i did in this session and next update will come in the evening !!BYE !!! i hope i get to see awesome projects from you all !!!"}, {"post_id": 13813, "ts": "2026-06-22T17:09:43Z", "hours": 1.8347, "text": "HEYY!!!!!this is the third update on BodyAtlas and i’m so sleepy right now !! ‘kay so this time, i have added the human body . initially i thought to add maybe like a 3d body which can rotate and do cool stuff but there were no free options so i had to change my plan and do a 2d one . tho i’m not that dissappointed how good 2-d also looks !!! RIGHT? . i have also added spots (HOTSPOTS )(its looking really messy !!) where when you click opens there information in the right side located info panel i’m currently working on feeding the database(the example in the screen shot is short i will surely make it more precise !!) and its really hard to manage all the stuff at the same time . i don’t want to bore you with my talking so that’s all !!B’BYE !!!"}, {"post_id": 12958, "ts": "2026-06-21T06:35:47Z", "hours": 0.4228, "text": "heyyy!!!!this is the second update of bodyatlas and i have added the first page . this is the landing page of bodyatlas . i did try making it kinda simple and easy tho !! i am still trying hard to make it simple , usable , and perfect with all majar info !!so thats all for today !! bye !!!"}, {"post_id": 11153, "ts": "2026-06-18T07:27:24Z", "hours": 0.3128, "text": "hey !!! i have started my new project and it is called BodyAtlas here you can see human bodies in a 3d ways and interact with them and you will see exactly how human body work , how a diseases ACTUALLY effect our body and how a medicine ACTUALLY treats us !!!!. i have completed the first inter face and basic way how my new project will look and there is is frame in the middle section where i am just testing how 3d bodies would behave . BYEEE !!! and i will make sure to keep u all updated !!!"}]...
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Title: BodyAtlas by @yashasvib | Stardance
Devlog Title: BodyAtlas by @yashasvib | Stardance
Devlogs:
hey !!! i have started my new project and it is called BodyAtlas here you can see human bodies in a 3d ways and interact with them and you will see exactly how human body work , how a diseases ACTUALLY effect our body and how a medicine ACTUALLY treats us !!!!. i have completed the first inter face and basic way how my new project will look and there is is frame in the middle section where i am just testing how 3d bodies would behave . BYEEE !!! and i will make sure to keep u all updated !!!
heyyy!!!!this is the second update of bodyatlas and i have added the first page . this is the landing page of bodyatlas . i did try making it kinda simple and easy tho !! i am still trying hard to make it simple , usable , and perfect with all majar info !!so thats all for today !! bye !!!
HEYY!!!!!this is the third update on BodyAtlas and i’m so sleepy right now !! ‘kay so this time, i have added the human body . initially i thought to add maybe like a 3d body which can rotate and do cool stuff but there were no free options so i had to change my plan and do a 2d one . tho i’m not that dissappointed how good 2-d also looks !!! RIGHT? . i have also added spots (HOTSPOTS )(its looking really messy !!) where when you click opens there information in the right side located info panel i’m currently working on feeding the database(the example in the screen shot is short i will surely make it more precise !!) and its really hard to manage all the stuff at the same time . i don’t want to bore you with my talking so that’s all !!B’BYE !!!
HEY !!!!! this is my fourth update on BodyAtlas and today i have added the database !! HURRAY !! which means that if you click on a hotspot it will show lot of information about that particular thing in the info panel . i had to do it manually so feeding all the data for only 4 organs (which i did ) took 1 hours and there are approx 11-12 more left so don’t know how much time it will take and i have also reduced the side of hotspot cuz it was looking messy and they are still left to be positioned . sope that’s all i did in this session and next update will come in the evening !!BYE !!! i hope i get to see awesome projects from you all !!!
heyyy !! this the fifth update on my webs.. BodyAtlas . so i did completed all the data feeding and if i really say i took help of ai to collect all the data it would centuries . and i did a did of editind in interface , i changed the quickbar to medical hub . next i’ll be working on quiz system and this project is really testing my patience !! but i will really be happy when this project will be completed !! BYE !!!<3
hey guyss this is gonna be short but i did add the quiz section in the BodyAtlas and again changed the medical hub from mediceine and diesease explorar to how it works . i added the another page and all which i will be sharing in other devlog !! BYE !!
Hey !! this is the maybee sixth update on body atlas and i have added the front page for ’how it works ’ . this is the step from where the main haed part begins , and i will make sure to put double efforts here !!
HEY !!! this is the new update on BodyAtlas . i have put the videos for better explanation in bodyatlas’s how does it work , i took all the video from youtube so the credit goes to respective owners and i think i just completed my project and i’m so HAPPPPYY i just turned out how i imagened it and maybee even better !!!! BYE !!!
HEYY !!! I CAN FINALLY SAY NOW MY PROJECT IS COMPLETED !!! I AM SO HAPPY IT TURNED OUT BETTER THAN HOW I IMAGINED IT !! AND NOW IT EVEN HAVE ANIMATED VIDEO FOR CONCEPT !! I GUESS NOT ITS TIME FOR ME TO SIGN OFF !!!
hi everybody , I shipped my project and just got the review saying that my project looks too much AI . is it so ? I don’t think so cause I did several things on my own and yes I agree I took help of AI in many places of my project even for debugging and all those errors I could not understand . but the reviewer also said I should add features of my own ! I did everything ! each and feature is my own ! what do you think , that AI can up with those ideas , it was me who thought of each and everything from the theme to the content, from the howdoesitwork? to the quiz section . I am not writting this to go against the reviewer but i wanna have honest opinions on my project guys !!
HEY !!! I just thought why not keep BodyAtlas going ? so here I am with just another super duper starry feature … drum rolls please …… its a competitive mode where you can chose the level and topic you wanna get it on and the press ‘lets go’ button and then you see a brandnew page with question .. but what makes it diffrent from normal quiz section present in just the main BodyAtlas .. its that it have a timer and you get points for each correct answers and it also takes away some points for wrong answer and when you collect a specific number of point you unlock access to special animated video of how does it work !! ad you can power up your level the more u play .. it a whole diffrent animal (game)…..built inside my webs.. tho its still ongoing I will try my best to make it more interactive and …sugar honey ice tea….BYE !!!
heyy guys this is an update on body atlas and from now on less updates will be posted . ok so I added other screen and and arranged hotspots using percen rather than px so it stays stable regardless of the condition . I have made js part also which controls the question appearing and timer and points and all the interface is basic and I will upgrade it soon . and I want a opinion from you all , should I add this game in the medicines hub or at the front screen top bar or any other place ?
hey !!! I changed all the wallpapers turn the body transparent with no background and re did all the logic part of challenge mode and today was a easy but time consuming day !! I’m happy it’s coming alive .. BYE !!
hey guys I just PURIFIED the competitive mode and it took a lot of time and I also added the popups for .. u can see below I’m sleepy , ’kay bye !!
hi guys !! this time, i just try to fix all the error and bugs as i could and not only the one thought who create a problem those also which were found by my fellow friends !!
hey !!! this time i did some debugging , changed UI ,and wrote the final README . this is a short update !! bye !!
HI GUYS !! i noticed or you can say realized that i totally forgot to expand my data base and shipped it with less questions so if i choose specific field from the challenge mode it display either one or two question because no questions related to those mode will be found within the database .
Ships:
HEY !!! this is a webs.. that lets you explore human body and it is called BodyAtlas .when opened it first land on a landing page where date , day, time are displayed and there is also a section about this project . then it takes you to main page where there is a main screen with a left , right panel , dock at bottom . in the main screen initially i thought to add maybe like a 3d body which can rotate and do cool stuff but there were no free options so i had to change my plan and do a 2d one . tho I’m not that disappointed how good 2-d also looks !!! RIGHT? . i have also added spots (HOTSPOTS ) where when you click opens there information in the right side located info panel witch have a inbuilt the database for source . the bottom dock have options for organ which you can visit . the left panel is the most important because it have two part the medicines hub and body system . when you select a body system from the given option the respective organs glow telling you about the organs involved . in the medicine hub there are two options the quiz (YAS !! actually working quiz )and a how does it work ? option when opened takes you to a screen where you can explore the various things like diseases , medicines , medical tests, surgeries , body processes and instrument using animated video which are taken frame Youtube and the credits goes to their respective owners . this project has been a important part of my whole stardance journey hope you like it !!! BYE !!!
HEY !!! this is a webs.. that lets you explore human body and it is called BodyAtlas .when opened it first land on a landing page where date , day, time are displayed and there is also a section about this project . then it takes you to main page where there is a main screen with a left , right panel , dock at bottom . in the main screen initially i thought to add maybe like a 3d body which can rotate and do cool stuff but there were no free options so i had to change my plan and do a 2d one . tho I’m not that disappointed how good 2-d also looks !!! RIGHT? . i have also added spots (HOTSPOTS ) where when you click opens there information in the right side located info panel witch have a inbuilt the database for source . the bottom dock have options for organ which you can visit . the left panel is the most important because it have two part the medicines hub and body system . when you select a body system from the given option the respective organs glow telling you about the organs involved . in the medicine hub there are two options the quiz (YAS !! actually working quiz )and a how does it work ? option when opened takes you to a screen where you can explore the various things like diseases , medicines , medical tests, surgeries , body processes and instrument using animated video which are taken frame Youtube and the credits goes to their respective owners . i have also added a challenge mode where you can select difficulty and topic and it will give you questions , for each answer you gain points and for each wrong answer your points are deducted this project has been a important part of my whole stardance journey hope you like it !!! BYE !!!
hi guys !! (read the other ships before to know but the project) this is going to be short cuz i only wanted to increase the data base and its quite easy …but I added Only very very few question because i have EXAMS !! but its okay ill manage in future .. so i guess that’s all !! BYE !!...
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1793534204.1540568
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1793620604.1540568
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37167
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My very own WebOS by @charlestexier54 | Stardance
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charlestexier54
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2
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7.0
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5
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-29T22:01:15Z", "hours": 3.0, "multiplier": 1.99, "payout": 5, "blessing": "neutral", "text": "I added 5 majors features : -Boot Screen (BOOT_SEQUENCE): A retro initialization screen that saves your username for the terminal. -Interactive Terminal (TERMINAL.EXE): A working command-line tool supporting custom commands like : help, iss, date, whoami, and clear. -Theme Switcher (SETTINGS.EXE): A control panel to instantly switch between Space Orange and Cyber Blue themes. -Persistent Notepad (NOTEPAD.EXE): A text editor that auto-saves your notes using browser storage. (Only one file but that’s enough) -Start Menu (LAUNCH): An interactive start menu to launch all system apps smoothly. Go test it at : https://charles-pyt.github.io/aero-os", "repo": "https://github.com/Charles-pyt/aero-os", "demo": "https://charles-pyt.github.io/aero-os/"}, {"ship_num": 2, "ts": "2026-07-21T22:09:57Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "AeroOS is an interactive, retro-futuristic web operating system featuring custom window management and a Mission Control interface. It integrates dynamic applications such as a mission log archive system and a real-time International Space Station (ISS) radar tracker.", "repo": "https://github.com/Charles-pyt/aero-os", "demo": "https://charles-pyt.github.io/aero-os/"}]...
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[{"post_id": 37287, "ts": "202 [{"post_id": 37287, "ts": "2026-07-29T21:52:35Z", "hours": 0.9031, "text": "Created a settings app where you can choose your color, and added a boot menu at the launch of the page, you can enter a username and then the system will call you with your name. You don’t lose your work by reloading the page now because I added the localStorage in the javascript so it’s saved on the browser local storage."}, {"post_id": 34856, "ts": "2026-07-25T22:00:23Z", "hours": 1.2211, "text": "Added apps NotePad, Terminal"}, {"post_id": 33693, "ts": "2026-07-23T20:22:56Z", "hours": 0.6292, "text": "Added a small start menu from the button launch on the taskbar"}, {"post_id": 32620, "ts": "2026-07-21T22:06:15Z", "hours": 1.4025, "text": "Finishing WebOS 1 requirements, added and iss live tracker app and some features to make the UX comfortable, sor try it out => https://charles-pyt.github.io/aero-os/"}, {"post_id": 32033, "ts": "2026-07-20T22:07:41Z", "hours": 1.3653, "text": "Fixing deployement on github pages and added the first application, the next step is to add real data in my LOG_ARCHIVE.exe app"}, {"post_id": 31722, "ts": "2026-07-20T10:48:28Z", "hours": 1.2411, "text": "Add a good UI and draggable windows"}, {"post_id": 31491, "ts": "2026-07-19T22:10:28Z", "hours": 0.2611, "text": "Init the project and write the first line"}]...
|
Title: My very own WebOS by @charlestexier54 | Sta Title: My very own WebOS by @charlestexier54 | Stardance
Devlogs:
Init the project and write the first line
Add a good UI and draggable windows
Fixing deployement on github pages and added the first application, the next step is to add real data in my LOG_ARCHIVE.exe app
Finishing WebOS 1 requirements, added and iss live tracker app and some features to make the UX comfortable, sor try it out => https://charles-pyt.github.io/aero-os/
Added a small start menu from the button launch on the taskbar
Added apps NotePad, Terminal
Created a settings app where you can choose your color, and added a boot menu at the launch of the page, you can enter a username and then the system will call you with your name. You don’t lose your work by reloading the page now because I added the localStorage in the javascript so it’s saved on the browser local storage.
Ships:
AeroOS is an interactive, retro-futuristic web operating system featuring custom window management and a Mission Control interface. It integrates dynamic applications such as a mission log archive system and a real-time International Space Station (ISS) radar tracker.
I added 5 majors features : -Boot Screen (BOOT_SEQUENCE): A retro initialization screen that saves your username for the terminal. -Interactive Terminal (TERMINAL.EXE): A working command-line tool supporting custom commands like : help, iss, date, whoami, and clear. -Theme Switcher (SETTINGS.EXE): A control panel to instantly switch between Space Orange and Cyber Blue themes. -Persistent Notepad (NOTEPAD.EXE): A text editor that auto-saves your notes using browser storage. (Only one file but that’s enough) -Start Menu (LAUNCH): An interactive start menu to launch all system apps smoothly. Go test it at : https://charles-pyt.github.io/aero-os...
|
1793534198.1701217
|
1793620598.1701217
|
|
18821
|
Timed. by @Mehmet | Stardance
|
Mehmet
|
2
|
25.0
|
87
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-25T10:47:13Z", "hours": 13.0, "multiplier": 2.35, "payout": 29, "blessing": "neutral", "text": "I made Timed, a productivity website that you can use to keep timers and get access to the real-life clock. It has a minimalist and satisfying UI that you can keep running in the background for when you need to complete temporal tasks.", "repo": "https://github.com/SameRainbows/Timed.", "demo": "https://timed-focused.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-19T20:15:13Z", "hours": 12.0, "multiplier": 4.88, "payout": 58, "blessing": "neutral", "text": "It started as a basic Python script and has now evolved into a premium, focused, and hyper-minimalist single-page web app. Check out the live clock (with toggleable milliseconds), stopwatch with laps, and countdown timer complete with customized E-flat Major arpeggio bell chimes synthesized on the fly via Web Audio API. Also cleaned up the Python CLI tool to refresh inline and support hardware chimes.", "repo": "https://github.com/SameRainbows/Timed.", "demo": "https://timed-focused.vercel.app/"}]...
|
[{"post_id": 82594, "ts": "202 [{"post_id": 82594, "ts": "2026-10-25T10:45:34Z", "hours": 3.105, "text": "Did some final cleanups on the code."}, {"post_id": 46875, "ts": "2026-08-14T12:43:15Z", "hours": 9.1136, "text": "Updated README and added a few more features ;)"}, {"post_id": 35438, "ts": "2026-07-26T20:55:53Z", "hours": 0.3211, "text": "Cleaned up the repo a"}, {"post_id": 31438, "ts": "2026-07-19T20:12:02Z", "hours": 6.5822, "text": "Hey everyone, I’m back with a massive update for Timed. ! After focusing on other projects for a bit, I decided to return and give this project the thorough cleanup, visual redesign, and feature set it deserves. It has been transformed from an extremely basic prototype into a premium, focused, and hyper-minimalist time hub. Here is what is new in the latest version:### 1. Aesthetic Clean-up & Hyper-Minimalism- Clean Slate Background : Removed the distracting background gradient glow for a clean, uniform deep slate environment.- Logo Refinement : Removed the bullet dot next to the logo for a cleaner top-left header.- Hidden Footer : Removed the copyright text and footer entirely, leaving zero visual clutter.- Tabular Digit Spacing : Styled the clock displays to use tabular monospaced digits, preventing annoying layout shifting when the seconds change. 2. Live Clock & Mode Segregation- ** Hidden Minute Ring on Clock**: The spinning progress ring is now hidden on the Live Clock mode page (to avoid confusion), but it still displays smoothly in Timer and Stopwatch modes.- Interactive Toggles : Tapping the clock display now toggles millisecond view on/off, and there are custom buttons to swap between 12-hour and 24-hour display modes. 3. All-New Stopwatch Mode- Added a full Stopwatch Mode to the web application, featuring millisecond accuracy, controls to pause and resume, and a scrolling lap recording panel. 4. Upgrade Countdown Timer & Presets- Added preset buttons for quick intervals (5m Break, 15m Break, 25m Pomodoro, 50m Focus).- Added an input picker for custom hours, minutes, and seconds. 5. Synthesized Acoustic Bell Chimes- Got rid of the basic, harsh beep sounds.- Coded a custom Web Audio API synthesizer that dynamically triggers a warm, premium E-flat Major arpeggio chime ( Eb4 -> Bb4 -> D5 -> F5 ) using physical acoustic decay curves when the timer completes. 6. Polished Terminal Application ( timerr.py )- Upgraded the CLI python app to refresh in-place ( \\r ) so it doesn’t flood the console output.- Added input validation to prevent user typos from crashing the script.- Built a terminal-based stopwatch with lap tracking.- Upgraded the CLI buzzer to play a beautiful arpeggiated chime using Windows system hardware chimes.### 7. Deployment & GitHub- Deployed the entire static application to Vercel at a clean production URL: timed-focused.vercel.app - Staged, committed, and pushed the updated codebase to the remote GitHub repository at SameRainbows/Timed ."}, {"post_id": 19120, "ts": "2026-06-30T11:11:05Z", "hours": 0.8578, "text": "Some code cleanup. I got little bit of this time internalizing the logic to build on top once the dust settles. Im working on a few other projects rn so cya when I come back."}, {"post_id": 13046, "ts": "2026-06-21T10:25:51Z", "hours": 2.3322, "text": "I finally turned it into a web app. It’s extremely basic, just a live clock and a timer. I honestly didn’t know any JavaScript, so I had some help on that part from Claude. I looked at my old timer.py code, converted it to HTML, and handled the CSS myself for basic styling. It still doesn’t have a live demo yet, but the latest changes are on GitHub."}, {"post_id": 12468, "ts": "2026-06-20T11:12:33Z", "hours": 1.7311, "text": "Welcome to my second log for Timed. Timed is a hub for all your temporal needs. It has the basic features like a clock and timers, and I intend to add all sorts of different things like moon phases, solar events, and way more. Right now, it is a Python file with an audio file so it can run an alert sound, but I intend to make this a Python Flask web app. In this log, I added the following: The code currently uses four libraries: The existing time module inside of Python The datetime library The playsound library msvcrt We have two functions: Timer function: It takes two parameters: the time length in seconds and the direction the timer is going (up or down). Infinite loop function: It checks if any keys are pressed using the msvcrt library. If so, it breaks out of the loop. If not, it uses the datetime library to get the current time, prints it, waits one second, and prints it again. This entire while loop is inside a try-except block. If a KeyboardInterrupt error is seen, it prints “Clock stopped.” We have a variable set to an input to see if the user is going to use the timer or the live clock. If they choose the timer, we ask them for the direction (up or down) and if they will be using minutes. The following code then calls for those parameters."}, {"post_id": 8936, "ts": "2026-06-14T21:06:07Z", "hours": 0.4431, "text": "Making a tool for ALL your time-related needs."}]...
|
Title: Timed. by @Mehmet | Stardance
Devlogs:
Mak Title: Timed. by @Mehmet | Stardance
Devlogs:
Making a tool for ALL your time-related needs.
Welcome to my second log for Timed. Timed is a hub for all your temporal needs. It has the basic features like a clock and timers, and I intend to add all sorts of different things like moon phases, solar events, and way more. Right now, it is a Python file with an audio file so it can run an alert sound, but I intend to make this a Python Flask web app. In this log, I added the following: The code currently uses four libraries: The existing time module inside of Python The datetime library The playsound library msvcrt We have two functions: Timer function: It takes two parameters: the time length in seconds and the direction the timer is going (up or down). Infinite loop function: It checks if any keys are pressed using the msvcrt library. If so, it breaks out of the loop. If not, it uses the datetime library to get the current time, prints it, waits one second, and prints it again. This entire while loop is inside a try-except block. If a KeyboardInterrupt error is seen, it prints “Clock stopped.” We have a variable set to an input to see if the user is going to use the timer or the live clock. If they choose the timer, we ask them for the direction (up or down) and if they will be using minutes. The following code then calls for those parameters.
I finally turned it into a web app. It’s extremely basic, just a live clock and a timer. I honestly didn’t know any JavaScript, so I had some help on that part from Claude. I looked at my old timer.py code, converted it to HTML, and handled the CSS myself for basic styling. It still doesn’t have a live demo yet, but the latest changes are on GitHub.
Some code cleanup. I got little bit of this time internalizing the logic to build on top once the dust settles. Im working on a few other projects rn so cya when I come back.
Hey everyone, I’m back with a massive update for Timed. ! After focusing on other projects for a bit, I decided to return and give this project the thorough cleanup, visual redesign, and feature set it deserves. It has been transformed from an extremely basic prototype into a premium, focused, and hyper-minimalist time hub. Here is what is new in the latest version:### 1. Aesthetic Clean-up & Hyper-Minimalism- Clean Slate Background : Removed the distracting background gradient glow for a clean, uniform deep slate environment.- Logo Refinement : Removed the bullet dot next to the logo for a cleaner top-left header.- Hidden Footer : Removed the copyright text and footer entirely, leaving zero visual clutter.- Tabular Digit Spacing : Styled the clock displays to use tabular monospaced digits, preventing annoying layout shifting when the seconds change. 2. Live Clock & Mode Segregation- ** Hidden Minute Ring on Clock**: The spinning progress ring is now hidden on the Live Clock mode page (to avoid confusion), but it still displays smoothly in Timer and Stopwatch modes.- Interactive Toggles : Tapping the clock display now toggles millisecond view on/off, and there are custom buttons to swap between 12-hour and 24-hour display modes. 3. All-New Stopwatch Mode- Added a full Stopwatch Mode to the web application, featuring millisecond accuracy, controls to pause and resume, and a scrolling lap recording panel. 4. Upgrade Countdown Timer & Presets- Added preset buttons for quick intervals (5m Break, 15m Break, 25m Pomodoro, 50m Focus).- Added an input picker for custom hours, minutes, and seconds. 5. Synthesized Acoustic Bell Chimes- Got rid of the basic, harsh beep sounds.- Coded a custom Web Audio API synthesizer that dynamically triggers a warm, premium E-flat Major arpeggio chime ( Eb4 -> Bb4 -> D5 -> F5 ) using physical acoustic decay curves when the timer completes. 6. Polished Terminal Application ( timerr.py )- Upgraded the CLI python app to refresh in-place ( \r ) so it doesn’t flood the console output.- Added input validation to prevent user typos from crashing the script.- Built a terminal-based stopwatch with lap tracking.- Upgraded the CLI buzzer to play a beautiful arpeggiated chime using Windows system hardware chimes.### 7. Deployment & GitHub- Deployed the entire static application to Vercel at a clean production URL: timed-focused.vercel.app - Staged, committed, and pushed the updated codebase to the remote GitHub repository at SameRainbows/Timed .
Cleaned up the repo a
Updated README and added a few more features ;)
Did some final cleanups on the code.
Ships:
It started as a basic Python script and has now evolved into a premium, focused, and hyper-minimalist single-page web app. Check out the live clock (with toggleable milliseconds), stopwatch with laps, and countdown timer complete with customized E-flat Major arpeggio bell chimes synthesized on the fly via Web Audio API. Also cleaned up the Python CLI tool to refresh inline and support hardware chimes.
I made Timed, a productivity website that you can use to keep timers and get access to the real-life clock. It has a minimalist and satisfying UI that you can keep running in the background for when you need to complete temporal tasks....
|
1793534188.718302
|
1793620588.718302
|
|
6500
|
Alfred by @Jason_Mloza | Stardance
|
Jason_Mloza
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-19T01:54:13Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I built Alfred, a personal AI assistant designed to run locally on your own machine. Alfred uses a FastAPI backend and local LLMs through Ollama to generate responses without depending entirely on cloud AI services. The goal was to create an AI assistant that feels personal, customizable, and accessible while learning how modern AI systems work under the hood. What was challenging? The biggest challenges were connecting all the different parts together — building the backend API, integrating the local AI model, handling responses efficiently, and creating a smooth user experience. Getting local models running on limited hardware was also challenging because performance depends heavily on available CPU/GPU resources. What are you proud of? I’m proud that I built Alfred from scratch and turned an idea into a working AI assistant. This project helped me learn more about APIs, AI models, backend development, and building complete applications. Seeing Alfred respond and work as a real application has been one of my biggest milestones as a developer. What should people know so they can test your project? To test Alfred: Clone the source code from GitHub. Install the required dependencies. Install Ollama and download a supported model. Start the backend and frontend. Open Alfred and start chatting. Make sure your machine has enough resources to run a local LLM. GitHub: https://github.com/jasonmloza/Alfred", "repo": "https://github.com/JasonMloza/Alfred", "demo": "https://alfred-seven-rust.vercel.app"}]...
|
[{"post_id": 30980, "ts": "202 [{"post_id": 30980, "ts": "2026-07-19T00:14:39Z", "hours": 1.0686, "text": "Alfred is now alive. I built the React frontend, connected it to a FastAPI backend, and integrated Ollama for local AI inference. The assistant can now have conversations privately on my machine."}, {"post_id": 30404, "ts": "2026-07-17T22:05:27Z", "hours": 0.545, "text": "🧠 Alfred Devlog #2 — Giving My AI Assistant a Brain Today I reached a major milestone with Alfred 🤖 When I started this project, the goal was to build my own AI assistant inspired by futuristic assistants like JARVIS — something that could understand conversations, help with tasks, and grow over time. The biggest step this week was moving Alfred from an idea into a working AI system. What I built: ✅ Built Alfred’s backend using FastAPI ✅ Integrated a local AI model using Ollama ✅ Created a /chat API endpoint for conversations ✅ Tested Alfred’s ability to receive messages and generate responses ✅ Cleaned up the GitHub repository and improved the project structure Now Alfred can actually communicate: User: “Who are you?” Alfred: “I’m Alfred, your friendly and knowledgeable personal AI assistant…” Seeing my own AI assistant respond through a system I built from scratch was honestly one of the coolest moments of this project. How Alfred currently works: User ↓ API Request ↓ FastAPI Backend ↓ Ollama AI Model ↓ Alfred Response The next major step is building Alfred’s frontend interface — giving him a proper face and making the experience feel like a real assistant. Future plans: 🎙️ Voice interaction 🧠 Memory system 🛠️ Tool integration 📱 Mobile companion app ⚡ More autonomous capabilities This project is still evolving, but Alfred is officially alive. 🚀 #Stardance #HackClub #AI #Python"}, {"post_id": 28605, "ts": "2026-07-14T23:07:24Z", "hours": 0.3917, "text": "made good progress on Alfred, my AI assistant project.✅ Built the backend for Alfred.✅ Installed Ollama to run AI models locally.The next steps are:Install and connect a language model through Ollama.Integrate the model with Alfred’s backend.Polish the user interface.Build a mobile app so Alfred can be used on the go.My goal is to create an AI assistant that’s fast, private, and useful for everyday tasks. This is still an early version, but it’s exciting to see everything coming together."}]...
|
Title: Alfred by @Jason_Mloza | Stardance
Devlogs Title: Alfred by @Jason_Mloza | Stardance
Devlogs:
made good progress on Alfred, my AI assistant project.✅ Built the backend for Alfred.✅ Installed Ollama to run AI models locally.The next steps are:Install and connect a language model through Ollama.Integrate the model with Alfred’s backend.Polish the user interface.Build a mobile app so Alfred can be used on the go.My goal is to create an AI assistant that’s fast, private, and useful for everyday tasks. This is still an early version, but it’s exciting to see everything coming together.
🧠 Alfred Devlog #2 — Giving My AI Assistant a Brain Today I reached a major milestone with Alfred 🤖 When I started this project, the goal was to build my own AI assistant inspired by futuristic assistants like JARVIS — something that could understand conversations, help with tasks, and grow over time. The biggest step this week was moving Alfred from an idea into a working AI system. What I built: ✅ Built Alfred’s backend using FastAPI ✅ Integrated a local AI model using Ollama ✅ Created a /chat API endpoint for conversations ✅ Tested Alfred’s ability to receive messages and generate responses ✅ Cleaned up the GitHub repository and improved the project structure Now Alfred can actually communicate: User: “Who are you?” Alfred: “I’m Alfred, your friendly and knowledgeable personal AI assistant…” Seeing my own AI assistant respond through a system I built from scratch was honestly one of the coolest moments of this project. How Alfred currently works: User ↓ API Request ↓ FastAPI Backend ↓ Ollama AI Model ↓ Alfred Response The next major step is building Alfred’s frontend interface — giving him a proper face and making the experience feel like a real assistant. Future plans: 🎙️ Voice interaction 🧠 Memory system 🛠️ Tool integration 📱 Mobile companion app ⚡ More autonomous capabilities This project is still evolving, but Alfred is officially alive. 🚀 #Stardance #HackClub #AI #Python
Alfred is now alive. I built the React frontend, connected it to a FastAPI backend, and integrated Ollama for local AI inference. The assistant can now have conversations privately on my machine.
Ships:
What did you make? I built Alfred, a personal AI assistant designed to run locally on your own machine. Alfred uses a FastAPI backend and local LLMs through Ollama to generate responses without depending entirely on cloud AI services. The goal was to create an AI assistant that feels personal, customizable, and accessible while learning how modern AI systems work under the hood. What was challenging? The biggest challenges were connecting all the different parts together — building the backend API, integrating the local AI model, handling responses efficiently, and creating a smooth user experience. Getting local models running on limited hardware was also challenging because performance depends heavily on available CPU/GPU resources. What are you proud of? I’m proud that I built Alfred from scratch and turned an idea into a working AI assistant. This project helped me learn more about APIs, AI models, backend development, and building complete applications. Seeing Alfred respond and work as a real application has been one of my biggest milestones as a developer. What should people know so they can test your project? To test Alfred: Clone the source code from GitHub. Install the required dependencies. Install Ollama and download a supported model. Start the backend and frontend. Open Alfred and start chatting. Make sure your machine has enough resources to run a local LLM. GitHub: https://github.com/jasonmloza/Alfred...
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1793534178.7849786
|
1793620578.7849786
|
|
18443
|
Linear regressor by @Kazamir | Stardance
|
Kazamir
|
1
|
14.0
|
69
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-21T00:37:12Z", "hours": 14.0, "multiplier": 4.96, "payout": 69, "blessing": "neutral", "text": "In my first ship, I created a linear regression simulator where you put points on a graph and can see the line of best fit being discovered. This was my first ship, and I have learnt a lot of things, from normalising values in pytorch to how to use create a pygame exe and how to use Github. I hope you can try out my simple project and see the fascinating power of machine learning.", "repo": "https://github.com/JapneetTalwar/Linear-Regression", "demo": "https://github.com/JapneetTalwar/Linear-Regression/releases/tag/v.1.0.0"}]...
|
[{"post_id": 12832, "ts": "202 [{"post_id": 12832, "ts": "2026-06-21T00:26:59Z", "hours": 2.6664, "text": "Finally finished my project. I expected this project to only take like 5 hours max, but it took more than double that! I have learnt a lot about pygame and pytorch in this project. My final additons were a databox that showed ML metrics like epochs, and added a formula to the line on the graph."}, {"post_id": 11822, "ts": "2026-06-19T07:45:03Z", "hours": 2.17, "text": "Made my program much smoother and added a stop button."}, {"post_id": 11144, "ts": "2026-06-18T07:10:33Z", "hours": 4.8642, "text": "Finally, After heaps of normalisation and code and bugfixing, I finally, have a working linear regressor!!!"}, {"post_id": 9160, "ts": "2026-06-15T10:41:28Z", "hours": 1.9003, "text": "Created a graph wher eyou can click nodes, delete them and clear the screen"}, {"post_id": 8592, "ts": "2026-06-14T09:10:11Z", "hours": 2.3519, "text": "Created a linear regressor"}]...
|
Title: Linear regressor by @Kazamir | Stardance
D Title: Linear regressor by @Kazamir | Stardance
Devlogs:
Created a linear regressor
Created a graph wher eyou can click nodes, delete them and clear the screen
Finally, After heaps of normalisation and code and bugfixing, I finally, have a working linear regressor!!!
Made my program much smoother and added a stop button.
Finally finished my project. I expected this project to only take like 5 hours max, but it took more than double that! I have learnt a lot about pygame and pytorch in this project. My final additons were a databox that showed ML metrics like epochs, and added a formula to the line on the graph.
Ships:
In my first ship, I created a linear regression simulator where you put points on a graph and can see the line of best fit being discovered. This was my first ship, and I have learnt a lot of things, from normalising values in pytorch to how to use create a pygame exe and how to use Github. I hope you can try out my simple project and see the fascinating power of machine learning....
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1793534171.011802
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1793620571.011802
|
|
16025
|
MediaPipe Hand Mouse but In java by @ShauryaMathur MediaPipe Hand Mouse but In java by @ShauryaMathur | Stardance...
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ShauryaMathur
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1
|
8.0
|
85
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T16:08:02Z", "hours": 8.0, "multiplier": 10.19, "payout": 85, "blessing": "neutral", "text": "StarkMouse - High-Performance Hand Tracking System AP Computer Science A Final Project StarkMouse is an advanced gesture-controlled cursor controller that allows users to operate their computer mouse hands-free. Using MediaPipe and OpenCV on a native C++ backend combined with a Java Swing overlay HUD, the application tracks hand movements, applies coordinate smoothing, and detects finger-pinch gestures to trigger mouse actions. 1. How to Use the Program Prerequisites Java Runtime Environment (JRE) / JDK 17 or higher A working Webcam Windows OS (64-bit) for native dynamic library compatibility ( stark_mouse_jni.dll and opencv_world3416.dll must be in the project root directory) How to Build and Run To build the project and execute the MainApp entry point: Open a terminal in the root directory. Compile and package the application: mvn package Run the generated executable JAR containing all dependencies: java -jar target/stark-mouse-1.0.0-jar-with-dependencies.jar Controls and Gestures Mouse Movement : Hold your hand in front of the webcam. Your cursor will follow the position of the base of your middle finger This anchor was specifically chosen to prevent cursor jumping when fingers pinch. Left Click / Click-and-Drag : Pinch your Thumb and Index Finger together. Releasing the pinch releases the mouse button. Right Click : Pinch your Thumb and Middle Finger together. Mouse Scrolling (Scroll Mode) : Pinch your Thumb and Pinky Finger together. While holding the pinch, move your hand vertically: Moving your hand up scrolls up. Moving your hand down scrolls down. While scrolling, mouse cursor movement is locked to prevent cursor drift. Toggle HUD Overlay (Ctrl+Shift+G) : Press this global hotkey to show or hide the Swing HUD window displaying the camera feed and landmarks. Repositioning HUD : Click and drag anywhere on the HUD panel to move the floating window across your desktop screen. 2. Problems Encountered During Development The “java being anti cv” bottleneck : Initially we planned on using a method called convex hulling to detect fingers as before libraries such as mediapipe that was a common finger detection method. We then realised that convexHull was terrible and we became primary sources as to why libraries such as MediaPipe have been developed. We then tried to bend the rules of the project by calling a python script running mediapipe detection. Our idea was quickly shut down. Our final option was taking the c++ library that was wrapped for python and creating a Java Native Interface from it using a tool called bezelisk. This process took a total of 5 hours, 10 gigabites of Shaurya Mathur’s hotspot and our mental stanities. Once we finally got bezel instealled and working with our library we learned that c++ itself is annoying. Initially, running the Mediapipe tracker and the JNI JVM invocation on the same thread blocked the Swing event thread, resulting in a frozen UI. We resolved this by spawning a separate native execution thread ( std::thread ) in the DLL, calling AttachCurrentThread to register it with the Java VM, and passing frames asynchronously.", "repo": "https://github.com/T-Perm/Ap-CSA-Final-Jarvis", "demo": "https://github.com/T-Perm/Ap-CSA-Final-Jarvis/releases/tag/v1.0.0"}]...
|
[{"post_id": 8128, "ts": "2026 [{"post_id": 8128, "ts": "2026-06-13T15:57:43Z", "hours": 2.9525, "text": "I finally finished the project and submitted it to my teacher. I genuinely got a 95% compared to others who had just recreated games as their project. I’m not mad but rather disappointed that lack of creativity is being celebrated. Its okay tho because here are the changes Change 1: No detecting how many fingers are held up but rather distance between fingers Change 2: JavaSwing UI with a jarvis style bootup Change 3: fixed double clicking and related problems"}, {"post_id": 6531, "ts": "2026-06-10T23:50:19Z", "hours": 5.3514, "text": "My CSA final project is due in an hour. Instead of working on a game in (Trigger warning) java s*ing I’m building an app that turns your gestures into mouse commands. I started with a group of 3 but I have been the only one who has done any work. Its due in 6 hours wish me luck"}]...
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Title: MediaPipe Hand Mouse but In java by @Shaury Title: MediaPipe Hand Mouse but In java by @ShauryaMathur | Stardance
Devlogs:
My CSA final project is due in an hour. Instead of working on a game in (Trigger warning) java s*ing I’m building an app that turns your gestures into mouse commands. I started with a group of 3 but I have been the only one who has done any work. Its due in 6 hours wish me luck
I finally finished the project and submitted it to my teacher. I genuinely got a 95% compared to others who had just recreated games as their project. I’m not mad but rather disappointed that lack of creativity is being celebrated. Its okay tho because here are the changes Change 1: No detecting how many fingers are held up but rather distance between fingers Change 2: JavaSwing UI with a jarvis style bootup Change 3: fixed double clicking and related problems
Ships:
StarkMouse - High-Performance Hand Tracking System AP Computer Science A Final Project StarkMouse is an advanced gesture-controlled cursor controller that allows users to operate their computer mouse hands-free. Using MediaPipe and OpenCV on a native C++ backend combined with a Java Swing overlay HUD, the application tracks hand movements, applies coordinate smoothing, and detects finger-pinch gestures to trigger mouse actions. 1. How to Use the Program Prerequisites Java Runtime Environment (JRE) / JDK 17 or higher A working Webcam Windows OS (64-bit) for native dynamic library compatibility ( stark_mouse_jni.dll and opencv_world3416.dll must be in the project root directory) How to Build and Run To build the project and execute the MainApp entry point: Open a terminal in the root directory. Compile and package the application: mvn package Run the generated executable JAR containing all dependencies: java -jar target/stark-mouse-1.0.0-jar-with-dependencies.jar Controls and Gestures Mouse Movement : Hold your hand in front of the webcam. Your cursor will follow the position of the base of your middle finger This anchor was specifically chosen to prevent cursor jumping when fingers pinch. Left Click / Click-and-Drag : Pinch your Thumb and Index Finger together. Releasing the pinch releases the mouse button. Right Click : Pinch your Thumb and Middle Finger together. Mouse Scrolling (Scroll Mode) : Pinch your Thumb and Pinky Finger together. While holding the pinch, move your hand vertically: Moving your hand up scrolls up. Moving your hand down scrolls down. While scrolling, mouse cursor movement is locked to prevent cursor drift. Toggle HUD Overlay (Ctrl+Shift+G) : Press this global hotkey to show or hide the Swing HUD window displaying the camera feed and landmarks. Repositioning HUD : Click and drag anywhere on the HUD panel to move the floating window across your desktop screen. 2. Problems Encountered During Development The “java being anti cv” bottleneck : Initially we planned on using a method called convex hulling to detect fingers as before libraries such as mediapipe that was a common finger detection method. We then realised that convexHull was terrible and we became primary sources as to why libraries such as MediaPipe have been developed. We then tried to bend the rules of the project by calling a python script running mediapipe detection. Our idea was quickly shut down. Our final option was taking the c++ library that was wrapped for python and creating a Java Native Interface from it using a tool called bezelisk. This process took a total of 5 hours, 10 gigabites of Shaurya Mathur’s hotspot and our mental stanities. Once we finally got bezel instealled and working with our library we learned that c++ itself is annoying. Initially, running the Mediapipe tracker and the JNI JVM invocation on the same thread blocked the Swing event thread, resulting in a frozen UI. We resolved this by spawning a separate native execution thread ( std::thread ) in the DLL, calling AttachCurrentThread to register it with the Java VM, and passing frames asynchronously....
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1793534167.1998749
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1793620567.1998749
|
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27029
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EyeTurn by @charliem | Stardance
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charliem
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1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T14:36:43Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a PDF page turner essentially using blinking for navigation. The challenging part for this was making sure the website worked for both pc and mobile. Im def proud of the fact that this little annoyance is something that i can use daily, because for violin players (at least myself) its super annoying having to pause playing to manually scroll btw pages in pdf. people should know that the program aint perfect and you go to settings to recalibrate blinking", "repo": "https://github.com/Cm30V/EyeTurn", "demo": "https://verceleye.vercel.app/"}]...
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[{"post_id": 16937, "ts": "202 [{"post_id": 16937, "ts": "2026-06-27T14:34:22Z", "hours": 1.3083, "text": "finished eye turn for pc last night and handled for ipad/iphone this morning"}]...
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Title: EyeTurn by @charliem | Stardance
Devlogs:
Title: EyeTurn by @charliem | Stardance
Devlogs:
finished eye turn for pc last night and handled for ipad/iphone this morning
Ships:
I made a PDF page turner essentially using blinking for navigation. The challenging part for this was making sure the website worked for both pc and mobile. Im def proud of the fact that this little annoyance is something that i can use daily, because for violin players (at least myself) its super annoying having to pause playing to manually scroll btw pages in pdf. people should know that the program aint perfect and you go to settings to recalibrate blinking...
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1793534161.680019
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1793620561.680019
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15432
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Tenekeynesis by @kabir | Stardance
|
kabir
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1
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3.39
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-19T07:58:22Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a VERY ergonomic ten key Macropad with direct wiring to the MCU for better response times and eliminating diodes from the circuit, it has two keys per finger in a way you can rock your finger back and forth to press keys without having to move them around. A particularly challenging part was the KiCAD pcb routing within an ergo 100x100mm PCB and getting the mounting holes of the PCB to align well with the mounting holes on the case Allinall I learnt quite a few new skills an developed a really time consuming interest in hardware design =)", "repo": "https://github.com/bubug-star/Telekeynesis-Macropad-V1/", "demo": ""}]...
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[{"post_id": 12999, "ts": "202 [{"post_id": 12999, "ts": "2026-06-21T07:52:51Z", "hours": 0.4014, "text": "Tenekeyless#3 Added Global Labels, Decided to Switch to 45deg switches on the schematic and may use mouse switches on a keyboard! Since it is a stenograph after all"}, {"post_id": 12673, "ts": "2026-06-20T18:19:16Z", "hours": 0.5494, "text": "Most builders look at a tenkeyless form factor and think about rows, columns, and diodes. Instead of dealing with a traditional matrix and the inevitable ghosting risks or routing headaches, Tenkeyless lives up to its name by discarding the standard matrix entirely. We are running a direct-pin, matrixless setup. Every single switch gets its own dedicated digital runway.Hardware Breakdown & Schematic DeviationBecause a single microcontroller doesn’t boast enough GPIO pins to handle a 50-switch layout individually, the brain of this board has been split into a dual-engine configuration.The Brains: 2x Orpheus Pico microcontrollers. The Schematic Hack: The initial design schematics used standard Raspberry Pi Picos as placeholders. The physical build swaps these out for the Orpheus Picos, maintaining the same form factor but optimizing for our specific firmware goals.The Split: * Pico Alpha: Manages Left Block (25 switches) Pico Beta: Manages Right Block + Nav Cluster (25 switches) The Wiring Topology: Pure Direct DriveWe completely bypassed the standard row/column matrix. No diodes, no multiplexers. [Switch] ─── (Pin 1) ──────────────────────> GPIO Pin (Dedicated) ─── (Pin 2) ─── [Common Ground] ──> GND Bus Each of the 50 switches is wired using a direct-to-ground methodology:Terminal A: Wired directly to a dedicated, individual GPIO pin on its respective Orpheus Pico.Terminal B: Tied into a massive, unified common ground bus routing back to the controller. When a key is pressed, the GPIO pin is pulled straight to ground. The microcontroller senses the state change instantly. Input latency is theoretically limited only by the clock speed of the chips and switch debounce times."}, {"post_id": 12649, "ts": "2026-06-20T17:42:46Z", "hours": 0.4436, "text": "Working on my Hackboard, namely Tenekeyless inspired by TKL keyboards I began, but since I wanted the wiring to be direct for better scan rates, I was limited to 25 keys per split board each having one orpheus pico => 50 keys Started up the KiCad Schematic and added a raspberry pico and all the switches decided on Gateron EF Curry, Gateron Yellow Pro switches since they fit the budget https://hackpad.hackclub.com/keyboard/"}, {"post_id": 8631, "ts": "2026-06-14T10:53:54Z", "hours": 0.4853, "text": "PCB reref!"}, {"post_id": 8513, "ts": "2026-06-14T05:00:55Z", "hours": 1.3286, "text": "Macropad Case design"}]...
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Title: Tenekeynesis by @kabir | Stardance
Devlogs Title: Tenekeynesis by @kabir | Stardance
Devlogs:
Macropad Case design
PCB reref!
Working on my Hackboard, namely Tenekeyless inspired by TKL keyboards I began, but since I wanted the wiring to be direct for better scan rates, I was limited to 25 keys per split board each having one orpheus pico => 50 keys Started up the KiCad Schematic and added a raspberry pico and all the switches decided on Gateron EF Curry, Gateron Yellow Pro switches since they fit the budget https://hackpad.hackclub.com/keyboard/
Most builders look at a tenkeyless form factor and think about rows, columns, and diodes. Instead of dealing with a traditional matrix and the inevitable ghosting risks or routing headaches, Tenkeyless lives up to its name by discarding the standard matrix entirely. We are running a direct-pin, matrixless setup. Every single switch gets its own dedicated digital runway.Hardware Breakdown & Schematic DeviationBecause a single microcontroller doesn’t boast enough GPIO pins to handle a 50-switch layout individually, the brain of this board has been split into a dual-engine configuration.The Brains: 2x Orpheus Pico microcontrollers. The Schematic Hack: The initial design schematics used standard Raspberry Pi Picos as placeholders. The physical build swaps these out for the Orpheus Picos, maintaining the same form factor but optimizing for our specific firmware goals.The Split: * Pico Alpha: Manages Left Block (25 switches) Pico Beta: Manages Right Block + Nav Cluster (25 switches) The Wiring Topology: Pure Direct DriveWe completely bypassed the standard row/column matrix. No diodes, no multiplexers. [Switch] ─── (Pin 1) ──────────────────────> GPIO Pin (Dedicated) ─── (Pin 2) ─── [Common Ground] ──> GND Bus Each of the 50 switches is wired using a direct-to-ground methodology:Terminal A: Wired directly to a dedicated, individual GPIO pin on its respective Orpheus Pico.Terminal B: Tied into a massive, unified common ground bus routing back to the controller. When a key is pressed, the GPIO pin is pulled straight to ground. The microcontroller senses the state change instantly. Input latency is theoretically limited only by the clock speed of the chips and switch debounce times.
Tenekeyless#3 Added Global Labels, Decided to Switch to 45deg switches on the schematic and may use mouse switches on a keyboard! Since it is a stenograph after all
Ships:
I made a VERY ergonomic ten key Macropad with direct wiring to the MCU for better response times and eliminating diodes from the circuit, it has two keys per finger in a way you can rock your finger back and forth to press keys without having to move them around. A particularly challenging part was the KiCAD pcb routing within an ergo 100x100mm PCB and getting the mounting holes of the PCB to align well with the mounting holes on the case Allinall I learnt quite a few new skills an developed a really time consuming interest in hardware design =)...
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1793534159.1862123
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1793620559.1862123
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31549
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My first slack bot! by @Charlie_Coder | Stardance
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Charlie_Coder
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2
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0.0
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1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-09T08:35:12Z", "hours": 0.0, "multiplier": 1.92, "payout": 1, "blessing": "neutral", "text": "I have made a slack bot that responds to simple commands, like in the mission guide. I added my own additions to the code, and added a general fact API too. Hope you like :)", "repo": "https://github.com/Miningsleuth/Slackbot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BFR589MV2"}, {"ship_num": 2, "ts": "2026-07-07T03:54:46Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a Slackbot for Slack that runs 24/7 (hosted using Nest). It uses systemd to monitor and restart on failure. It has 4 simple commands: /helper-ping /helper-help /helper-catfact /helper-joke I am proud mainly of being able to get this working and connected to Slack as I am bad with APIs and authentication keys (and anything with OAuth in it’s name). Enjoy :)", "repo": "https://github.com/Miningsleuth/Slackbot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BFR589MV2"}]...
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[{"post_id": 25193, "ts": "202 [{"post_id": 25193, "ts": "2026-07-09T08:32:03Z", "hours": 0.3131, "text": "I have added more, and made the bot more lively. After finishing the guide, I started off struggling with APIs, and was really proud to get the fact working. I also improved the README, and now attribute the APIs."}, {"post_id": 23916, "ts": "2026-07-07T03:48:32Z", "hours": 0.4072, "text": "I have coded the Slackbot with the required commands based off the guide and am ready to ship! I have also got it running through Nest 24/7."}]...
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Title: My first slack bot! by @Charlie_Coder | Sta Title: My first slack bot! by @Charlie_Coder | Stardance
Devlogs:
I have coded the Slackbot with the required commands based off the guide and am ready to ship! I have also got it running through Nest 24/7.
I have added more, and made the bot more lively. After finishing the guide, I started off struggling with APIs, and was really proud to get the fact working. I also improved the README, and now attribute the APIs.
Ships:
I have made a Slackbot for Slack that runs 24/7 (hosted using Nest). It uses systemd to monitor and restart on failure. It has 4 simple commands: /helper-ping /helper-help /helper-catfact /helper-joke I am proud mainly of being able to get this working and connected to Slack as I am bad with APIs and authentication keys (and anything with OAuth in it’s name). Enjoy :)
I have made a slack bot that responds to simple commands, like in the mission guide. I added my own additions to the code, and added a general fact API too. Hope you like :)...
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1793534155.6891499
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1793620555.6891499
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32767
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My first slack bot! by @ali21 | Stardance
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ali21
|
1
|
1.45
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-09T16:53:55Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "You will not believe me if I told you that I did this project 5 times for it to work and it took me a day and a half. However, I am still happy about it because this is my first real interaction with the terminal and github which taught me a lot of things about how programming works, especially that you have to be patient with your work because you will get it.", "repo": "https://github.com/b0tman1/alibot211", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BHLB9PRU0?_gl=1*1fqdyq6*_gcl_au*Mzc3MTU4NjYyLjE3ODM2MDA5MTg."}]...
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[{"post_id": 26449, "ts": "202 [{"post_id": 26449, "ts": "2026-07-11T08:03:05Z", "hours": 1.4461, "text": "Hello guys I just finished fixing some problems with the commands of the bot as some were not working. Turned out that I accidentally named the commands differently on my github repo. I also rewrote the entire ReadMe section as it was very generic and did not explain everything before. Now I added visual previews and detailed explanations on how to install and setup the bot. This was a great experience for me to learn how to write the ReadMe section as its the most important part of your project. If people didn’t know what to do with the code, then there is no point of it"}, {"post_id": 25276, "ts": "2026-07-09T13:29:31Z", "hours": 0.2811, "text": "I am working on my first slack bot. I will be honest that it was more of getting comfortable with using the terminal more than a coding experience. However I learned how to create a slack bot from scratch and how to push my projects to github."}]...
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Title: My first slack bot! by @ali21 | Stardance
Title: My first slack bot! by @ali21 | Stardance
Devlogs:
I am working on my first slack bot. I will be honest that it was more of getting comfortable with using the terminal more than a coding experience. However I learned how to create a slack bot from scratch and how to push my projects to github.
Hello guys I just finished fixing some problems with the commands of the bot as some were not working. Turned out that I accidentally named the commands differently on my github repo. I also rewrote the entire ReadMe section as it was very generic and did not explain everything before. Now I added visual previews and detailed explanations on how to install and setup the bot. This was a great experience for me to learn how to write the ReadMe section as its the most important part of your project. If people didn’t know what to do with the code, then there is no point of it
Ships:
You will not believe me if I told you that I did this project 5 times for it to work and it took me a day and a half. However, I am still happy about it because this is my first real interaction with the terminal and github which taught me a lot of things about how programming works, especially that you have to be patient with your work because you will get it....
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1793534152.755411
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1793620552.755411
|
|
2268
|
Matcha Linux by @DoMax | Stardance
|
DoMax
|
2
|
50.0
|
831
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T17:35:30Z", "hours": 23.0, "multiplier": 15.71, "payout": 424, "blessing": "neutral", "text": "3 months since the last release! Here’s how Matcha Linux improved: New install flow : It can finally be installed on real hardware Package installation is now more robust, handling package installation properly, with APK tags Many new bugfixes within the matcha-calamares package regarding mounting, cleanup, package management and more Installer optimizations - Live install environment uses only 2.5GB of RAM, allowing for 3GB of RAM support! (Huge improvement btw) Bloat removal - The current build features a stripped version of GNOME without, saving both RAM and disk space. Some packages were replaced in favor of alternatives OpenGL version checking - Some of the system components require OpenGL 4.3+ and GPUs that don’t support it now offload the rendering to CPU to avoid crashes NEW Requirements Memory : 3GB of RAM Storage : 5GB free disk space for installation UEFI Firmware : Required, legacy BIOS not supported Known Limitations If there is more than one iso9660 filesystem mounted while installing, the installer will trigger an error Since the current requirement for GPU-driven OpenGL rendering is OpenGL 4.3+, some systems might feel sluggish due to the CPU doing all the work I hope you enjoy testing and using Matcha Linux :D", "repo": "https://github.com/domasles/matcha-linux", "demo": "https://github.com/domasles/matcha-linux/releases/tag/2026.09.11"}, {"ship_num": 2, "ts": "2026-06-09T22:16:00Z", "hours": 27.0, "multiplier": 15.16, "payout": 407, "blessing": "neutral", "text": "I engineered Matcha Linux - a fresh, fast, and fluid desktop OS built on top of Alpine Linux to combat software bloat and give any x86_64 UEFI hardware a life with a gorgeous and usable GNOME experience. It idles at JUST 1.5GB of RAM! The OS includes a custom port of Calamares installer specifically made for Matcha Linux (which probably took the most amount of work), and a heavily customized unique GNOME desktop. Navigating the initial release was a rollercoaster of debugging broken services, installer locales, build and install issues, encryption, swap configuration and ISO permissions, but the stable 2026.06.09 build is officially live, works out-of-the-box. Before testing it live or in a VM (4GB RAM, 10GB storage minimum, UEFI only), note that native glibc apps require a quick Distrobox container setup to run on Alpine.", "repo": "https://github.com/domasles/matcha-linux", "demo": "https://github.com/domasles/matcha-linux/releases/tag/2026.09.11"}]...
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[{"post_id": 66191, "ts": "202 [{"post_id": 66191, "ts": "2026-09-11T21:09:11Z", "hours": 9.8739, "text": "Pre-ship devlog This post is about everything that recently happened with Matcha Linux 1. New terminal app! Yes, gnome-console got boring, so I replaced it! With none other than ghostty . It’s great - has hardware rendering support, native integration with Kitty image rendering (so fastfetch renders the logo properly) and MANY color themes, one of which happens to perfectly match Matcha’s look and feel. 2. Package management Since ghostty is from Alpine’s edge repos, I had to find a native way of tagging the packages both while building the iso, and installing the system. Previous approach blindly installed every package from live ISO. This works only when every package is designed to be sourced from the stable branch. One edge package and updates (or maybe the whole system) breaks! Now, a helper file helps install the necessary packages both onto the ISO and later system’s disk. Since packages are installed by their names, not separate files from some medium, the installation can also be way more accurate and, in some cases, more compact. 3. OpenGL checks Ghostty loves OpenGL. But it relies on OpenGL 4.3+, and on hardware that doesn’t support this - crashes. Luckily, if GPU bridge fails, CPU can handle OpenGL operations just as well! Matcha Linux, starting from today, is expecting hardware to support OpenGL 4.3+ to utilize the GPU for OpenGL APIs. Anything older than 2013-ish (which goes on par with UEFI requirement) would fail. In case of that happening, I added conditional rendering to use the CPU as a fallback. For now, however, it’s system-wide (to support any other software built with OpenGL 4.3+). OpenGL ES is not supported on the GPU at the moment. 4. Bugfixes!! Who doesn’t love when their software just… Works? The upgraded matcha-calamares installer now has a full cleanup stage, correctly catches errors regarding the install ISO presence, also has fixes for many other mount and install issues that could happen in earlier releases. Bottom line I love building this Linux distro. The challenges I have to face and the amount of operation ordering I have to do helps me improve. Structure is one of the skills I think humanity is yet to fully master, and i hope that one day, it can. As for the future of Matcha, it will continue to grow! Tech never sleeps, new releases need updates, and Matcha mustn’t be left behind. I also have more ambitious stuff planned (like an update manager and distrobox install module for calamares), and they are the only thing I’m afraid of implementing. For now, I’ll stick to making Matcha Linux as stable as possible, and then focus on something more exciting. I hope more people find this distro to test, daily drive and share the feedback! Always exciting to engage with communities."}, {"post_id": 63003, "ts": "2026-09-06T15:55:04Z", "hours": 10.5983, "text": "3GB RAM milestone!! How I managed to achieve 3GB RAM usage in the live environment (but at the same time - break a couple things) Stage 1 - package optimization Probably not a surprise to you that Gnome desktop environment is a heavy beast. Well, as it turns out, it bundles a bunch of stuff that’s not technically required to run the system. Alpine package gnome adds many apps (like calendar, weather and more) that aren’t relevant anymore. However, even though unused, they take up space, and in Alpine, the live environment installs every package onto ram to provide a diskless environment. At first I tried making a filesystem capable of loading packages from mounted iso as it’s necessary for the install either way, but optimizing package selection turned out to be easier (besides - who has a 64bit system with less than 6GB ram these days?) Stage 2 - package loading The fact that package selection is optimized to reduce Gnome’s bloat wasn’t enough to make the install environment lighter. Alpine has a file /etc/apk/world in which every package that should be installed is defined. Utilizing it I could control what packages must appear within the live system, and which - not (because you probably don’t need a heavy browser before installing the system). Stage 3 - things break if you’re too brave And they broke for me too. Certain admin functionality (like some polkit integrations) don’t work anymore due to the limited selection (and probably some hidden dependencies) of packages. I think I have diagnozed the issue though - testing suggests that it could be the missing linux-pam package or some dbus initialization race conditions. Other important updates Besides implementing optimizations to the image (consequences of which I can hopefully fix), I also made sure to update extensions, as well as the matcha-calamares package that now has a broader support for systems and reduces crashes. The building pipeline was also slightly tweaked. Either way, I’m off to fixing the issue, so see you in the next devlog!"}, {"post_id": 6344, "ts": "2026-06-10T17:58:42Z", "hours": 2.6097, "text": "Today, when one Hack Clubber pointed out that they wish to try Matcha Linux on Hyper-V, I thought it would work. Turns out I was completely wrong! Linux, built with the LTS kernel instead of VM-specific (Virt), breaks on Hyper-V due to inability to pass the framebuffer through Hyper-V’s exceptional drivers (or so I think). The minimal terminal works, but flickers due to GDM trying to restart every few ms. Implementing a dual-ISO build pipeline I fixed this issue and also made Matcha Linux and its packages work on top of a new Alpine (v3.24) release. Thought it would be harder, but both Alpine itself, and Gnome 50 play along very well! Also added Hyper-V specific instructions to the README."}, {"post_id": 5905, "ts": "2026-06-09T21:37:53Z", "hours": 5.8019, "text": "It builds, it runs, it WORKS! I was really surprised with how this OS turned out. After what seemed like a rollercoaster of issues that had me stumped for a while, and countless hours of debugging, I STILL managed to deliver a working product this soon. It relieved me, and I can consider myself both lucky and proud. After fixing all said issues in the previous devlogs, I present Matcha Linux 2026.06.09 - the initial release. Matcha Linux was made to combat e-waste, hardware pricing increase and provide a beautiful yet customizable experience to absolutely anyone! By being able to run it on any x86_64 UEFI-compatible piece of hardware, using very few resources, Matcha Linux aims to be the primary choice for people trying to escape bloat. What was fixed since the last devlog: Swap not working due to a service not being run on boot Locales not being correctly set up due to a missing installer module Additional tweaks: Reworked the permission system to be more reliable and controllable (when building the live ISO image) Implemented a proper post-install reboot mechanism by tweaking installer’s configuration Refactored build source files to be more compact, added comments where necessary Removed keyboard configuration from the installer due to it not being well integrated with GNOME Cleaned up repositories, added better documentation, published first working release files I consider this experience a lesson not only about Linux, but also the need of doing things sequentally, planning and always going forward, no matter what challenge waits up front. Do I have something else planned for the future? YES! But these things may be quite difficult: A custom installer module to provide the setup for Distrobox (to run almost any Linux app (by default they won’t run unless installed through APK and are within Alpine Linux repositories. Running layered Debian, Arch or Fedora boxes creates disposable and highly capable environments)) A custom updater program (probably won’t be integrated this summer) Further debugging and engaging with the community I hope this project inspires many people to build projects and solve problems for the whole world. Open source, as it should be."}, {"post_id": 4584, "ts": "2026-06-07T22:33:32Z", "hours": 4.8797, "text": "Several bugs fixed! (And one drawback taken) First off, with the fixes: Installer UI no longer crashes when selecting a swap option or entering encryption details (the issue was only persistent on legacy BIOS boot and without a certain configuration file (bootloader.conf, that got added)) Encryption finally works! Can’t show in the devlog image, but a disk can be encrypted and decrypted with LUKS properly A non-encrypted approach of installation is also viable and works as it should Drawback (the sad part): Since I couldn’t get legacy BIOS to not crash the installer in a mentioned case, after strong considerations I have decided that Matcha Linux will only officially support EFI, and enforced this behaviour in the build pipeline This gets along the philosophy of using modern lightweight standards that Matcha tries to utilize, so it’s not much of a loss What remains broken: Swap memory does not seem to be working in the installed system, even when the necessary files ARE created by the installer Timezones don’t still work properly After fixing said issues the project will be ready to ship. Hopefully it shouldn’t take more than a week"}, {"post_id": 3405, "ts": "2026-06-06T10:02:47Z", "hours": 2.0461, "text": "I have successfully resolved the issues found in the earlier build, and everything works (almost) flawlessly now! New things: Cleaned up build scripts to make them more portable and more easily readable Implemented package exclusion when installing the OS Customized the default dock apps list Improved branding by implementing FastFetch configuration However, I have noticed some bugs that are worth taking a look into: When setting up the disk with swap space, the installer crashes. Maybe just a package missing that handles this LUKS encryption does not work Timezone setup is useless as it doesn’t set up the timezone (manual setup is working post-install, but the installer SHOULD set that up) After fixing those, Matcha Linux can finally ship!"}, {"post_id": 2736, "ts": "2026-06-05T14:28:43Z", "hours": 9.1078, "text": "Since the last devlog, I put in a LOT of work to make the whole OS build properly This includes: Setting up a well-working approach for installing Matcha Calamares installer to the live system Adding a README to (almost) all repositories related to this project Customizing the installer Tweaking a few things for smoother performance Next steps are: Removing hardcoded references to just make the images “build and run” Reflecting ways of optimization Excluding unnecessary stuff from the installed system Testing everything for the final time Shipping! Wish me luck, now I’m heading out, polishing this project"}, {"post_id": 1081, "ts": "2026-06-02T21:55:39Z", "hours": 1.3753, "text": "FINALLY did I fix the system running incorrectly Turns out, the problem was a faulty overlay that kept overwriting user account files, thus revoking the ability for some system services to run! Now the system installs beautifully, runs even prettier, only thing left is to test whether there is no junk in a fresh system and the user is set up correctly and if the startup times could be improved (unless it’s VirtualBox-specific) Other goals haven’t changed since the last devlog, but I am starting to question if I really need to write software for this distribution myself (for issuing updates, etc…) because the process should be fairly straightforward"}, {"post_id": 844, "ts": "2026-06-02T15:19:59Z", "hours": 3.6919, "text": "First devlog, and with good news already! After successfully porting Calamares installer over to Alpine Linux, today I also made it install the system correctly The issue was bad grub configuration that either did not mount the system or did not load ext4 kernel module With that resolved (and a bit of a rework on live iso build profile) Matcha Linux is one step closer to being at least usabe post-install Remaining issues are: Incorrect group and user creation process due to which dbus service can’t launch (critical) Remaining steps are: Testing if other core services that depend on dbus launch after fixing the issue Testing the system and whether everything copies correctly Future plans: Customizing the installer Adding a DistroBox Debian shell by default for app compatibility Making an updater app"}]...
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Title: Matcha Linux by @DoMax | Stardance
Devlogs Title: Matcha Linux by @DoMax | Stardance
Devlogs:
First devlog, and with good news already! After successfully porting Calamares installer over to Alpine Linux, today I also made it install the system correctly The issue was bad grub configuration that either did not mount the system or did not load ext4 kernel module With that resolved (and a bit of a rework on live iso build profile) Matcha Linux is one step closer to being at least usabe post-install Remaining issues are: Incorrect group and user creation process due to which dbus service can’t launch (critical) Remaining steps are: Testing if other core services that depend on dbus launch after fixing the issue Testing the system and whether everything copies correctly Future plans: Customizing the installer Adding a DistroBox Debian shell by default for app compatibility Making an updater app
FINALLY did I fix the system running incorrectly Turns out, the problem was a faulty overlay that kept overwriting user account files, thus revoking the ability for some system services to run! Now the system installs beautifully, runs even prettier, only thing left is to test whether there is no junk in a fresh system and the user is set up correctly and if the startup times could be improved (unless it’s VirtualBox-specific) Other goals haven’t changed since the last devlog, but I am starting to question if I really need to write software for this distribution myself (for issuing updates, etc…) because the process should be fairly straightforward
Since the last devlog, I put in a LOT of work to make the whole OS build properly This includes: Setting up a well-working approach for installing Matcha Calamares installer to the live system Adding a README to (almost) all repositories related to this project Customizing the installer Tweaking a few things for smoother performance Next steps are: Removing hardcoded references to just make the images “build and run” Reflecting ways of optimization Excluding unnecessary stuff from the installed system Testing everything for the final time Shipping! Wish me luck, now I’m heading out, polishing this project
I have successfully resolved the issues found in the earlier build, and everything works (almost) flawlessly now! New things: Cleaned up build scripts to make them more portable and more easily readable Implemented package exclusion when installing the OS Customized the default dock apps list Improved branding by implementing FastFetch configuration However, I have noticed some bugs that are worth taking a look into: When setting up the disk with swap space, the installer crashes. Maybe just a package missing that handles this LUKS encryption does not work Timezone setup is useless as it doesn’t set up the timezone (manual setup is working post-install, but the installer SHOULD set that up) After fixing those, Matcha Linux can finally ship!
Several bugs fixed! (And one drawback taken) First off, with the fixes: Installer UI no longer crashes when selecting a swap option or entering encryption details (the issue was only persistent on legacy BIOS boot and without a certain configuration file (bootloader.conf, that got added)) Encryption finally works! Can’t show in the devlog image, but a disk can be encrypted and decrypted with LUKS properly A non-encrypted approach of installation is also viable and works as it should Drawback (the sad part): Since I couldn’t get legacy BIOS to not crash the installer in a mentioned case, after strong considerations I have decided that Matcha Linux will only officially support EFI, and enforced this behaviour in the build pipeline This gets along the philosophy of using modern lightweight standards that Matcha tries to utilize, so it’s not much of a loss What remains broken: Swap memory does not seem to be working in the installed system, even when the necessary files ARE created by the installer Timezones don’t still work properly After fixing said issues the project will be ready to ship. Hopefully it shouldn’t take more than a week
It builds, it runs, it WORKS! I was really surprised with how this OS turned out. After what seemed like a rollercoaster of issues that had me stumped for a while, and countless hours of debugging, I STILL managed to deliver a working product this soon. It relieved me, and I can consider myself both lucky and proud. After fixing all said issues in the previous devlogs, I present Matcha Linux 2026.06.09 - the initial release. Matcha Linux was made to combat e-waste, hardware pricing increase and provide a beautiful yet customizable experience to absolutely anyone! By being able to run it on any x86_64 UEFI-compatible piece of hardware, using very few resources, Matcha Linux aims to be the primary choice for people trying to escape bloat. What was fixed since the last devlog: Swap not working due to a service not being run on boot Locales not being correctly set up due to a missing installer module Additional tweaks: Reworked the permission system to be more reliable and controllable (when building the live ISO image) Implemented a proper post-install reboot mechanism by tweaking installer’s configuration Refactored build source files to be more compact, added comments where necessary Removed keyboard configuration from the installer due to it not being well integrated with GNOME Cleaned up repositories, added better documentation, published first working release files I consider this experience a lesson not only about Linux, but also the need of doing things sequentally, planning and always going forward, no matter what challenge waits up front. Do I have something else planned for the future? YES! But these things may be quite difficult: A custom installer module to provide the setup for Distrobox (to run almost any Linux app (by default they won’t run unless installed through APK and are within Alpine Linux repositories. Running layered Debian, Arch or Fedora boxes creates disposable and highly capable environments)) A custom updater program (probably won’t be integrated this summer) Further debugging and engaging with the community I hope this project inspires many people to build projects and solve problems for the whole world. Open source, as it should be.
Today, when one Hack Clubber pointed out that they wish to try Matcha Linux on Hyper-V, I thought it would work. Turns out I was completely wrong! Linux, built with the LTS kernel instead of VM-specific (Virt), breaks on Hyper-V due to inability to pass the framebuffer through Hyper-V’s exceptional drivers (or so I think). The minimal terminal works, but flickers due to GDM trying to restart every few ms. Implementing a dual-ISO build pipeline I fixed this issue and also made Matcha Linux and its packages work on top of a new Alpine (v3.24) release. Thought it would be harder, but both Alpine itself, and Gnome 50 play along very well! Also added Hyper-V specific instructions to the README.
3GB RAM milestone!! How I managed to achieve 3GB RAM usage in the live environment (but at the same time - break a couple things) Stage 1 - package optimization Probably not a surprise to you that Gnome desktop environment is a heavy beast. Well, as it turns out, it bundles a bunch of stuff that’s not technically required to run the system. Alpine package gnome adds many apps (like calendar, weather and more) that aren’t relevant anymore. However, even though unused, they take up space, and in Alpine, the live environment installs every package onto ram to provide a diskless environment. At first I tried making a filesystem capable of loading packages from mounted iso as it’s necessary for the install either way, but optimizing package selection turned out to be easier (besides - who has a 64bit system with less than 6GB ram these days?) Stage 2 - package loading The fact that package selection is optimized to reduce Gnome’s bloat wasn’t enough to make the install environment lighter. Alpine has a file /etc/apk/world in which every package that should be installed is defined. Utilizing it I could control what packages must appear within the live system, and which - not (because you probably don’t need a heavy browser before installing the system). Stage 3 - things break if you’re too brave And they broke for me too. Certain admin functionality (like some polkit integrations) don’t work anymore due to the limited selection (and probably some hidden dependencies) of packages. I think I have diagnozed the issue though - testing suggests that it could be the missing linux-pam package or some dbus initialization race conditions. Other important updates Besides implementing optimizations to the image (consequences of which I can hopefully fix), I also made sure to update extensions, as well as the matcha-calamares package that now has a broader support for systems and reduces crashes. The building pipeline was also slightly tweaked. Either way, I’m off to fixing the issue, so see you in the next devlog!
Pre-ship devlog This post is about everything that recently happened with Matcha Linux 1. New terminal app! Yes, gnome-console got boring, so I replaced it! With none other than ghostty . It’s great - has hardware rendering support, native integration with Kitty image rendering (so fastfetch renders the logo properly) and MANY color themes, one of which happens to perfectly match Matcha’s look and feel. 2. Package management Since ghostty is from Alpine’s edge repos, I had to find a native way of tagging the packages both while building the iso, and installing the system. Previous approach blindly installed every package from live ISO. This works only when every package is designed to be sourced from the stable branch. One edge package and updates (or maybe the whole system) breaks! Now, a helper file helps install the necessary packages both onto the ISO and later system’s disk. Since packages are installed by their names, not separate files from some medium, the installation can also be way more accurate and, in some cases, more compact. 3. OpenGL checks Ghostty loves OpenGL. But it relies on OpenGL 4.3+, and on hardware that doesn’t support this - crashes. Luckily, if GPU bridge fails, CPU can handle OpenGL operations just as well! Matcha Linux, starting from today, is expecting hardware to support OpenGL 4.3+ to utilize the GPU for OpenGL APIs. Anything older than 2013-ish (which goes on par with UEFI requirement) would fail. In case of that happening, I added conditional rendering to use the CPU as a fallback. For now, however, it’s system-wide (to support any other software built with OpenGL 4.3+). OpenGL ES is not supported on the GPU at the moment. 4. Bugfixes!! Who doesn’t love when their software just… Works? The upgraded matcha-calamares installer now has a full cleanup stage, correctly catches errors regarding the install ISO presence, also has fixes for many other mount and install issues that could happen in earlier releases. Bottom line I love building this Linux distro. The challenges I have to face and the amount of operation ordering I have to do helps me improve. Structure is one of the skills I think humanity is yet to fully master, and i hope that one day, it can. As for the future of Matcha, it will continue to grow! Tech never sleeps, new releases need updates, and Matcha mustn’t be left behind. I also have more ambitious stuff planned (like an update manager and distrobox install module for calamares), and they are the only thing I’m afraid of implementing. For now, I’ll stick to making Matcha Linux as stable as possible, and then focus on something more exciting. I hope more people find this distro to test, daily drive and share the feedback! Always exciting to engage with communities.
Ships:
I engineered Matcha Linux - a fresh, fast, and fluid desktop OS built on top of Alpine Linux to combat software bloat and give any x86_64 UEFI hardware a life with a gorgeous and usable GNOME experience. It idles at JUST 1.5GB of RAM! The OS includes a custom port of Calamares installer specifically made for Matcha Linux (which probably took the most amount of work), and a heavily customized unique GNOME desktop. Navigating the initial release was a rollercoaster of debugging broken services, installer locales, build and install issues, encryption, swap configuration and ISO permissions, but the stable 2026.06.09 build is officially live, works out-of-the-box. Before testing it live or in a VM (4GB RAM, 10GB storage minimum, UEFI only), note that native glibc apps require a quick Distrobox container setup to run on Alpine.
3 months since the last release! Here’s how Matcha Linux improved: New install flow : It can finally be installed on real hardware Package installation is now more robust, handling package installation properly, with APK tags Many new bugfixes within the matcha-calamares package regarding mounting, cleanup, package management and more Installer optimizations - Live install environment uses only 2.5GB of RAM, allowing for 3GB of RAM support! (Huge improvement btw) Bloat removal - The current build features a stripped version of GNOME without, saving both RAM and disk space. Some packages were replaced in favor of alternatives OpenGL version checking - Some of the system components require OpenGL 4.3+ and GPUs that don’t support it now offload the rendering to CPU to avoid crashes NEW Requirements Memory : 3GB of RAM Storage : 5GB free disk space for installation UEFI Firmware : Required, legacy BIOS not supported Known Limitations If there is more than one iso9660 filesystem mounted while installing, the installer will trigger an error Since the current requirement for GPU-driven OpenGL rendering is OpenGL 4.3+, some systems might feel sluggish due to the CPU doing all the work I hope you enjoy testing and using Matcha Linux :D...
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1793534139.1898766
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1793620539.1898766
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58589
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Sum of our Parts by @2sen | Stardance
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2sen
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0
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8.63
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0
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[]
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[{"post_id": 65330, "ts": "202 [{"post_id": 65330, "ts": "2026-09-10T12:29:10Z", "hours": 8.6297, "text": "0-01 mostly work on systems so not a lot to show scene manager npc resource textureless bug can now jump and play"}]...
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Title: Sum of our Parts by @2sen | Stardance
Devl Title: Sum of our Parts by @2sen | Stardance
Devlogs:
0-01 mostly work on systems so not a lot to show scene manager npc resource textureless bug can now jump and play...
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1792756537.396144
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1793620537.396144
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53739
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LE'SLACKBOT by @Slear69_githud | Stardance
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Slear69_githud
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-27T18:57:41Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "the bot have 4 comands one more info go to my githud", "repo": "https://github.com/slear69/slack-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
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[{"post_id": 55734, "ts": "202 [{"post_id": 55734, "ts": "2026-08-27T18:28:13Z", "hours": 1.5644, "text": "ig this is ready it hase 4 comands /davidbot-hello Checks that the bot is working and shows its latency. /cyberware_list Shows information about random Cyberpunk 2077 cyberware. /davidbot-character Shows a random Cyberpunk 2077 character. /davidbot-help Shows the list of available commands."}]...
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Title: LE'SLACKBOT by @Slear69_githud | Starda Title: LE'SLACKBOT by @Slear69_githud | Stardance
Devlogs:
ig this is ready it hase 4 comands /davidbot-hello Checks that the bot is working and shows its latency. /cyberware_list Shows information about random Cyberpunk 2077 cyberware. /davidbot-character Shows a random Cyberpunk 2077 character. /davidbot-help Shows the list of available commands.
Ships:
the bot have 4 comands one more info go to my githud...
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1793534130.3232932
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1793620530.3232932
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33690
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Foodie Haven! by @theodora | Stardance
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theodora
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1
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48.0
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305
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-21T16:15:55Z", "hours": 48.0, "multiplier": 6.34, "payout": 305, "blessing": "neutral", "text": "This is a website where I share my food experiences with the world. I enjoy cooking and eating a lot, and I created this site to share the joy food brings me with others. Alongside this, I have a condition that restricts what food I can eat; this website allows me to satisfy my cravings before fully recovering. About this project: The Intro and About Me pages give a bit of background on who I am — I enjoy cooking and eating a lot, and I created this site because I wanted to share the joy that food brings me with other people. Blog — This is where I write about my favourite food finds, sharing my thoughts the way a food critic would. Food Personality Quiz — A short, 5-question quiz that figures out your “food sensation type” and recommends what you should try next based on your results. 15-Minute Recipe — Takes you on a trip around the world, one cuisine at a time. Each recipe is designed to be cooked in just 15 minutes, with the full recipe included. Mood Food Matrix — Depending on your mood, this page helps you decide between dining out or cooking at home, and recommends different dishes and recipes to match. City Food Recommendation — Choose a city, browse photos of dishes, and get a restaurant recommendation along with its address.", "repo": "https://github.com/theodora-sin/WebOS", "demo": "https://theodora-sin.github.io/WebOS/index.html"}]...
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[{"post_id": 32411, "ts": "202 [{"post_id": 32411, "ts": "2026-07-21T16:12:20Z", "hours": 3.8975, "text": "Devlog 7: Shipping my project: Welcome back to another project update! Finally, I am going to ship my project. 🛠️What’s fixed: Checking all the pictures, fixing some silly mistakes by typing the wrong asset picture name. Added a gradient background and finished debugging the City Food Recommendation Page Added Google Maps hyperlinks so users can click the location and navigate directly using Google Maps Edited the navigation bar to make it cleaner and clearer Changed CSS based on screen size Thank you for following my devlog. I am hoping to create a story-based line game soon, see ya!"}, {"post_id": 31954, "ts": "2026-07-20T19:33:12Z", "hours": 8.3625, "text": "Devlog 6:Restyling website to improve UI experience Welcome back to another project update! In this devlog, the focus based on resyle the navigation bar to improve UI experience,so it doesn’t used up the whole upper screen to show other navigation 🛠️ What’s New: Changing the whole navigation bar, instead of using the normal navigation which show all pages, I change to a style where it only show current navigaion bar, click the three line to show the rest of the navigation bar Restyling the blog, so people are easy to understand the layout, choosing what food you are craving, click the image and it will show the blog that I have written Starting to finish off the last page, recommendation page, this is a page where I recommendate people to go to which restaurant to try to most authestic food. 🔮 What’s Next Finishing off the recommendation page Styling the website Hope to ship at the next devlog"}, {"post_id": 31342, "ts": "2026-07-19T17:29:40Z", "hours": 8.4503, "text": "Devlog 5 Restyle the webpage and adding more information for the pages: Welcome back to another project update! In this log, the focus based on restyle the webpage to make it more attraction and providing more information, user are easier to navigate. 🛠️ What’s New: Adding more information to the 15 minutes recipe, now it extend to 20 countries Adding more Blogs, the blogs are a place where I share my favourite food, it’s more like a food blogs where introudce new food and giving comment Adding fade in and other animation throughtout the system to make it more user friendly 🔮 What’s Next? Restyle the navigation bar to improve UI experience Restyle the blog so people can choose what they want to look at"}, {"post_id": 30754, "ts": "2026-07-18T16:12:40Z", "hours": 8.4575, "text": "Devlog #4: Tuning Mood & Launching the Dynamic Food Pathway Welcome back to another project update! In this log, the focus was completely on improving user navigation and building the core feature of the platform: connecting a user’s current emotional state directly to their food choices. 🛠️ What’s New Polishing the Index Page: The home page needed a facelift to make it cleaner and more intuitive. The layout was streamlined to reduce clutter so that when users arrive—especially. The Core Feature: The Mood-to-Food Pathway Page The biggest milestone of this update is the brand-new Mood Selection Page. This page acts as a personalized culinary compass. Instead of browsing a standard, boring menu, users are greeted with an emotional checkpoint: “How are you feeling right now?” Once a user selects their mood, the application branches into two distinct operational pathways based on their energy levels: The “Cook” Pathway: Allowing people to cook for themselves based on their mood. Different mood has its own recipe. The “Eat” Pathway: It is by passing recipes entirely to recommend instant comfort fixes. 🔮 What’s Next? Adding CSS into this page, as I didn’t have time to finish stylish this page yet. Adding more on mood depending recipe or dining out option. Want to update my blogs on food.I hope everyone enjoy this website, please comment about what can I improve and what can I add to this new page."}, {"post_id": 29731, "ts": "2026-07-16T20:26:35Z", "hours": 9.3517, "text": "Devlog #03: Building the “World Map Cuisine” Hey everyone! Welcome back to the project. Instead of only writing a static blog post for each country, I built a Single Page Application using JavaScript that hold 10 different global cuisines. Here is how the structure of World Map Cuisine: –Start Screen (startscreen()) The Entry Point: Welcomes the player,features a prominent “Start” button to launch the game. –Country Selection (countryScreen()) The World Map:Each button is automatically labelled with the country’s name and its national flag emoji –The Recipe (recipeScreen()) It displays the dish name, splits the layout into a split-pane view ingredients on the left, dish photo on the right, step-by-step instructions below, and appends navigation buttons to easily go “Back”, which returns to countryscreen or “Return Home,” which returns to startscreen Our Global Recipe: Every single recipe added to our country’s data object has been carefully designed to hit that sweet spot of intense flavour and a strict 15-minute limit Which international dishes should I add to the page? Let us know in the comments! url playdemo: https://theodora-sin.github.io/WebOS/game.html"}, {"post_id": 27642, "ts": "2026-07-13T12:22:32Z", "hours": 4.7864, "text": "Devlog #2 Creating a sensation quiz based on food Hey everyone! Welcome back to my second devlog. In this devlog I was developed a sensation quiz based on food. Here is a quick look at how it works: The core structure: The quiz contain 5 question Every answer aligns with a specific “sensation personality” trait Once completed, the game calculates your dominant trait to descibe your unique tastes How the Scoring Works: To unlock your personality profile and get your custom recommendations, you must match at least 3 out of 5 categories. This baseline ensures your final result accurately reflects your true sensory preferences! Thank you all for following my development journey. Try out the quiz, enjoy, and have fun! url: https://theodora-sin.github.io/WebOS/personality.html"}, {"post_id": 27208, "ts": "2026-07-12T16:01:38Z", "hours": 4.7114, "text": "My First Devlog: Hey everyone! Welcome to my very first devlog. I’ve been working on a personal website from scratch using HTML, CSS, and JavaScript, and I wanted to share what I’ve built so far. My project is structured with an index.html introduction page, a portfolio page featuring an interactive avatar, and a blog section dedicated to my favourite comfort foods. Avatar: The coolest part of the portfolio is the interactive avatar. I wanted to make the page feel alive, so I used JavaScript to create a toggle effect.When a visitor clicks on the avatar’s eye, it triggers an event. To add a bit of unpredictability and fun, I wrote a script that changes the text color of the avatar page completely at random every time you refresh that page. It makes the site feel different every time you visit. The Comfort Food Blog Beyond the code and the portfolio, I wanted a cosy space to share things I love. I built a blog section entirely dedicated to introducing my ultimate comfort foods. It’s a clean, simple layout designed to make you feel right at home. url: https://theodora-sin.github.io/WebOS/index.html"}]...
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Title: Foodie Haven! by @theodora | Stardance
Dev Title: Foodie Haven! by @theodora | Stardance
Devlogs:
My First Devlog: Hey everyone! Welcome to my very first devlog. I’ve been working on a personal website from scratch using HTML, CSS, and JavaScript, and I wanted to share what I’ve built so far. My project is structured with an index.html introduction page, a portfolio page featuring an interactive avatar, and a blog section dedicated to my favourite comfort foods. Avatar: The coolest part of the portfolio is the interactive avatar. I wanted to make the page feel alive, so I used JavaScript to create a toggle effect.When a visitor clicks on the avatar’s eye, it triggers an event. To add a bit of unpredictability and fun, I wrote a script that changes the text color of the avatar page completely at random every time you refresh that page. It makes the site feel different every time you visit. The Comfort Food Blog Beyond the code and the portfolio, I wanted a cosy space to share things I love. I built a blog section entirely dedicated to introducing my ultimate comfort foods. It’s a clean, simple layout designed to make you feel right at home. url: https://theodora-sin.github.io/WebOS/index.html
Devlog #2 Creating a sensation quiz based on food Hey everyone! Welcome back to my second devlog. In this devlog I was developed a sensation quiz based on food. Here is a quick look at how it works: The core structure: The quiz contain 5 question Every answer aligns with a specific “sensation personality” trait Once completed, the game calculates your dominant trait to descibe your unique tastes How the Scoring Works: To unlock your personality profile and get your custom recommendations, you must match at least 3 out of 5 categories. This baseline ensures your final result accurately reflects your true sensory preferences! Thank you all for following my development journey. Try out the quiz, enjoy, and have fun! url: https://theodora-sin.github.io/WebOS/personality.html
Devlog #03: Building the “World Map Cuisine” Hey everyone! Welcome back to the project. Instead of only writing a static blog post for each country, I built a Single Page Application using JavaScript that hold 10 different global cuisines. Here is how the structure of World Map Cuisine: –Start Screen (startscreen()) The Entry Point: Welcomes the player,features a prominent “Start” button to launch the game. –Country Selection (countryScreen()) The World Map:Each button is automatically labelled with the country’s name and its national flag emoji –The Recipe (recipeScreen()) It displays the dish name, splits the layout into a split-pane view ingredients on the left, dish photo on the right, step-by-step instructions below, and appends navigation buttons to easily go “Back”, which returns to countryscreen or “Return Home,” which returns to startscreen Our Global Recipe: Every single recipe added to our country’s data object has been carefully designed to hit that sweet spot of intense flavour and a strict 15-minute limit Which international dishes should I add to the page? Let us know in the comments! url playdemo: https://theodora-sin.github.io/WebOS/game.html
Devlog #4: Tuning Mood & Launching the Dynamic Food Pathway Welcome back to another project update! In this log, the focus was completely on improving user navigation and building the core feature of the platform: connecting a user’s current emotional state directly to their food choices. 🛠️ What’s New Polishing the Index Page: The home page needed a facelift to make it cleaner and more intuitive. The layout was streamlined to reduce clutter so that when users arrive—especially. The Core Feature: The Mood-to-Food Pathway Page The biggest milestone of this update is the brand-new Mood Selection Page. This page acts as a personalized culinary compass. Instead of browsing a standard, boring menu, users are greeted with an emotional checkpoint: “How are you feeling right now?” Once a user selects their mood, the application branches into two distinct operational pathways based on their energy levels: The “Cook” Pathway: Allowing people to cook for themselves based on their mood. Different mood has its own recipe. The “Eat” Pathway: It is by passing recipes entirely to recommend instant comfort fixes. 🔮 What’s Next? Adding CSS into this page, as I didn’t have time to finish stylish this page yet. Adding more on mood depending recipe or dining out option. Want to update my blogs on food.I hope everyone enjoy this website, please comment about what can I improve and what can I add to this new page.
Devlog 5 Restyle the webpage and adding more information for the pages: Welcome back to another project update! In this log, the focus based on restyle the webpage to make it more attraction and providing more information, user are easier to navigate. 🛠️ What’s New: Adding more information to the 15 minutes recipe, now it extend to 20 countries Adding more Blogs, the blogs are a place where I share my favourite food, it’s more like a food blogs where introudce new food and giving comment Adding fade in and other animation throughtout the system to make it more user friendly 🔮 What’s Next? Restyle the navigation bar to improve UI experience Restyle the blog so people can choose what they want to look at
Devlog 6:Restyling website to improve UI experience Welcome back to another project update! In this devlog, the focus based on resyle the navigation bar to improve UI experience,so it doesn’t used up the whole upper screen to show other navigation 🛠️ What’s New: Changing the whole navigation bar, instead of using the normal navigation which show all pages, I change to a style where it only show current navigaion bar, click the three line to show the rest of the navigation bar Restyling the blog, so people are easy to understand the layout, choosing what food you are craving, click the image and it will show the blog that I have written Starting to finish off the last page, recommendation page, this is a page where I recommendate people to go to which restaurant to try to most authestic food. 🔮 What’s Next Finishing off the recommendation page Styling the website Hope to ship at the next devlog
Devlog 7: Shipping my project: Welcome back to another project update! Finally, I am going to ship my project. 🛠️What’s fixed: Checking all the pictures, fixing some silly mistakes by typing the wrong asset picture name. Added a gradient background and finished debugging the City Food Recommendation Page Added Google Maps hyperlinks so users can click the location and navigate directly using Google Maps Edited the navigation bar to make it cleaner and clearer Changed CSS based on screen size Thank you for following my devlog. I am hoping to create a story-based line game soon, see ya!
Ships:
This is a website where I share my food experiences with the world. I enjoy cooking and eating a lot, and I created this site to share the joy food brings me with others. Alongside this, I have a condition that restricts what food I can eat; this website allows me to satisfy my cravings before fully recovering. About this project: The Intro and About Me pages give a bit of background on who I am — I enjoy cooking and eating a lot, and I created this site because I wanted to share the joy that food brings me with other people. Blog — This is where I write about my favourite food finds, sharing my thoughts the way a food critic would. Food Personality Quiz — A short, 5-question quiz that figures out your “food sensation type” and recommends what you should try next based on your results. 15-Minute Recipe — Takes you on a trip around the world, one cuisine at a time. Each recipe is designed to be cooked in just 15 minutes, with the full recipe included. Mood Food Matrix — Depending on your mood, this page helps you decide between dining out or cooking at home, and recommends different dishes and recipes to match. City Food Recommendation — Choose a city, browse photos of dishes, and get a restaurant recommendation along with its address....
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ADeck by @Aashish | Stardance
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Aashish
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1
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36.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-11-01T03:27:32Z", "hours": 36.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "finlly shippinn ADeck i wanted to make a macropad but not just another one with a bunch of keys i wanted to build something unique like an all in one accessory or gadgetand elgato stream deck was one of my favourite gadgets for inspiration so i came up with this idea and started working on it as i kept building adeck slowly turned into a whole configurator with app launching, profiles, themes, animations, sleep mode, custom screensavers, tft rotation and lot more…. my personal favourite part of this project is the bee theme. it was really interesting to work on and making the little bee fly around and land on app icons was honestly a lot of fun i had plans to make adeck wireless too and wanted to add 6 tft themes, but i could only get 3 themes done before shipping. had to remove brightness control as well bczz it wasn’t working properly with the hardware there are still a lot of features i wantd to add, and some ideas i had to leave out at the last moment nd one thing this project really taught me is how important it is to manage time while building something. its fine if a project doesnn turn out 100 like the original plan. i know what i could’ve done better, and i wll use everything i learned here to make my next projects even better also, sorry about the lines on the display. i accidentally dropped it once and it ended up like this 😭 one small note about the web demo i hosted on vercel: it doesnt look or work exactly like the locally installed version i made it so people can get a basic idea of adeck nd try out the interface without setting everything up and actual experience is much better when you install and run it locally with the board connected the feature that took me probably the most time was the custom image option in sleep mode. getting uploaded images to show properly on the tft display took quite a bit of work, but im really happy i got it working the final version and all the features are explained properly in the youtube video, so make sure to check that out if you wanna see how everything works and yepp this is ADeck my first proper diy customable unique macropad project", "repo": "https://github.com/aashixhmaurya/ADeck", "demo": ""}]...
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[{"post_id": 85780, "ts": "202 [{"post_id": 85780, "ts": "2026-10-31T18:31:57Z", "hours": 1.0781, "text": "added the bee theme worked on the final stretch of ADeck before shipping after the cat theme i added the bee theme as the third animated tft theme and the tiny honeybee now flies around naturally and occasionally lands on top of app icons. spent quite a bit of time fixing its movement, sprite nd screen rendering so it doesnt leave marks, mess up labels or make icons flicker (used ai only for the bee sprite design) fixed the bee’s drawing and erasing logic so it only restores the pixels it actually covered instead of redrawing the whole key this helped keep the icons clean and stopped the flickering added a try anyway option to the hosted demo so people can explore adeck without connecting the board kept the theme list focused on space, cat and bee for now and i wanted to add more themes but with the time and remaining work, these 3 felt like the right call theyre working pretty well and each has its own look and animation tbh i hve put pretty much all i had into adeck at this point its still not perfect and theres a lot more i do love to improve but im happy with how far its come and how the features turned out now its finally time to ship see you in the shipping video"}, {"post_id": 85399, "ts": "2026-10-31T08:33:44Z", "hours": 3.4467, "text": "worked on sleep mode, themes and a few other improvements to ADeck first went through the brightness section and removed it for noq nd slider was only saving the value locally nd wsnt actually controlling the tft brightness. proper brightness control needs hardware and firmware support so i decided to remove it until i can implement it proprly and replaced the small black square beside the adeck name with the actual vector logo to make the branding look cleaner added a propr sleep mode for the tft with two options. black screen or a custom image uploaded through web app and also added idle timeout settings with 30 seconds, 1 minute, 5 minutes and never a single touch wakes the display up without accidentally triggering the key underneath for custom sleep images, had to work around the uno r4’s limited memory and the uploaded image gets converted to 128x96 before being sent to the board and stretched to fit the display its not perfectly sharp but works within the available memory removed the language section from settings since im not planning to add language options rn. also removed the wifi related sections and features for now since em keeping adeck wired only(not have enough time for that) added the cat theme with a tiny pixel art cat that walks around the empty spaces between keys instd of covering app icons nd spent some time imprvng its movement paths turning nd walking animations so it moves more naturally on both landscape nd portrait rotations (used ai only for cat sprite design) soo there are currently 2 themes: space and cat next im focusing on bringing the remaining themes"}, {"post_id": 84464, "ts": "2026-10-29T18:06:18Z", "hours": 2.4656, "text": "worked on the appearance section the appearance section on the web app is pretty much done now the web apps appearance section is done for now next imgonna work on bringing the themes to the physical tft too first went through the codebase again and cleaned things up properly. reorganized the files and folders to make the project structure cleaner and easier to work with, used ai to help with the refactoring then i started working on the appearance section and i wanted adeck to have its own theme picker so i built the section and its window layout first keeping it consistent with the existing web app theme for the appearance themes, i took inspiration from hackatime’s website and picked 4 colour palettes that felt different from each other. added them one by one along with the theme selection ui after adding the appearance section, a few things started acting weird in dark and light mode, so i went through and fixed those bugs to make sure the existing modes still work properly also made some small tweaks to the space theme on the tft like making the stars smaller on bright backgrounds and slowing down their movement"}, {"post_id": 79999, "ts": "2026-10-15T20:45:17Z", "hours": 0.9408, "text": "worked on the tft rotation feature added 4 rotation modes like monitor orientation and connected the web app controls to the physical tft fixed the layout issues at 180 and 270 degrees so the icons and labels align properly fixed the web preview so it actually rotates with the selected orientation instead of looking the same and moved the rotate button below the background colour section to keep the ui clean i was gonna work on the remaining 3 themes next but felt like this feature was more imp rn so worked on it first"}, {"post_id": 79827, "ts": "2026-10-15T15:41:57Z", "hours": 1.3206, "text": "changed the key colours to custom background colours instead of separate box colours so the app icons blend in better. now the key bg automatically picks the dominant colour of the selected app icon, like orange for brave, so the colours actually match the apps added the first theme called space with a dark bg and floating stars tweaked the star animations to make them smoother and more natural, fixed stars getting stuck together and slightly increased their count cleaned up the theme preview by removing unnecessary labels and fixing the heading sizes. still got 3 more themes to build, will update them as i work on them"}, {"post_id": 79626, "ts": "2026-10-14T18:59:21Z", "hours": 1.6972, "text": "resized tft display app icons , themes and codecleanup made the icons on the physical tft a bit bigger so they’re easier to recognize and use at a glance. they might look a lil pixelated up close bczz of the display resolution, but the goal was to make them more usable cleaned up the code in a few places and removing unnecessary comments and organizing things that had become a bit messy while developing also added the theme selection and save ui to the web app with 4 preset themes planned for now. the idea is that whichever theme you select should also show up on the physical display. the web side is done, but the actual theme implementation is still in progress. starting with a nothing-inspired black and white theme, while the other themes are still being planned and i have also added a subtle, minimal animation on click, so it feels more responsive and gives you that little visual feedback that the click actually registered. Looks pretty good tbh"}, {"post_id": 68832, "ts": "2026-09-15T20:32:47Z", "hours": 1.4953, "text": "the installed app picker is now connected with the physical tft display so when an app is selected, its windows icon can be used on that specific adeck key and the icon data is now going through the web app, python backend and arduino firmware instead of being only part of the web side so the actual logo can be rendered on the display added the icon data flow from the selected app config to the backend and then to the arduino, converted the windows icons into a tft compatible format and added the firmware side code to receive and draw the icon on the correct key tested the icon rendering with different installed apps and checked that each icon stays with its selected key while normal commands like git and npm still use the normal command flow still need to polish the app part so the logos look better and text below them fits properly and the box colors and backgrounds look cleaner on the display"}, {"post_id": 60451, "ts": "2026-09-02T19:45:49Z", "hours": 1.0867, "text": "added automatic installed app detection to the adeck app which makes setting up app shortcuts much easier now since adeck can find installed apps from the pc and most of the setup happens automatically before this i had to find and paste exe paths manually, so i added an installed apps list to make this easier i kept installed apps separate from normal commands like git and npm so both dont get mixed together and the app list was getting pretty long, so i also added search to quickly find the app i want after getting it working i tested it with different apps and also checked normal commands to make sure both still work properly now when i select an app, its name and launch path are added to the selected key automatically"}, {"post_id": 60235, "ts": "2026-09-02T13:57:15Z", "hours": 0.6928, "text": "now i can install ADeck from the browser and use it more like a normal desktop app instead of opening the project files manually every time bczz i made adeck into an actual installable web app instead of having to open the html files manually every time added the web app manifest so ADeck can be installed like a normal app added the adeck app icons in different sizes including the maskable one added the service worker for the installed web app and connected the new setup with the existing adeck web interface without changing the main layout tested the installed version and checked that it opens as its own app instead of just another browser tab and also checked the existing profiles, settings and hardware preview after installing it so the old stuff still works"}, {"post_id": 60169, "ts": "2026-09-02T11:52:23Z", "hours": 1.275, "text": "cut minimise and open added and fixed the app relaunch option in settings, Now we can choose what happens when the same app is pressed again, either open another window, minimize or restore the same app, or close it I also made sure this only applies to app opening commands. Things like git commands and other normal commands still work the same way Tested all three options and the app now behaves correctly based on the selected setting"}, {"post_id": 58818, "ts": "2026-08-31T12:24:04Z", "hours": 6.3956, "text": "worked on the local backend this update was mainly about taking the web app i made earlier and actually connecting it with the ADeck board and my pc. the web part was already getting pretty complete with profiles, slots, themes and local storage so now i started working on the python side and making the whole thing actually work with the board made the main deck.py file for the local python backend connected the web app with the uno r4 wifi through the serial connection and added auto detection for the board and its COM port so i dont have to keep changing the port manually added the firmware install part using Arduino CLI so the board can be setup from the project itself added the ping pong check so the backend can make sure the correct adeck firmware is actually responding added saving of the profiles and button settings on the pc so the data stays there even after restarting connected the save button with the real TFT so changing a label or color in the web app also changes it on the physical adeck added command support so now a button on the adeck can run things on my pc and tested this with vs code, Notepad, Calculator and Paint, also i had a small problem where the apps were opening in the background instead of coming in front. had to change the windows command launching part in deck.py and test it again with different apps made adeck_control.py for controlling the backend from the terminal and added the small ADeck-Control.bat menu where i can use options like 1 start, **2 **check system, 3 install or repair, 4 firmware, 5 logs, 6 stop, 7 errors and 8 status fixed the problem where starting adeck again while it was already running was causing another backend to start and show an error changed the setup so it checks if ADeck is already healthy and reuses it instead of starting another one and added the Setup ADeck.bat and Start ADeck.bat files so setup and normal starting can be done without typing all the python commands every time added test_reliability.py and used it to check the main startup and recovery cases tested stopping and starting the backend again and also tested removing and reconnecting the board and added .gitignore so things like .venv , .build and other generated files dont get pushed to github there were quite a few small problems while connecting everything together but now the web app, python backend, pc commands and the physical adeck are all working together. the next part will be more testing and adding more things on top of this sorry for those irritating lines on the TFT display🥀🥲 i guess some moisture messed it up a bit and thats why those lines showed up"}, {"post_id": 55520, "ts": "2026-08-27T13:01:17Z", "hours": 2.4714, "text": "i mostly worked on fixing those small things which were making ADeck feel more like a website than an actual app replaced the normal browser popups with custom ones for creating renaming and deleting profiles. now everything opens inside the adeck ui itself and matches the rest of the design much better and also fixed a small annoying thing where clicking anywhere outside the popup was closing it even if i was typing something. now it only closes when i actually press cancel or complete the action worked more on the profile system and duplicate profile stuff. also fixed the alerts bczz before if multiple actions happened the alerts could stack on each other. now only one alert stays there and when a new one comes the old one goes away first with a small simple animation dark mode needed some work too bczz light mode was looking pretty good but some parts in dark mode were feeling kinda weird and uncomfortable. fixed the contrast in those areas and also removed a lot of unnecessary yellow accent lines. now they are only used in places where they actually need to be changed Day and Night to Light and Dark and made the theme change a little smoother instead of instantly switching like befor cleaned up the color section too. there was an extra dropdown showing the same colors again which was honestly looking useless so removed that and kept the cleaner color list. also added a custom color picker so now im not limited to only the few preset colors also changed the display label from the old short 2.4 inch TFT text to the proper 2.4-inch TFT LCD Display ILI9341 name so it matches the actual hardware properly now"}, {"post_id": 48488, "ts": "2026-08-16T21:10:59Z", "hours": 2.7536, "text": "it was just a blank dashed wireframe box before but now i mapped out the colored 6-slot hardware grid in the dom to match the physical deck. major update this time is local storage logic bczz losing data on every refresh was getting anoying. getting the dom elements to talk to each other and sync state purely in vanilla js is coming together interactive 6-slot grid: swapped the empty black TFT placeholder with an actual css grid of 6 keys. whatever u set in the editor like colors (slate or signal) and labels instantly renders here dynamic slot editor: hooked up basic click events so if u tap a button like slot 03 it gets an active class. the right inspector panel dynamically updates to show u are editing that specific key’s command and hex code wrote basic data persistence using localStorage.setItem and JSON.stringify() . so when u hit + to add a profile or edit a key it pushes to the state array and saves it locally added top nav & status bar, actual pages for Settings and About. the topbar nw has a working day/night toggle and a live clock ticking via setInterval. bottom status bar finally tracks the active profile and save status instead of being static text added a raw css variable based theme switcher. hooked up the day/night button in the topbar to flip the data-theme attribute on the body so it switches between light and dark modes instantly still got work left to do on the python bridge side but the web config layout is getting there tbh."}, {"post_id": 47097, "ts": "2026-08-14T18:51:33Z", "hours": 2.1056, "text": "finally started making the ui feel like an actual tool instead of just a basic prototype added the top menu with Dashboard Profiles Settings and About and changed the hardware preview from the old empty box to a proper 6 slot layout added the right side editor where i can edit the selected slot and also added profile search and buttons for rename duplicate export import and delete added the bottom status bar to show save status profile and other basic info and the day mode and device status part in the top but yeaahh, still have few things left to do"}, {"post_id": 46506, "ts": "2026-08-13T19:42:21Z", "hours": 1.4283, "text": "before it was just a blank dashed wireframe box but now i actually mapped out the 6-slot hardware grid in the dom to match the physical deck the major update this time is the local storage logic bczz losing data n every refresh was getting annoying. wrote simple loadState() and saveState() functions using localStorage.setItem and JSON.stringify() , so now when u hit the +new profile button it actually pushes to the state array and saves it permanetly and also added the third panel on the right for the action editor. hoked up basic click events so if u tap a button like slot 05 it gets an active class and the right panel dynamically updates to show u are editing that specific slot. getting the dom elements to talk to each other and sync state purely in vanilla js is actually working out perfectly"}, {"post_id": 46387, "ts": "2026-08-13T15:44:57Z", "hours": 2.1756, "text": "so moving away from the hardware headache for a bit and starting the actual web app configurator for Adeck decided to keep it completely vanilla with just html css and js instead of bloating it with react or anything heavy. first goal was just getting the basic ui skeleton ready so it doesn’t look like a blank screen built the main dashboard using a standard css grid layout to divide it into zone-a for the profiles list and zone-b for the hardware preview set up basic css variables for the themes and threw in the doto font which is heavily Nothing inspired so the whole interface feels raw and industrial right from the start wrote the initial js boilerplate with a simple state object tracking things like activeProfileId and activeSlotIndex and hooked up some basic dom refs using document.getElementById() just to make sure the base is solid btw right now this is just a super basic placeholder layout… still got a ton of work left to do on this page"}, {"post_id": 30641, "ts": "2026-07-18T11:34:32Z", "hours": 0.92, "text": "thought the hardware phase was over but my old TFT screen died 🤡 so i had to order a replacement. it looked exactly the same from outside but internally it behaved completely differently. because of that the whole project got delayed for a bit and i had to go back into hardware debugging again instead of continuing the software side got a replacement that looked identical but touch refused to work. turns out these cheap screens have different internal wiring depending on the batch. wrote a diagnostic script and figured out the pins were different. had to swap XP and YM to digital pins 8 and 9 and route XM and YP to analog A2 and A3 to wake it up once it was alive it started reading garbage noise with the Z axis pressure hitting crazy numbers like -13681 . added strict MINPRESSURE 5 and MAXPRESSURE 3500 limits in the C++ code to filter out the fake inputs.then realized the manufacturer slapped the touch digitizer upside down. tapping top left opened the bottom right app. just inverted the coordinates in the Arduino map() function and flipped the Y axis completely through software.i have also pushed all the changes made for the new display in this commit if you want to compare what changed after replacing the hardware you can check it here Commit after recalibrating everything on the new display the hardware is finally back to the same stage as before. now the touch feels accurate again the bridge is stable and i can finally continue building the actual UI instead of fighting the hardware 😭"}, {"post_id": 22169, "ts": "2026-07-04T14:22:08Z", "hours": 1.3522, "text": "today was mostly about connecting the hardware with the PC and making the whole bridge actually usable. the UI side was already working but getting Arduino and Python to talk properly and now the deck can actually trigger apps on the computer instead of just opening test screens. fixed a weird glitch where apps were automatically closing or returning back to the home screen after a few seconds even when i was not touching anything increased the touch sensitivity by tuning the MINPRESSURE value so random touches are ignored and only proper presses get detected built the first working Arduino to Python bridge so touch events from the TFT can directly control apps on the PC nd fixed touch mapping and serial communication bkzz wrong apps were opening due to incorrect touch coordinates and unstable data tested different app launch methods for Windows until browser apps desktop apps and installed apps all started opening correctly from the touchscreen now the deck can actually trigger apps on the computer instead of just opening test screens. (by the way ignore that poor flickering display recording🙃)"}, {"post_id": 15858, "ts": "2026-06-25T19:44:38Z", "hours": 0.8653, "text": "started building the main touchscreen interface using the same Arduino UNO R4 WiFi and 2.4 inch TFT display setup that i already used before. instead of jumping into the PC side first i wanted to get the hardware feeling right because if touch detection itself is not reliable then the whole project falls apart. so i first made a simple landscape UI with six app tiles and started testing how every touch was actually getting mapped on the screen. the biggest issue was touch calibration. the display was rendering everything perfectly but the resistive touch layer was returning different raw values than expected. while mapping p.x and p.y using the map() function and checking each app boundary with the apps[i].x, apps[i].y, bw and bh values i noticed the touch coordinates were not lining up with the actual grid. because of that pressing one app was opening another one and some buttons only responded with extra pressure. spent most of the time tuning the MINPRESSURE threshold recalibrating the raw touch range and matching the mapped coordinates with the display rotation until every touch area finally started responding to the correct app."}]...
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Title: ADeck by @Aashish | Stardance
Devlogs:
sta Title: ADeck by @Aashish | Stardance
Devlogs:
started building the main touchscreen interface using the same Arduino UNO R4 WiFi and 2.4 inch TFT display setup that i already used before. instead of jumping into the PC side first i wanted to get the hardware feeling right because if touch detection itself is not reliable then the whole project falls apart. so i first made a simple landscape UI with six app tiles and started testing how every touch was actually getting mapped on the screen. the biggest issue was touch calibration. the display was rendering everything perfectly but the resistive touch layer was returning different raw values than expected. while mapping p.x and p.y using the map() function and checking each app boundary with the apps[i].x, apps[i].y, bw and bh values i noticed the touch coordinates were not lining up with the actual grid. because of that pressing one app was opening another one and some buttons only responded with extra pressure. spent most of the time tuning the MINPRESSURE threshold recalibrating the raw touch range and matching the mapped coordinates with the display rotation until every touch area finally started responding to the correct app.
today was mostly about connecting the hardware with the PC and making the whole bridge actually usable. the UI side was already working but getting Arduino and Python to talk properly and now the deck can actually trigger apps on the computer instead of just opening test screens. fixed a weird glitch where apps were automatically closing or returning back to the home screen after a few seconds even when i was not touching anything increased the touch sensitivity by tuning the MINPRESSURE value so random touches are ignored and only proper presses get detected built the first working Arduino to Python bridge so touch events from the TFT can directly control apps on the PC nd fixed touch mapping and serial communication bkzz wrong apps were opening due to incorrect touch coordinates and unstable data tested different app launch methods for Windows until browser apps desktop apps and installed apps all started opening correctly from the touchscreen now the deck can actually trigger apps on the computer instead of just opening test screens. (by the way ignore that poor flickering display recording🙃)
thought the hardware phase was over but my old TFT screen died 🤡 so i had to order a replacement. it looked exactly the same from outside but internally it behaved completely differently. because of that the whole project got delayed for a bit and i had to go back into hardware debugging again instead of continuing the software side got a replacement that looked identical but touch refused to work. turns out these cheap screens have different internal wiring depending on the batch. wrote a diagnostic script and figured out the pins were different. had to swap XP and YM to digital pins 8 and 9 and route XM and YP to analog A2 and A3 to wake it up once it was alive it started reading garbage noise with the Z axis pressure hitting crazy numbers like -13681 . added strict MINPRESSURE 5 and MAXPRESSURE 3500 limits in the C++ code to filter out the fake inputs.then realized the manufacturer slapped the touch digitizer upside down. tapping top left opened the bottom right app. just inverted the coordinates in the Arduino map() function and flipped the Y axis completely through software.i have also pushed all the changes made for the new display in this commit if you want to compare what changed after replacing the hardware you can check it here Commit after recalibrating everything on the new display the hardware is finally back to the same stage as before. now the touch feels accurate again the bridge is stable and i can finally continue building the actual UI instead of fighting the hardware 😭
so moving away from the hardware headache for a bit and starting the actual web app configurator for Adeck decided to keep it completely vanilla with just html css and js instead of bloating it with react or anything heavy. first goal was just getting the basic ui skeleton ready so it doesn’t look like a blank screen built the main dashboard using a standard css grid layout to divide it into zone-a for the profiles list and zone-b for the hardware preview set up basic css variables for the themes and threw in the doto font which is heavily Nothing inspired so the whole interface feels raw and industrial right from the start wrote the initial js boilerplate with a simple state object tracking things like activeProfileId and activeSlotIndex and hooked up some basic dom refs using document.getElementById() just to make sure the base is solid btw right now this is just a super basic placeholder layout… still got a ton of work left to do on this page
before it was just a blank dashed wireframe box but now i actually mapped out the 6-slot hardware grid in the dom to match the physical deck the major update this time is the local storage logic bczz losing data n every refresh was getting annoying. wrote simple loadState() and saveState() functions using localStorage.setItem and JSON.stringify() , so now when u hit the +new profile button it actually pushes to the state array and saves it permanetly and also added the third panel on the right for the action editor. hoked up basic click events so if u tap a button like slot 05 it gets an active class and the right panel dynamically updates to show u are editing that specific slot. getting the dom elements to talk to each other and sync state purely in vanilla js is actually working out perfectly
finally started making the ui feel like an actual tool instead of just a basic prototype added the top menu with Dashboard Profiles Settings and About and changed the hardware preview from the old empty box to a proper 6 slot layout added the right side editor where i can edit the selected slot and also added profile search and buttons for rename duplicate export import and delete added the bottom status bar to show save status profile and other basic info and the day mode and device status part in the top but yeaahh, still have few things left to do
it was just a blank dashed wireframe box before but now i mapped out the colored 6-slot hardware grid in the dom to match the physical deck. major update this time is local storage logic bczz losing data on every refresh was getting anoying. getting the dom elements to talk to each other and sync state purely in vanilla js is coming together interactive 6-slot grid: swapped the empty black TFT placeholder with an actual css grid of 6 keys. whatever u set in the editor like colors (slate or signal) and labels instantly renders here dynamic slot editor: hooked up basic click events so if u tap a button like slot 03 it gets an active class. the right inspector panel dynamically updates to show u are editing that specific key’s command and hex code wrote basic data persistence using localStorage.setItem and JSON.stringify() . so when u hit + to add a profile or edit a key it pushes to the state array and saves it locally added top nav & status bar, actual pages for Settings and About. the topbar nw has a working day/night toggle and a live clock ticking via setInterval. bottom status bar finally tracks the active profile and save status instead of being static text added a raw css variable based theme switcher. hooked up the day/night button in the topbar to flip the data-theme attribute on the body so it switches between light and dark modes instantly still got work left to do on the python bridge side but the web config layout is getting there tbh.
i mostly worked on fixing those small things which were making ADeck feel more like a website than an actual app replaced the normal browser popups with custom ones for creating renaming and deleting profiles. now everything opens inside the adeck ui itself and matches the rest of the design much better and also fixed a small annoying thing where clicking anywhere outside the popup was closing it even if i was typing something. now it only closes when i actually press cancel or complete the action worked more on the profile system and duplicate profile stuff. also fixed the alerts bczz before if multiple actions happened the alerts could stack on each other. now only one alert stays there and when a new one comes the old one goes away first with a small simple animation dark mode needed some work too bczz light mode was looking pretty good but some parts in dark mode were feeling kinda weird and uncomfortable. fixed the contrast in those areas and also removed a lot of unnecessary yellow accent lines. now they are only used in places where they actually need to be changed Day and Night to Light and Dark and made the theme change a little smoother instead of instantly switching like befor cleaned up the color section too. there was an extra dropdown showing the same colors again which was honestly looking useless so removed that and kept the cleaner color list. also added a custom color picker so now im not limited to only the few preset colors also changed the display label from the old short 2.4 inch TFT text to the proper 2.4-inch TFT LCD Display ILI9341 name so it matches the actual hardware properly now
worked on the local backend this update was mainly about taking the web app i made earlier and actually connecting it with the ADeck board and my pc. the web part was already getting pretty complete with profiles, slots, themes and local storage so now i started working on the python side and making the whole thing actually work with the board made the main deck.py file for the local python backend connected the web app with the uno r4 wifi through the serial connection and added auto detection for the board and its COM port so i dont have to keep changing the port manually added the firmware install part using Arduino CLI so the board can be setup from the project itself added the ping pong check so the backend can make sure the correct adeck firmware is actually responding added saving of the profiles and button settings on the pc so the data stays there even after restarting connected the save button with the real TFT so changing a label or color in the web app also changes it on the physical adeck added command support so now a button on the adeck can run things on my pc and tested this with vs code, Notepad, Calculator and Paint, also i had a small problem where the apps were opening in the background instead of coming in front. had to change the windows command launching part in deck.py and test it again with different apps made adeck_control.py for controlling the backend from the terminal and added the small ADeck-Control.bat menu where i can use options like 1 start, **2 **check system, 3 install or repair, 4 firmware, 5 logs, 6 stop, 7 errors and 8 status fixed the problem where starting adeck again while it was already running was causing another backend to start and show an error changed the setup so it checks if ADeck is already healthy and reuses it instead of starting another one and added the Setup ADeck.bat and Start ADeck.bat files so setup and normal starting can be done without typing all the python commands every time added test_reliability.py and used it to check the main startup and recovery cases tested stopping and starting the backend again and also tested removing and reconnecting the board and added .gitignore so things like .venv , .build and other generated files dont get pushed to github there were quite a few small problems while connecting everything together but now the web app, python backend, pc commands and the physical adeck are all working together. the next part will be more testing and adding more things on top of this sorry for those irritating lines on the TFT display🥀🥲 i guess some moisture messed it up a bit and thats why those lines showed up
cut minimise and open added and fixed the app relaunch option in settings, Now we can choose what happens when the same app is pressed again, either open another window, minimize or restore the same app, or close it I also made sure this only applies to app opening commands. Things like git commands and other normal commands still work the same way Tested all three options and the app now behaves correctly based on the selected setting
now i can install ADeck from the browser and use it more like a normal desktop app instead of opening the project files manually every time bczz i made adeck into an actual installable web app instead of having to open the html files manually every time added the web app manifest so ADeck can be installed like a normal app added the adeck app icons in different sizes including the maskable one added the service worker for the installed web app and connected the new setup with the existing adeck web interface without changing the main layout tested the installed version and checked that it opens as its own app instead of just another browser tab and also checked the existing profiles, settings and hardware preview after installing it so the old stuff still works
added automatic installed app detection to the adeck app which makes setting up app shortcuts much easier now since adeck can find installed apps from the pc and most of the setup happens automatically before this i had to find and paste exe paths manually, so i added an installed apps list to make this easier i kept installed apps separate from normal commands like git and npm so both dont get mixed together and the app list was getting pretty long, so i also added search to quickly find the app i want after getting it working i tested it with different apps and also checked normal commands to make sure both still work properly now when i select an app, its name and launch path are added to the selected key automatically
the installed app picker is now connected with the physical tft display so when an app is selected, its windows icon can be used on that specific adeck key and the icon data is now going through the web app, python backend and arduino firmware instead of being only part of the web side so the actual logo can be rendered on the display added the icon data flow from the selected app config to the backend and then to the arduino, converted the windows icons into a tft compatible format and added the firmware side code to receive and draw the icon on the correct key tested the icon rendering with different installed apps and checked that each icon stays with its selected key while normal commands like git and npm still use the normal command flow still need to polish the app part so the logos look better and text below them fits properly and the box colors and backgrounds look cleaner on the display
resized tft display app icons , themes and codecleanup made the icons on the physical tft a bit bigger so they’re easier to recognize and use at a glance. they might look a lil pixelated up close bczz of the display resolution, but the goal was to make them more usable cleaned up the code in a few places and removing unnecessary comments and organizing things that had become a bit messy while developing also added the theme selection and save ui to the web app with 4 preset themes planned for now. the idea is that whichever theme you select should also show up on the physical display. the web side is done, but the actual theme implementation is still in progress. starting with a nothing-inspired black and white theme, while the other themes are still being planned and i have also added a subtle, minimal animation on click, so it feels more responsive and gives you that little visual feedback that the click actually registered. Looks pretty good tbh
changed the key colours to custom background colours instead of separate box colours so the app icons blend in better. now the key bg automatically picks the dominant colour of the selected app icon, like orange for brave, so the colours actually match the apps added the first theme called space with a dark bg and floating stars tweaked the star animations to make them smoother and more natural, fixed stars getting stuck together and slightly increased their count cleaned up the theme preview by removing unnecessary labels and fixing the heading sizes. still got 3 more themes to build, will update them as i work on them
worked on the tft rotation feature added 4 rotation modes like monitor orientation and connected the web app controls to the physical tft fixed the layout issues at 180 and 270 degrees so the icons and labels align properly fixed the web preview so it actually rotates with the selected orientation instead of looking the same and moved the rotate button below the background colour section to keep the ui clean i was gonna work on the remaining 3 themes next but felt like this feature was more imp rn so worked on it first
worked on the appearance section the appearance section on the web app is pretty much done now the web apps appearance section is done for now next imgonna work on bringing the themes to the physical tft too first went through the codebase again and cleaned things up properly. reorganized the files and folders to make the project structure cleaner and easier to work with, used ai to help with the refactoring then i started working on the appearance section and i wanted adeck to have its own theme picker so i built the section and its window layout first keeping it consistent with the existing web app theme for the appearance themes, i took inspiration from hackatime’s website and picked 4 colour palettes that felt different from each other. added them one by one along with the theme selection ui after adding the appearance section, a few things started acting weird in dark and light mode, so i went through and fixed those bugs to make sure the existing modes still work properly also made some small tweaks to the space theme on the tft like making the stars smaller on bright backgrounds and slowing down their movement
worked on sleep mode, themes and a few other improvements to ADeck first went through the brightness section and removed it for noq nd slider was only saving the value locally nd wsnt actually controlling the tft brightness. proper brightness control needs hardware and firmware support so i decided to remove it until i can implement it proprly and replaced the small black square beside the adeck name with the actual vector logo to make the branding look cleaner added a propr sleep mode for the tft with two options. black screen or a custom image uploaded through web app and also added idle timeout settings with 30 seconds, 1 minute, 5 minutes and never a single touch wakes the display up without accidentally triggering the key underneath for custom sleep images, had to work around the uno r4’s limited memory and the uploaded image gets converted to 128x96 before being sent to the board and stretched to fit the display its not perfectly sharp but works within the available memory removed the language section from settings since im not planning to add language options rn. also removed the wifi related sections and features for now since em keeping adeck wired only(not have enough time for that) added the cat theme with a tiny pixel art cat that walks around the empty spaces between keys instd of covering app icons nd spent some time imprvng its movement paths turning nd walking animations so it moves more naturally on both landscape nd portrait rotations (used ai only for cat sprite design) soo there are currently 2 themes: space and cat next im focusing on bringing the remaining themes
added the bee theme worked on the final stretch of ADeck before shipping after the cat theme i added the bee theme as the third animated tft theme and the tiny honeybee now flies around naturally and occasionally lands on top of app icons. spent quite a bit of time fixing its movement, sprite nd screen rendering so it doesnt leave marks, mess up labels or make icons flicker (used ai only for the bee sprite design) fixed the bee’s drawing and erasing logic so it only restores the pixels it actually covered instead of redrawing the whole key this helped keep the icons clean and stopped the flickering added a try anyway option to the hosted demo so people can explore adeck without connecting the board kept the theme list focused on space, cat and bee for now and i wanted to add more themes but with the time and remaining work, these 3 felt like the right call theyre working pretty well and each has its own look and animation tbh i hve put pretty much all i had into adeck at this point its still not perfect and theres a lot more i do love to improve but im happy with how far its come and how the features turned out now its finally time to ship see you in the shipping video
Ships:
finlly shippinn ADeck i wanted to make a macropad but not just another one with a bunch of keys i wanted to build something unique like an all in one accessory or gadgetand elgato stream deck was one of my favourite gadgets for inspiration so i came up with this idea and started working on it as i kept building adeck slowly turned into a whole configurator with app launching, profiles, themes, animations, sleep mode, custom screensavers, tft rotation and lot more…. my personal favourite part of this project is the bee theme. it was really interesting to work on and making the little bee fly around and land on app icons was honestly a lot of fun i had plans to make adeck wireless too and wanted to add 6 tft themes, but i could only get 3 themes done before shipping. had to remove brightness control as well bczz it wasn’t working properly with the hardware there are still a lot of features i wantd to add, and some ideas i had to leave out at the last moment nd one thing this project really taught me is how important it is to manage time while building something. its fine if a project doesnn turn out 100 like the original plan. i know what i could’ve done better, and i wll use everything i learned here to make my next projects even better also, sorry about the lines on the display. i accidentally dropped it once and it ended up like this 😭 one small note about the web demo i hosted on vercel: it doesnt look or work exactly like the locally installed version i made it so people can get a basic idea of adeck nd try out the interface without setting everything up and actual experience is much better when you install and run it locally with the board connected the feature that took me probably the most time was the custom image option in sleep mode. getting uploaded images to show properly on the tft display took quite a bit of work, but im really happy i got it working the final version and all the features are explained properly in the youtube video, so make sure to check that out if you wanna see how everything works and yepp this is ADeck my first proper diy customable unique macropad project...
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1793534120.751666
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1793620520.751666
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21839
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Slowfetch by @tonymac129 | Stardance
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tonymac129
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1
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10.0
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107
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T20:46:29Z", "hours": 10.0, "multiplier": 10.66, "payout": 107, "blessing": "neutral", "text": "I made Slowfetch, a simple, lightweight, and fast (slow) Fastfetch/Neofetch alternative for Linux operating systems that fetches and displays a list of organized useful system and hardware information and runtime metrics, as well as an ASCII logo of the distro. This is my first Rust project, and I didn’t have any ideas for what to build since I barely knew anything, but through this project, I gained a ton of experience working with Rust basics, interacting with the Linux file system, using Cargo and Rust libraries, and deploying the program as a working executable release on GitHub. I’m really proud of how everything turned out, especially the ASCII logos and the colors, that the program looks very polished and functional. Building this project also taught me a lot about how the kernel and command line programs actually function under the hood.", "repo": "https://github.com/tonymac129/slowfetch", "demo": "https://github.com/tonymac129/slowfetch/releases"}]...
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[{"post_id": 14646, "ts": "202 [{"post_id": 14646, "ts": "2026-06-23T20:37:00Z", "hours": 0.7233, "text": "Polishing & final touches! Slowfetch is now finally finished; the logos are colored and print out properly and all the statistics are organized and displayed accurately! Thanks to @crushedflea ’s contribution, the ASCII logo constants are now merged with the main file and a few other display bugs are fixed Adding a “–censor” or the shorthand “-c” flag now censors the public IP Added a GitHub release so you can actually download and use Slowfetch as an executable program! Updated the README so it’s more informative and contains instructions for setting up the development environment for Slowfetch or downloading the GitHub release"}, {"post_id": 13332, "ts": "2026-06-21T20:52:13Z", "hours": 2.3514, "text": "More stats & new logos! Added a disk storage usage list item that has a similar format as the memory display (used, total, and percentage) and correctly converts to the most appropriate unit. This was a lot harder to set up than fetching the memory since I had to use an external library and do some extra stuff Added private and public IPs, current locale, and current battery percentage Added new correctly colored and sized ASCII style logos for Ubuntu and Fedora. I just started VMs for these, copied Fastfetch’s output logos, colored them and slightly modified them to better fit Slowfetch Added the color blocks from Fastfetch that render 10 different colors at the bottom of the list so you can see the colors your monitor displays Slowfetch now automatically detects the current distro and renders the correct ASCII logo, and if it isn’t Debian, Arch, Fedora, or Ubuntu the default Linux logo is the fallback (since Slowfetch only supports Linux) Cleaned up the colors and reorganized the list items into sections for better organization and readability"}, {"post_id": 12319, "ts": "2026-06-20T03:14:54Z", "hours": 1.8122, "text": "ASCII logos!!! Added the iconic ASCII distro logos from fastfetch/neofetch so you can better flex your operating system and nerdiness! Currently only Arch, Debian, and Linux ASCII logos are added with the symbols mostly correctly color coded I had to edit the logos quite a bit instead of just copying them from fastfetch’s output since they need to fit in my number of lines and keep the correct formatting Slowfetch can’t detect the distro and render the correct logo yet, so right now you can only pass it as a flag (with either arch, debian, or linux) to see the output, otherwise it doesn’t show a logo Added some placeholder list items (ip, locale, display), will be implemented soon I decided to only make Slowfetch support the major 4 distros I mentioned above since it’s too much of a pain (is it even possible?) to access Windows and macOS’ info"}, {"post_id": 12072, "ts": "2026-06-19T18:14:33Z", "hours": 1.8786, "text": "Hardware stats and shell Slowfetch now displays the current memory usage out of the device’s total RAM and shows the usage percentage. It also converts the unit automatically; GB is the default and only uses MB/KB if current usage is less than 500 MB/KB It also reads the CPU’s info, model, and specifications from the /proc directory and displays the information alongside memory Current shell and the number of packages installed on the OS are also displayed using some string manipulation Getting the GPU info is a bit trickier since it has to run the lspci command, capture its output, and filter through it to get the exact name of the chip Added a README to better document the script’s features Improved some formatting and display issues"}, {"post_id": 11589, "ts": "2026-06-18T21:33:41Z", "hours": 3.3083, "text": "First devlog on Slowfetch! I’m starting a new project, Slowfetch, which is basically a simple CLI fastfetch/neofetch copy that reads system files and runtime metrics and outputs them in an organized and visually appealing list This is my first Rust project too, so I spent a good chunk of this time learning and getting familiar with its basic concepts, Cargo, the documentation, and how it actually works I’m currently only running it in a Debian VM for testing (it will be available for other distros and Windows/macOS in the future), so I also spent some time setting up VS Code’s remote ssh and installing packages in the VM Right now it only reads username, hostname, and OS info from the /etc directory and runtime metrics from /proc and outputs a simple list that’s somewhat color coded Rust is actually not as hard as I thought it would be once I got kinda used to it, so I’m pretty excited to implement a ton of other features for this project!"}]...
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Title: Slowfetch by @tonymac129 | Stardance
Devlo Title: Slowfetch by @tonymac129 | Stardance
Devlogs:
First devlog on Slowfetch! I’m starting a new project, Slowfetch, which is basically a simple CLI fastfetch/neofetch copy that reads system files and runtime metrics and outputs them in an organized and visually appealing list This is my first Rust project too, so I spent a good chunk of this time learning and getting familiar with its basic concepts, Cargo, the documentation, and how it actually works I’m currently only running it in a Debian VM for testing (it will be available for other distros and Windows/macOS in the future), so I also spent some time setting up VS Code’s remote ssh and installing packages in the VM Right now it only reads username, hostname, and OS info from the /etc directory and runtime metrics from /proc and outputs a simple list that’s somewhat color coded Rust is actually not as hard as I thought it would be once I got kinda used to it, so I’m pretty excited to implement a ton of other features for this project!
Hardware stats and shell Slowfetch now displays the current memory usage out of the device’s total RAM and shows the usage percentage. It also converts the unit automatically; GB is the default and only uses MB/KB if current usage is less than 500 MB/KB It also reads the CPU’s info, model, and specifications from the /proc directory and displays the information alongside memory Current shell and the number of packages installed on the OS are also displayed using some string manipulation Getting the GPU info is a bit trickier since it has to run the lspci command, capture its output, and filter through it to get the exact name of the chip Added a README to better document the script’s features Improved some formatting and display issues
ASCII logos!!! Added the iconic ASCII distro logos from fastfetch/neofetch so you can better flex your operating system and nerdiness! Currently only Arch, Debian, and Linux ASCII logos are added with the symbols mostly correctly color coded I had to edit the logos quite a bit instead of just copying them from fastfetch’s output since they need to fit in my number of lines and keep the correct formatting Slowfetch can’t detect the distro and render the correct logo yet, so right now you can only pass it as a flag (with either arch, debian, or linux) to see the output, otherwise it doesn’t show a logo Added some placeholder list items (ip, locale, display), will be implemented soon I decided to only make Slowfetch support the major 4 distros I mentioned above since it’s too much of a pain (is it even possible?) to access Windows and macOS’ info
More stats & new logos! Added a disk storage usage list item that has a similar format as the memory display (used, total, and percentage) and correctly converts to the most appropriate unit. This was a lot harder to set up than fetching the memory since I had to use an external library and do some extra stuff Added private and public IPs, current locale, and current battery percentage Added new correctly colored and sized ASCII style logos for Ubuntu and Fedora. I just started VMs for these, copied Fastfetch’s output logos, colored them and slightly modified them to better fit Slowfetch Added the color blocks from Fastfetch that render 10 different colors at the bottom of the list so you can see the colors your monitor displays Slowfetch now automatically detects the current distro and renders the correct ASCII logo, and if it isn’t Debian, Arch, Fedora, or Ubuntu the default Linux logo is the fallback (since Slowfetch only supports Linux) Cleaned up the colors and reorganized the list items into sections for better organization and readability
Polishing & final touches! Slowfetch is now finally finished; the logos are colored and print out properly and all the statistics are organized and displayed accurately! Thanks to @crushedflea ’s contribution, the ASCII logo constants are now merged with the main file and a few other display bugs are fixed Adding a “–censor” or the shorthand “-c” flag now censors the public IP Added a GitHub release so you can actually download and use Slowfetch as an executable program! Updated the README so it’s more informative and contains instructions for setting up the development environment for Slowfetch or downloading the GitHub release
Ships:
I made Slowfetch, a simple, lightweight, and fast (slow) Fastfetch/Neofetch alternative for Linux operating systems that fetches and displays a list of organized useful system and hardware information and runtime metrics, as well as an ASCII logo of the distro. This is my first Rust project, and I didn’t have any ideas for what to build since I barely knew anything, but through this project, I gained a ton of experience working with Rust basics, interacting with the Linux file system, using Cargo and Rust libraries, and deploying the program as a working executable release on GitHub. I’m really proud of how everything turned out, especially the ASCII logos and the colors, that the program looks very polished and functional. Building this project also taught me a lot about how the kernel and command line programs actually function under the hood....
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1793534116.91593
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1793620516.91593
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22748
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Website by @Arnavv | Stardance
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Arnavv
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1
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21.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-17T11:33:54Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a professional MVP website for a business. This business is about providing essential support to other businesses, so if any of you need some support, don’t hesitate to contact :). Also the website in this project is static as I haven’t bought a domain yet, however all of the code for a dynamic, clean site exists in the files. Have fun exploring!", "repo": "https://github.com/Arnav-Barhate/Website", "demo": "https://arnav-barhate.github.io/Website/index.html"}]...
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[{"post_id": 27053, "ts": "202 [{"post_id": 27053, "ts": "2026-07-12T07:47:13Z", "hours": 6.2972, "text": "Final adjustments"}, {"post_id": 19810, "ts": "2026-07-01T06:17:29Z", "hours": 6.6403, "text": "Smooth Animations: Added transitions so the site feels fluid and alive when you navigate around, instead of just being static. ________________________________________________________________________________Fresh Imagery: Uploaded new pictures . _______________________________________________________________________________ UI Glow-Up: Tweaked the layout, colors, and spacing so everything looks clean, polished, and looks great on both desktop and mobile. ________________________________________________________________________________Bug Fixes: Hunted down and squashed those annoying layout glitches that were breaking the mobile view. It’s running much smoother now. _______________________________________________________________________________ Auto-Emailing: Started working on the backend to set up automated emails. Soon, the site will handle things like confirmations and updates completely on its own."}, {"post_id": 16268, "ts": "2026-06-26T13:33:32Z", "hours": 2.4844, "text": "Just experimenting and changing texts and brainstorming for the text."}, {"post_id": 12952, "ts": "2026-06-21T06:13:01Z", "hours": 4.0042, "text": "Just added support for graphs and cool equations if i ever need them in the future."}, {"post_id": 12845, "ts": "2026-06-21T01:07:13Z", "hours": 0.8575, "text": "Just keep working on getting everything set up. Just manipulating the css to fit, and fixed the scrollbar!"}, {"post_id": 12476, "ts": "2026-06-20T11:31:48Z", "hours": 0.2836, "text": "I’m just working on getting everything set up for the website making process. I’ve just copied over a css and html base script as a template which i will be modifying now!"}]...
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Title: Website by @Arnavv | Stardance
Devlogs:
I’ Title: Website by @Arnavv | Stardance
Devlogs:
I’m just working on getting everything set up for the website making process. I’ve just copied over a css and html base script as a template which i will be modifying now!
Just keep working on getting everything set up. Just manipulating the css to fit, and fixed the scrollbar!
Just added support for graphs and cool equations if i ever need them in the future.
Just experimenting and changing texts and brainstorming for the text.
Smooth Animations: Added transitions so the site feels fluid and alive when you navigate around, instead of just being static. ________________________________________________________________________________Fresh Imagery: Uploaded new pictures . _______________________________________________________________________________ UI Glow-Up: Tweaked the layout, colors, and spacing so everything looks clean, polished, and looks great on both desktop and mobile. ________________________________________________________________________________Bug Fixes: Hunted down and squashed those annoying layout glitches that were breaking the mobile view. It’s running much smoother now. _______________________________________________________________________________ Auto-Emailing: Started working on the backend to set up automated emails. Soon, the site will handle things like confirmations and updates completely on its own.
Final adjustments
Ships:
I made a professional MVP website for a business. This business is about providing essential support to other businesses, so if any of you need some support, don’t hesitate to contact :). Also the website in this project is static as I haven’t bought a domain yet, however all of the code for a dynamic, clean site exists in the files. Have fun exploring!...
|
1793534112.1951659
|
1793620512.1951659
|
|
57781
|
auraOS by @MrOstrichStudios | Stardance
|
MrOstrichStudios
|
2
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-30T15:34:02Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "auraOS a webOS made for people with AURA ! its a cool grayscale gigachad-themed webOS with its cool apps like Notes, Files, Calendar (has my birthday pinned!) and more with a working terminal (has an easter egg) and an exclusive app: AURA METER TO SHOW OFF UR AURA!! (ik its meme but i like meme so no argument ig?!)", "repo": "https://github.com/MrOstrichStudios/auraOS", "demo": "https://mrostrichstudios.github.io/auraOS/"}, {"ship_num": 2, "ts": "2026-09-05T12:18:19Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "auraOS™ is a webOS I made for people with AURA or for those who want to be chads! Features: -> A slick blur design -> Obsly gigachad theme (almighty master dude) ->have a functionable notes, calendar and files apps -> CUSTOM: Aura Meter - showcase ya aura to other chads! Terminal - lesdo some funky stuff! (write “aura” in terminal for a surprise!) hardest part was trying to code all this stuff so.. i did some vibecoding (ill be honest… alot and I MEAN ALOT.. but ya its cool!)", "repo": "https://github.com/MrOstrichStudios/auraOS", "demo": "https://mrostrichstudios.github.io/auraOS/"}]...
|
[{"post_id": 62322, "ts": "202 [{"post_id": 62322, "ts": "2026-09-05T17:04:17Z", "hours": 2.4056, "text": "devlog #5 ->listened to the sir who reviewed my ship -> added a more custom feel (basically just made everything like minecraft by having no curves ) and it looks good and remade the Readme from scratch ->grayscale! (im batman but spiderman’s my fav) ->customized the text (especially with abt-dev.txt and in terminal and notes) -> i will commit and push this now and try to ship it again (i feel sleepy and i got homework to do i have school!) FINAL LOOK"}, {"post_id": 62140, "ts": "2026-09-05T12:09:13Z", "hours": 1.4069, "text": "devlog #4 ->added the apps ->vibecoded the interfaces and new apps ->made a functionable terminal with some commands (write “aura” in terminal for a suprise) ->did an overhaul with vibecoding which looks good"}, {"post_id": 61465, "ts": "2026-09-04T12:12:07Z", "hours": 2.9158, "text": "devlog #3 added some UI changes and animation for open/close window (looks beautiful ^_^)"}, {"post_id": 61258, "ts": "2026-09-04T03:15:24Z", "hours": 0.3369, "text": "devlog #2 learned how to fix stuff and finally added some icons!!! P.S. - it has aura"}, {"post_id": 61244, "ts": "2026-09-04T02:42:32Z", "hours": 1.9942, "text": "auraOS looks beautiful guyz ^_^ (learned alot of things) up since 6am :)"}]...
|
Title: auraOS by @MrOstrichStudios | Stardance
De Title: auraOS by @MrOstrichStudios | Stardance
Devlogs:
auraOS looks beautiful guyz ^_^ (learned alot of things) up since 6am :)
devlog #2 learned how to fix stuff and finally added some icons!!! P.S. - it has aura
devlog #3 added some UI changes and animation for open/close window (looks beautiful ^_^)
devlog #4 ->added the apps ->vibecoded the interfaces and new apps ->made a functionable terminal with some commands (write “aura” in terminal for a suprise) ->did an overhaul with vibecoding which looks good
devlog #5 ->listened to the sir who reviewed my ship -> added a more custom feel (basically just made everything like minecraft by having no curves ) and it looks good and remade the Readme from scratch ->grayscale! (im batman but spiderman’s my fav) ->customized the text (especially with abt-dev.txt and in terminal and notes) -> i will commit and push this now and try to ship it again (i feel sleepy and i got homework to do i have school!) FINAL LOOK
Ships:
auraOS™ is a webOS I made for people with AURA or for those who want to be chads! Features: -> A slick blur design -> Obsly gigachad theme (almighty master dude) ->have a functionable notes, calendar and files apps -> CUSTOM: Aura Meter - showcase ya aura to other chads! Terminal - lesdo some funky stuff! (write “aura” in terminal for a surprise!) hardest part was trying to code all this stuff so.. i did some vibecoding (ill be honest… alot and I MEAN ALOT.. but ya its cool!)
auraOS a webOS made for people with AURA ! its a cool grayscale gigachad-themed webOS with its cool apps like Notes, Files, Calendar (has my birthday pinned!) and more with a working terminal (has an easter egg) and an exclusive app: AURA METER TO SHOW OFF UR AURA!! (ik its meme but i like meme so no argument ig?!)...
|
1793534101.94087
|
1793620501.94087
|
|
31419
|
experimoza by @kolon3d | Stardance
|
kolon3d
|
1
|
12.0
|
148
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T20:42:05Z", "hours": 12.0, "multiplier": 13.08, "payout": 148, "blessing": "neutral", "text": "welp, experimoza is finally shipped experimoza takes an image, sends it to gemini, and turns it into a 10-second force feedback scene for a racing wheel. instead of only vibrating, the wheel actually pulls, moves, changes direction, resists you, and tries to match the feeling of the picture. the most challenging part was working with directinput and making all the effects behave properly together. i also spent a lot of time rewriting the prompt because the generated scenes were either too similar or just made the wheel stand still and vibrate 💀 i’m really proud that this stupid idea actually works and you can literally feel a picture through a steering wheel. i’m also quite happy with the ship deck ui, the live oscilloscope, and especially the furious pirate i painted in microsoft paint to test it, you need windows, python 3.10+, a directinput-compatible force feedback wheel, and a gemini api key. install the dependencies, put your key into .env , run ui.py , drop in an image, and press FEEL THE IMAGE . it was built and tested using my moza r3. please start carefully because the wheel can move unexpectedly. there is a PANIC STOP :0 button for a reason.", "repo": "https://github.com/kolon3d-prog/experimoza", "demo": "https://youtu.be/yUwpHPwgIkU"}]...
|
[{"post_id": 25925, "ts": "202 [{"post_id": 25925, "ts": "2026-07-10T12:55:16Z", "hours": 4.6889, "text": "FINAL devlog #4 changes in UI, prompt review let’s talk about UI first, this is a complete revamp i’ve changed the theme from the default custom tkinter one to brown. i wanted my app to look like a ship deck. changed button layout a bit next i’ve written the oscilloscope using tkinter canvas. it shows the amount of force the app applies using different effects. also the pirate part was changed. i’ve added the “ay carumba” text for shits and giggles. furthermore, now pirate and the helm is one sprite. pirate becomes furious now if he spins too quickly. i’ve painted the sprite in Paint painted an icon too. guess how? now a bit of a technical part reworked the prompt completely, chatgpt helped me tbh. now it generates very different scenes wrote nice readme.md and finalised the repo"}, {"post_id": 24966, "ts": "2026-07-08T21:07:34Z", "hours": 2.4394, "text": "devlog #3 i’ve implemented first UI for this piece of software and found my “mascot” this was not that easy LOLLLL this is my first time dealing with UIs in python. first, i tried to get familiar with pyside6, but after 40 minutes i understood that i’d need hours, days or even week to fully understand it. then i started looking for more beginner-friendly alternatives and found ctk or custom tkinter. it was much easier to understand and chatgpt codex helped me find my mistakes a lot :p as a result we have: usable UI every part of my project in one place funny pirate with a helm that moves exactly like your irl wheel appropriate theme i guess that tomorrow i’ll change my theme to something brown, i want experimoza to look like a ship deck haha. + some debugging with chatgpt sol, if i’ll have access to it. after that i think we are ready to ship"}, {"post_id": 24752, "ts": "2026-07-08T15:08:48Z", "hours": 2.7422, "text": "devlog #2 well this is my first normal devlog, so probably i’ll describe what my project does again. experimoza turns a photo into a 10-second AI-generated force-feedback scene for a racing wheel. it uses gemini to translate the image’s mood and texture into physical wheel motion, so you can literally feel a picture through the steering wheel. btw experimoza comes from the word “experience” yk?? i’ve switched from moza sdk and c++ to py_directinput_ffb, which is a python binding for Direct Input Force Feedback (FFB) using ctypes and comtypes by Wanjie Sun, big shoutout to him. in the previous version gemini 3.1 flash lite was just creating json file with the description of conditions, which resulted in a looped boring ffb. now instead of creating bland and boring force feedback, it writes python code and thinks of it as a “poem” in force feedback. feels much more fun and creative to use. i also made the ai ffb generation process reusable by turning it into a function, so i can plug it into a ui later my next move is probably learning something about how python ui is made. like pyqt6 or sum."}, {"post_id": 23644, "ts": "2026-07-06T18:39:33Z", "hours": 2.3561, "text": "hey, i’m building a very fun thingy. you upload a photo into an app, ai processes it. then it creates force feedback description which is later made true by C++ script. i’ve posted the first version that is not really good, but we all start somewhere, don’t we?"}]...
|
Title: experimoza by @kolon3d | Stardance
Devlogs Title: experimoza by @kolon3d | Stardance
Devlogs:
hey, i’m building a very fun thingy. you upload a photo into an app, ai processes it. then it creates force feedback description which is later made true by C++ script. i’ve posted the first version that is not really good, but we all start somewhere, don’t we?
devlog #2 well this is my first normal devlog, so probably i’ll describe what my project does again. experimoza turns a photo into a 10-second AI-generated force-feedback scene for a racing wheel. it uses gemini to translate the image’s mood and texture into physical wheel motion, so you can literally feel a picture through the steering wheel. btw experimoza comes from the word “experience” yk?? i’ve switched from moza sdk and c++ to py_directinput_ffb, which is a python binding for Direct Input Force Feedback (FFB) using ctypes and comtypes by Wanjie Sun, big shoutout to him. in the previous version gemini 3.1 flash lite was just creating json file with the description of conditions, which resulted in a looped boring ffb. now instead of creating bland and boring force feedback, it writes python code and thinks of it as a “poem” in force feedback. feels much more fun and creative to use. i also made the ai ffb generation process reusable by turning it into a function, so i can plug it into a ui later my next move is probably learning something about how python ui is made. like pyqt6 or sum.
devlog #3 i’ve implemented first UI for this piece of software and found my “mascot” this was not that easy LOLLLL this is my first time dealing with UIs in python. first, i tried to get familiar with pyside6, but after 40 minutes i understood that i’d need hours, days or even week to fully understand it. then i started looking for more beginner-friendly alternatives and found ctk or custom tkinter. it was much easier to understand and chatgpt codex helped me find my mistakes a lot :p as a result we have: usable UI every part of my project in one place funny pirate with a helm that moves exactly like your irl wheel appropriate theme i guess that tomorrow i’ll change my theme to something brown, i want experimoza to look like a ship deck haha. + some debugging with chatgpt sol, if i’ll have access to it. after that i think we are ready to ship
FINAL devlog #4 changes in UI, prompt review let’s talk about UI first, this is a complete revamp i’ve changed the theme from the default custom tkinter one to brown. i wanted my app to look like a ship deck. changed button layout a bit next i’ve written the oscilloscope using tkinter canvas. it shows the amount of force the app applies using different effects. also the pirate part was changed. i’ve added the “ay carumba” text for shits and giggles. furthermore, now pirate and the helm is one sprite. pirate becomes furious now if he spins too quickly. i’ve painted the sprite in Paint painted an icon too. guess how? now a bit of a technical part reworked the prompt completely, chatgpt helped me tbh. now it generates very different scenes wrote nice readme.md and finalised the repo
Ships:
welp, experimoza is finally shipped experimoza takes an image, sends it to gemini, and turns it into a 10-second force feedback scene for a racing wheel. instead of only vibrating, the wheel actually pulls, moves, changes direction, resists you, and tries to match the feeling of the picture. the most challenging part was working with directinput and making all the effects behave properly together. i also spent a lot of time rewriting the prompt because the generated scenes were either too similar or just made the wheel stand still and vibrate 💀 i’m really proud that this stupid idea actually works and you can literally feel a picture through a steering wheel. i’m also quite happy with the ship deck ui, the live oscilloscope, and especially the furious pirate i painted in microsoft paint to test it, you need windows, python 3.10+, a directinput-compatible force feedback wheel, and a gemini api key. install the dependencies, put your key into .env , run ui.py , drop in an image, and press FEEL THE IMAGE . it was built and tested using my moza r3. please start carefully because the wheel can move unexpectedly. there is a PANIC STOP :0 button for a reason....
|
1793534099.855904
|
1793620499.855904
|
|
23306
|
My very own WebOS by @mohammedsaif | Stardance
|
mohammedsaif
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T00:57:53Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Project Name SaifOS About SaifOS is a browser based operating system built using HTML, CSS, and JavaScript. The project recreates a simple desktop environment inside a web page, allowing users to interact with multiple draggable windows just like on a real computer operating system. The goal of this project was to learn the fundamentals of web development while creating an interactive and customizable user experience. SaifOS includes several built in applications such as an About window, a Notes application for writing and storing text during a session, and a live digital clock that updates in real time. To make the project more unique, additional features were added beyond the basic requirements. Users can switch between different desktop wallpapers and enable Dark Mode for an alternative visual appearance. All windows can be freely moved around the screen, creating a more realistic desktop experience. This project demonstrates core web development concepts including page structure with HTML, styling and layout design with CSS, and interactive functionality with JavaScript. It serves as a beginner friendly introduction to creating dynamic web applications and simulating operating system behavior directly within a browser. Detailed Project Description SaifOS is a custom Web Operating System designed and developed by Mohammed Saif as part of the WebOS 1 challenge. The application provides a desktop style interface where users can open, move, and interact with different windows. Features Draggable Windows Users can click and drag application windows anywhere on the desktop. About Application Displays information about the operating system and project creator. Notes Application Provides a simple text area where users can write notes directly within the operating system. Live Digital Clock Shows the current time and updates automatically every second. Wallpaper Changer Allows users to cycle through multiple desktop backgrounds without reloading the page. Dark Mode Provides an alternative visual theme for improved appearance and accessibility. Taskbar Navigation A taskbar at the bottom of the screen allows quick access to all applications and features. Technologies Used HTML5 CSS3 JavaScript (Vanilla JavaScript) Skills Demonstrated Responsive web design DOM manipulation Event handling Interactive user interface development JavaScript timers and functions Custom desktop environment design Future Improvements Potential future upgrades include: Calculator application Weather widget Music player File explorer simulation Custom desktop icons Window minimize and maximize functionality Local storage for saving notes permanently SaifOS is designed to be lightweight, easy to use, and fully accessible from any modern web browser without requiring installation, accounts, or passwords. It showcases how standard web technologies can be combined to create an engaging desktop-like experience on the web.", "repo": "https://github.com/Mohd-Sa1f/saifos", "demo": "https://mohd-sa1f.github.io/saifos/"}]...
|
[{"post_id": 12893, "ts": "202 [{"post_id": 12893, "ts": "2026-06-21T03:40:43Z", "hours": 0.4164, "text": "i am finally done with webos 1 with some nice tools"}, {"post_id": 12878, "ts": "2026-06-21T03:07:10Z", "hours": 0.2775, "text": "my next step on webos 1"}, {"post_id": 12872, "ts": "2026-06-21T02:38:48Z", "hours": 0.3494, "text": "the basic stuff for html page and styling with css"}]...
|
Title: My very own WebOS by @mohammedsaif | Starda Title: My very own WebOS by @mohammedsaif | Stardance
Devlogs:
the basic stuff for html page and styling with css
my next step on webos 1
i am finally done with webos 1 with some nice tools
Ships:
Project Name SaifOS About SaifOS is a browser based operating system built using HTML, CSS, and JavaScript. The project recreates a simple desktop environment inside a web page, allowing users to interact with multiple draggable windows just like on a real computer operating system. The goal of this project was to learn the fundamentals of web development while creating an interactive and customizable user experience. SaifOS includes several built in applications such as an About window, a Notes application for writing and storing text during a session, and a live digital clock that updates in real time. To make the project more unique, additional features were added beyond the basic requirements. Users can switch between different desktop wallpapers and enable Dark Mode for an alternative visual appearance. All windows can be freely moved around the screen, creating a more realistic desktop experience. This project demonstrates core web development concepts including page structure with HTML, styling and layout design with CSS, and interactive functionality with JavaScript. It serves as a beginner friendly introduction to creating dynamic web applications and simulating operating system behavior directly within a browser. Detailed Project Description SaifOS is a custom Web Operating System designed and developed by Mohammed Saif as part of the WebOS 1 challenge. The application provides a desktop style interface where users can open, move, and interact with different windows. Features Draggable Windows Users can click and drag application windows anywhere on the desktop. About Application Displays information about the operating system and project creator. Notes Application Provides a simple text area where users can write notes directly within the operating system. Live Digital Clock Shows the current time and updates automatically every second. Wallpaper Changer Allows users to cycle through multiple desktop backgrounds without reloading the page. Dark Mode Provides an alternative visual theme for improved appearance and accessibility. Taskbar Navigation A taskbar at the bottom of the screen allows quick access to all applications and features. Technologies Used HTML5 CSS3 JavaScript (Vanilla JavaScript) Skills Demonstrated Responsive web design DOM manipulation Event handling Interactive user interface development JavaScript timers and functions Custom desktop environment design Future Improvements Potential future upgrades include: Calculator application Weather widget Music player File explorer simulation Custom desktop icons Window minimize and maximize functionality Local storage for saving notes permanently SaifOS is designed to be lightweight, easy to use, and fully accessible from any modern web browser without requiring installation, accounts, or passwords. It showcases how standard web technologies can be combined to create an engaging desktop-like experience on the web....
|
1793534095.1630764
|
1793620495.1630764
|
|
33808
|
Personal Website-AngelDoesThings by @angel_okeke47 Personal Website-AngelDoesThings by @angel_okeke475 | Stardance...
|
angel_okeke475
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-27T23:06:43Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website to put all my projects in. The most challenging part of this process was using CSS and getting it consistent across all pages. The majority of the hours I spent on the project were positioning CSS components and making them consistent. All in all, I’m really proud of myself because this project helped me learn how to use Figma and two coding languages :)", "repo": "https://github.com/angelokeke475-code/AngelDoesStuff", "demo": "https://angelokeke475-code.github.io/AngelDoesStuff/"}]...
|
[{"post_id": 83426, "ts": "202 [{"post_id": 83426, "ts": "2026-10-27T23:00:17Z", "hours": 6.8061, "text": "Devlog #02 Hello everyone :) Long time no see! I’m proud to say I’ve completed my website (for now). New Features -Complete Engineering Page -Complete Music Page -Art Page -Links to my other portfolios and profiles"}, {"post_id": 28879, "ts": "2026-07-15T13:39:53Z", "hours": 1.0053, "text": "Devlog #01 Hello! This is my first ever devlog! I am currently working on my personal portfolio website because Google Sites isn’t cutting it for my engineering projects. Progress I learned how to use Figma and made a style guide and a mockup for my homepage (I’m still working out the Figma extenstion so the hours I spent aren’t reflected–it was a really long time :( ) I did the HTML course on FreeCodeCamp to get a better understanding of the language I coded the homepage and put placeholders based on the mockup Next Objectives Create the other pages in Figma Create their HTML place holders Start working on the CSS code Thanks for reading and stay tuned for more updates!"}]...
|
Title: Personal Website-AngelDoesThings by @angel_ Title: Personal Website-AngelDoesThings by @angel_okeke475 | Stardance
Devlogs:
Devlog #01 Hello! This is my first ever devlog! I am currently working on my personal portfolio website because Google Sites isn’t cutting it for my engineering projects. Progress I learned how to use Figma and made a style guide and a mockup for my homepage (I’m still working out the Figma extenstion so the hours I spent aren’t reflected–it was a really long time :( ) I did the HTML course on FreeCodeCamp to get a better understanding of the language I coded the homepage and put placeholders based on the mockup Next Objectives Create the other pages in Figma Create their HTML place holders Start working on the CSS code Thanks for reading and stay tuned for more updates!
Devlog #02 Hello everyone :) Long time no see! I’m proud to say I’ve completed my website (for now). New Features -Complete Engineering Page -Complete Music Page -Art Page -Links to my other portfolios and profiles
Ships:
I made a personal website to put all my projects in. The most challenging part of this process was using CSS and getting it consistent across all pages. The majority of the hours I spent on the project were positioning CSS components and making them consistent. All in all, I’m really proud of myself because this project helped me learn how to use Figma and two coding languages :)...
|
1793534093.123689
|
1793620493.123689
|
|
20940
|
Brainrot OS by @secret | Stardance
|
secret
|
2
|
10.0
|
52
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T19:03:51Z", "hours": 6.0, "multiplier": 8.1, "payout": 52, "blessing": "neutral", "text": "I present to you: Brainrot OS, now in it’s final form. It has many new features since the last ship. Completely overhauled UI, many-many new features like a calculator, settings, themes and wallpapers, a dock and a spotlight-styled search bar. Be sure to try it out!", "repo": "https://github.com/dominik-vrg/webOS", "demo": "https://dominik-vrg.github.io/brainrot-os/"}, {"ship_num": 2, "ts": "2026-06-18T19:50:49Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Brainrot OS This is my web-based OS project for the Stardance Challange. My OS is called Brainrot OS. BOOT It features a meme/brainrot themed boot animation when opening the webpage. DESKTOP After the system “boots”, there are three applications on the desktop, but also a working clock and a date display. !!The setting feature doesn’t work yet!! All of the applications open a draggable window. APPS brainrot.exe - just opens a draggable window with some text notes - a simple, but functional note taking app do not open - this is a minigame, when you open the app, it opens a window with a big red button that says do not click, if you click it, multiple error windows start popping up and you have to close all of them I’ve used Claude AI to help with design (colors/theme), help with scripting, because I am new to JavaScript and text generation for the errors minigame and boot screen.", "repo": "https://github.com/dominik-vrg/webOS", "demo": "https://dominik-vrg.github.io/brainrot-os/"}]...
|
[{"post_id": 20191, "ts": "202 [{"post_id": 20191, "ts": "2026-07-01T18:58:28Z", "hours": 6.4189, "text": "Brainrot OS - devlog #4 The OS got a full overhaul! UI has been fully reworked into a more aesthetic one Many new features, including a settings panel with design and other preferences, a spotlight-style search bar, a working calculator app, and a working dock that tracks if apps are running Check out the readme on github for more info. And be sure to try it out!"}, {"post_id": 11486, "ts": "2026-06-18T19:21:41Z", "hours": 1.1589, "text": "Brainrot OS - devlog #3 Added a simple notes app Added a game called do not open, when the user open it and clicks on the red button, many brainrot themed errors pop up, and the user has to exit all of them Added a boot animation when opening the webpage"}, {"post_id": 11365, "ts": "2026-06-18T16:21:12Z", "hours": 0.8794, "text": "Brainrot OS - devlog #2 Adjusted the top bar and its elements Added a year and date display Settings button (doesn’t do anything yet, will work on it soon) Made the icons movable, they snap to a grid on the desktop Made the first “app” window larger"}, {"post_id": 10811, "ts": "2026-06-17T18:53:15Z", "hours": 1.9356, "text": "Brainrot OS - devlog #1 Created the basic desktop Added a top bar with a working clock Added an icon (not movable yet) Added a draggable window"}]...
|
Title: Brainrot OS by @secret | Stardance
Devlogs Title: Brainrot OS by @secret | Stardance
Devlogs:
Brainrot OS - devlog #1 Created the basic desktop Added a top bar with a working clock Added an icon (not movable yet) Added a draggable window
Brainrot OS - devlog #2 Adjusted the top bar and its elements Added a year and date display Settings button (doesn’t do anything yet, will work on it soon) Made the icons movable, they snap to a grid on the desktop Made the first “app” window larger
Brainrot OS - devlog #3 Added a simple notes app Added a game called do not open, when the user open it and clicks on the red button, many brainrot themed errors pop up, and the user has to exit all of them Added a boot animation when opening the webpage
Brainrot OS - devlog #4 The OS got a full overhaul! UI has been fully reworked into a more aesthetic one Many new features, including a settings panel with design and other preferences, a spotlight-style search bar, a working calculator app, and a working dock that tracks if apps are running Check out the readme on github for more info. And be sure to try it out!
Ships:
Brainrot OS This is my web-based OS project for the Stardance Challange. My OS is called Brainrot OS. BOOT It features a meme/brainrot themed boot animation when opening the webpage. DESKTOP After the system “boots”, there are three applications on the desktop, but also a working clock and a date display. !!The setting feature doesn’t work yet!! All of the applications open a draggable window. APPS brainrot.exe - just opens a draggable window with some text notes - a simple, but functional note taking app do not open - this is a minigame, when you open the app, it opens a window with a big red button that says do not click, if you click it, multiple error windows start popping up and you have to close all of them I’ve used Claude AI to help with design (colors/theme), help with scripting, because I am new to JavaScript and text generation for the errors minigame and boot screen.
I present to you: Brainrot OS, now in it’s final form. It has many new features since the last ship. Completely overhauled UI, many-many new features like a calculator, settings, themes and wallpapers, a dock and a spotlight-styled search bar. Be sure to try it out!...
|
1793534088.4274576
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1793620488.4274576
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24838
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Infinite OS by @TheShovel | Stardance
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TheShovel
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T11:49:50Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an operating system where everything is generated on the spot. You cant install apps, you cant access the web, unless you generate an app that does that. Infinite apps, infinite widgets, infinite possibilities (even though those possibilities are pretty sloppy). What was challenging was making a small model that has very little cloud usage, be able to produce something usable while being fast, and cheap.", "repo": "https://github.com/TheShovel/infinite-os", "demo": "https://theshovel.rocks/infinite-os/"}]...
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[{"post_id": 16202, "ts": "202 [{"post_id": 16202, "ts": "2026-06-26T10:21:08Z", "hours": 2.0097, "text": "Hiiii Hope your day is going well and stuff :) Today i have added widgets! You can now right click on the desktop, and generate widgets that stay where you left them even when you restart! They have access to the theme and system apis just like any other app, but they are made to sit comfortably on your desktop. I have also been working on some quality of life and introduction features! Now there is a user manual, that you can access through the welcome screen. It tells you everything you need to know to use the OS! I have also added some stuff to the settings, like organizing your right click menu, factory reset and other misc stuff that is minor and more to polish things up. Oki thank you byeeeee :D"}, {"post_id": 15634, "ts": "2026-06-25T12:56:09Z", "hours": 2.1692, "text": "sup gamers, its me, theshovel, back at it again with a devlog for the worst operating system ever made i have worked on the speed and quality of the app generating. I have also implemented more system apis like more customization stuff like light and dark mode, also some sound and storage apis so the apps can use local storage. I also worked on the visuals a bit, making it more consistent. The apps now have a design that they follow. This allows for apps to change theme when you change your accent color or between dark and light mode. The major issue right now is that im using a free google api for the app generating. Due to that, i have to lower the maximum output tokens so the user doesnt get rate limited. Due to that, apps might end up being simpler than you expect. The model behind it is still robust enough to give some pretty good output for that tiny amount of token allowence, but even then it might be simpler than youd expect."}, {"post_id": 14634, "ts": "2026-06-23T20:18:55Z", "hours": 1.8264, "text": "I have started the project! So far, i have gotten the bare minimum working. You can click the menu icon, you can type in the name of the app, and a free api endpoint running qwen coder will build the app for you. Because I didnt want to be lazy and just use iFrames, i made it create a div inside the window with the generated code. This works, but it could be a security issue. Do i care though? No lmao I have also started implementing some apis, like the notification api, which an app can call and it will show you a notification. Im going to continue working on this by adding more custom apis and making the operating system more fleshed out. Probably will also have to write some more examples for the llm to use, right now there are a few but they are very simple."}]...
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Title: Infinite OS by @TheShovel | Stardance
Devl Title: Infinite OS by @TheShovel | Stardance
Devlogs:
I have started the project! So far, i have gotten the bare minimum working. You can click the menu icon, you can type in the name of the app, and a free api endpoint running qwen coder will build the app for you. Because I didnt want to be lazy and just use iFrames, i made it create a div inside the window with the generated code. This works, but it could be a security issue. Do i care though? No lmao I have also started implementing some apis, like the notification api, which an app can call and it will show you a notification. Im going to continue working on this by adding more custom apis and making the operating system more fleshed out. Probably will also have to write some more examples for the llm to use, right now there are a few but they are very simple.
sup gamers, its me, theshovel, back at it again with a devlog for the worst operating system ever made i have worked on the speed and quality of the app generating. I have also implemented more system apis like more customization stuff like light and dark mode, also some sound and storage apis so the apps can use local storage. I also worked on the visuals a bit, making it more consistent. The apps now have a design that they follow. This allows for apps to change theme when you change your accent color or between dark and light mode. The major issue right now is that im using a free google api for the app generating. Due to that, i have to lower the maximum output tokens so the user doesnt get rate limited. Due to that, apps might end up being simpler than you expect. The model behind it is still robust enough to give some pretty good output for that tiny amount of token allowence, but even then it might be simpler than youd expect.
Hiiii Hope your day is going well and stuff :) Today i have added widgets! You can now right click on the desktop, and generate widgets that stay where you left them even when you restart! They have access to the theme and system apis just like any other app, but they are made to sit comfortably on your desktop. I have also been working on some quality of life and introduction features! Now there is a user manual, that you can access through the welcome screen. It tells you everything you need to know to use the OS! I have also added some stuff to the settings, like organizing your right click menu, factory reset and other misc stuff that is minor and more to polish things up. Oki thank you byeeeee :D
Ships:
I made an operating system where everything is generated on the spot. You cant install apps, you cant access the web, unless you generate an app that does that. Infinite apps, infinite widgets, infinite possibilities (even though those possibilities are pretty sloppy). What was challenging was making a small model that has very little cloud usage, be able to produce something usable while being fast, and cheap....
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1793534077.1339622
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1793620477.1339622
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7614
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UniScan by @dexrn | Stardance
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dexrn
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1
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265.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T13:28:22Z", "hours": 265.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "UniScan is a super modular police/radio scanner hoster, so that people can listen to their scanners remotely, and even allow others to listen too! In addition to also remotely controlling the scanners in the future. It’s written in C#, using Avalonia, Dotnetty, R3, and many other libraries. Note that the web build is currently broken due to what seems to be some upstream issue, I’ll be working to hopefully figure out a fix for that on my free time. Luckily, this project is published natively for just about every platform, even your TV! (if it runs Android TV that is, :P) This project has been going since March , and is still in progress to this day. However, it is in a good enough state to where people can start to test it and give their feedback. HOWEVER : Since I do not know anyone who can host their scanner, testers will have to host their own if they want to play with the online functionality (which is the main part of UniScan, for now until an Internal Server is implemented) The only supported scanner will be the Uniden SDS100 after this is shipped (and I still have to publish the module for it, but that will hopefully happen tomorrow, sorry!!!), with more to come after. A lot of this will be a huge community effort to implement support modules for their scanners/radios so more people can use UniScan with their scanner. I urge anyone who has friends that are into listening to scanners to atleast make this project known to them should they be potentially interested, as this will be a large part of the driving force for continued development on this project. This has been one of my largest projects other than Project Lodestone, with even more hours than shown on Stardance just during the prototyping and initial coding… Most of the difficulty comes from trying to do things right the first time, having abstractions and extensibility where possible, and making sure the systems I implement are usable in the core. I would say the hardest part was figuring out the best way to tackle serverside UI, because the server needs to be able to render the current scanner’s state to send it to the client (otherwise, you won’t see any info about it!!!) As well as learning the networking aspect… The next roadblock will be adding audio support, as I need to figure out how to send audio and properly receive it… Sending is the hard part because I believe most of the libraries to encode data from audio devices are platform-specific, and this all needs to be configurable from a JSON file. Controlling the scanner is also very important, but I’m not comfortable with implementing this before I implement authentication and users, which will require a lot of refactors for the packet handling. This will involve implementing server configuration to manage the users, meaning more SSR UI for some parts, In addition to SDS200 implementation, as it does communication over UDP and RTSP for audio as one of its modes (in addition to hardwired via USB), but this isn’t a core part of the project right now. There is still a lot on the roadmap, and I hope to get everything finished as soon as possible… However, commits will be sparser because I won’t have to devote 100% of my time to this project due to Stardance. The roadmap also requires You… as I need tons of feedback from people who are genuinely interested and have ideas, find bugs, or have any questions that need to be answered, all of which will shape the future of this project. I also would love to have any and all contributors, I do not have a CONTRIBUTORS.MD written yet though, but my only limit for now is the codebase being ensloppified by some vibe coding PRs for the most part. I intend to add proper packaging once audio is implemented (1.0.0-alpha-pre), so that includes installation through flatpak, distro package manager, the Google Play Store (if possible), F-Droid, a Windows setup tool, macOS .app into a DMG, etc.", "repo": "https://github.com/UniScanProject/UniScan", "demo": "https://github.com/UniScanProject/UniScan/releases"}]...
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[{"post_id": 85507, "ts": "202 [{"post_id": 85507, "ts": "2026-10-31T13:01:57Z", "hours": 2.3803, "text": "Final devlog before I ship this I have released a usable build that can connect to servers and receive and display scanner info to GitHub! Check it out: https://github.com/UniScanProject/UniScan/releases The readme has been updated with install instructions, much more info, and some screenshots as well. NOTE though that you’ll have to host your own server to do any server testing as I don’t have anyone who can host a test server. In the future I will host my own for all to test with though. I am also working on a Uniden support module so that people with Uniden scanners can plug theirs in and host their own server with it. I’ve also created a repo on Tangled, if anyone here prefers that (but no release on there yet.) https://tangled.org/dexrn.me/UniScan"}, {"post_id": 85353, "ts": "2026-10-31T05:52:50Z", "hours": 8.3292, "text": "In a quest to get this thing shipped before SD ends, I have added a header to the device view finally, so you’re not stuck once you subscribe to one device lol"}, {"post_id": 83606, "ts": "2026-10-28T07:26:58Z", "hours": 8.9808, "text": "Implemented a bunch of network stuff and got Settings working enough for this commit Now for audio stuff, and a fix with the device state management I really, really hope I can get this finished before SD ends…"}, {"post_id": 82178, "ts": "2026-10-24T05:35:57Z", "hours": 5.6564, "text": "Implemented settings, and made transport configurable! Here’s it listening on multiple TCP ports Now to implement websocket (array part of config:) {\"$type\":\"TCP\",\"interface\":\"0.0.0.0\",\"port\":6141}, {\"$type\":\"TCP\",\"interface\":\"0.0.0.0\",\"port\":6142}, {\"$type\":\"TCP\",\"interface\":\"0.0.0.0\",\"port\":6143}, {\"$type\":\"TCP\",\"interface\":\"0.0.0.0\",\"port\":6144}, {\"$type\":\"TCP\",\"interface\":\"0.0.0.0\",\"port\":6145}, {\"$type\":\"TCP\",\"interface\":\"0.0.0.0\",\"port\":6146}, {\"$type\":\"TCP\",\"interface\":\"0.0.0.0\",\"port\":6147}, {\"$type\":\"TCP\",\"interface\":\"0.0.0.0\",\"port\":6148}"}, {"post_id": 81208, "ts": "2026-10-20T09:19:45Z", "hours": 9.0592, "text": "Coming in the next full update will also be UI modes This is so that the UI is optimized for every device and their input methods This is the Mobile one, and the main page will (when its finished) have all remotes including non-connected ones and a button to add more remotes and such."}, {"post_id": 80144, "ts": "2026-10-16T11:58:28Z", "hours": 3.9517, "text": "Working on settings…! After this there will be configuration on the serverside and then after that, audio streaming!"}, {"post_id": 79731, "ts": "2026-10-15T07:54:37Z", "hours": 6.7103, "text": "New logo! (credits at end) I intend to make the logo customizable by allowing you to change the color of various elements, and choose between different logos (since no other software ive seen does this) Maybe even change the color of the scanner display when someone is talking even… Thanks to Unomelon for the base, which I used to draw the scanner. Check out Unomelon here: https://bsky.app/profile/unomelon.bsky.social , and his very cool game Allumeria here: https://allumeria.com/ (wasnt asked to add this but I think the game is really cool and am somewhat active in the community)"}, {"post_id": 77782, "ts": "2026-10-08T08:12:30Z", "hours": 5.2025, "text": "Finally committed the latest Shiki changes, will release UniScan’s next commit tomorrow."}, {"post_id": 76647, "ts": "2026-10-04T07:57:18Z", "hours": 11.0072, "text": "Have been working on more Shiki refactors and a nice language system for servers in UniScan to provide language strings without being able to overwrite client language strings Reworked most of the TaskPipelineBuilder with many more accepting delegate types and have done some cleanup since Tomorrow I will finish up releasing the next Shiki version and then I think I will be able to release the next UniScan commit and then keep working for an alpha release."}, {"post_id": 73501, "ts": "2026-09-25T07:49:46Z", "hours": 9.2694, "text": "getting yelled at by starpheus because I haven’t made devlog yet spent all nighter last night refactoring shiki’s modulemanagement project and then today I refactored lots of shiki’s taskpipeline project, as well as some work being done on Shiki’s Result and family (shiki is the side project library with most of it’s code originating from UniScan, and UniScan heavily depends on it) Now the browser initialization is much cleaner (but not perfect of course) (first screenshot is new, second is old) Removed HostEnvironment because we usually only grab the parts from DI anyway"}, {"post_id": 73041, "ts": "2026-09-24T08:06:31Z", "hours": 11.4114, "text": "For funzies, here’s the dev build running inside a rooted Oculus Quest 2 (thanks to my friend for testing this) This is also a good test of the netcode over a long distance (they’re in Malaysia while I’m in the US) Getting close to committing this all alongside Shiki and such… Long cleanup process."}, {"post_id": 70021, "ts": "2026-09-18T09:20:00Z", "hours": 2.1572, "text": "Here’s a showcase of my Uniden SDS100 scanning, with UniScan showing the details in real time! I programmed in some garbage test channels so you won’t see any channels talking in this video. Everything shown here is sent by the server and updated by the server… Still somewhat far from complete as I have to figure out more stuff (mainly more stuff for the client to deal with, like hiding state display textblock on null bindings and more UI features/styling)."}, {"post_id": 69912, "ts": "2026-09-18T01:47:47Z", "hours": 10.1983, "text": "Okayyy so I was able to actually completely gut DeviceState and now it’s actually just a class which is also used to serialize individual states. This also means I can nuke reflection from the serialization process since I can just make IDeviceState forced to inherit IStateSerializer which will be much more dynamic!!! This means literally any states can be sent to the client and as long as the server or the module has the UI to render the states, it will work. This also allows states to be diffed and only the changed parts to be sent Second screenshot shows the UI sent by the server, note that the Volume: 0 is actually all being handled on the client via binding strings (where the server only sends the client the device states and the binding strings will look up those states itself)"}, {"post_id": 67990, "ts": "2026-09-14T10:18:38Z", "hours": 0.7964, "text": "And now we can finally start seeing the fruits of our labor"}, {"post_id": 67864, "ts": "2026-09-14T04:29:36Z", "hours": 7.07, "text": "IT FINALLY WORKS The UI shit I built on the server now syncs to the client correctly, and the flow isn’t actually too bad! Although this will be improved by also having a registry…registry…(yeah I know it’s weird) on the client so that UI elements can have values bind to them, and all the server has to do is send the client data to those registries"}, {"post_id": 65237, "ts": "2026-09-10T07:13:02Z", "hours": 3.4144, "text": "Went on a small side-tangent. Icons! (dw still working on the SSR device stuff)"}, {"post_id": 63401, "ts": "2026-09-07T06:50:20Z", "hours": 5.6181, "text": "Sorry, haven’t been super active due to life. Fixed a few bugs in the meantime and implemented most of the SSR binding stuff, but it’s far from finished, hell I haven’t even gotten to test it yet. Will be gone for a bit tomorrow, and the next day I will be at a different house for a few days albeit with my computer."}, {"post_id": 61349, "ts": "2026-09-04T07:02:15Z", "hours": 5.4761, "text": "While I didn’t get to scanner state displaying yet, I did refactor the classes that handle how remotes connect, disconnect, etc so that it’s not spread around the codebase. This fixes a few bugs related to state management due to how originally these viewmodels were constructed separately of eachother. Tomorrow I will be gone for a few hrs but should be back soon enough to hopefully make some more refactors and/or start on the remote display. Pictured is the new disconnect button in the remote on the sidebar"}, {"post_id": 60741, "ts": "2026-09-03T09:41:59Z", "hours": 2.8389, "text": "The client can now disconnect itself, and more styling has been added to the SSR UI (shown here is a Container which is centered and has a slight margin) tomorrow will be some more work on the SSR UI and then finally getting the scanner state to show on the client. I’m not too pleased with the idea that the server may change the look of the device pages on the clients, though… I still feel like there could be some better way to go about this."}, {"post_id": 60674, "ts": "2026-09-03T06:03:58Z", "hours": 7.28, "text": "I FINALLY GOT SSR WORKING MY GOD still too primitive to do anything atm, working on it."}, {"post_id": 59441, "ts": "2026-09-01T09:14:39Z", "hours": 2.6186, "text": "A friend of mine was able to test it on iOS, we got it working. Gonna have them send in the PR later and set up CI for it."}, {"post_id": 58714, "ts": "2026-08-31T07:59:18Z", "hours": 3.1222, "text": "Started working on state sync, will continue tomorrow probably States are synced now but I need to think about how to deal with scanner groups and channels and such because there are different types of channels (such as P25, conventional, etc) among other type issues and I want to reduce the need for any modules on the client if I can."}, {"post_id": 56408, "ts": "2026-08-28T05:18:41Z", "hours": 1.9061, "text": "UniScan Client v0.1.0, UniScan Server (Host) v0.1.1 Lots of changes, most of them are backend changes, but there are also a handful of frontend changes too! https://github.com/UniScanProject/UniScan/releases/tag/UniScan.Client.App%2F0.1.0 Remotes are now stored per file instead of one large file, and the UI has been neatened up. The server now sends metadata containing a logo, various information, an MOTD, links, etc. The UI has been updated to display this information too. There are more changes than this, but there are too many to list here without hitting the 4000 char limit. Attached is a small video showing some of the new UI stuffs. By no means is it bug free, but the PR reached a point where it could be merged to allow for other important tasks to be focused on (like y’know, showing the actual scanner info)"}, {"post_id": 55440, "ts": "2026-08-27T08:29:55Z", "hours": 1.0639, "text": "I think this looks pretty nice apparently Avalonia has some nuget package that adds ItemsRepeater which does what I was originally trying to do in a cleaner way"}, {"post_id": 55410, "ts": "2026-08-27T06:57:46Z", "hours": 0.9983, "text": "Here’s the announcements UI, I think I’m almost done on this branch and then I’ll continue on main."}, {"post_id": 55287, "ts": "2026-08-27T00:47:49Z", "hours": 2.4511, "text": "Need opinions on this UI The server logo now shows where possible, so on the home view and in the sidebar In the remote view, there is a top ‘window’(?) that holds (from top to bottom): logo (to the side: title, description), server links and then the bottom floating window thing holds the server MOTD I still need to find a place to hold the server announcements… Alongside this were a ton of internal refactors, and the subscribe button now works (but the server still won’t properly send the current state) Been trying to post this since yesterday (I re-recorded the video today), but Hackatime has been down."}, {"post_id": 54227, "ts": "2026-08-25T03:48:43Z", "hours": 5.8811, "text": "Remotes are now stored per file instead of all inside one file. Additionally, server info is now properly cached! I had to rewrite most of the remote initialization flow, but now it’s much better. Adding and removing remotes automatically saves to disk because I can observe the list. This isn’t the end of this overhaul, but we’re getting closer… I think I want to refactor more of UniScanClient next. This is happening on another branch: https://github.com/UniScanProject/UniScan/tree/feat/use_server_provided_display_names After this branch is merged into main, I will make the available server info also show since we have the entire RemoteInfo being sent, which includes announcements, a description, a logo, etc."}, {"post_id": 53539, "ts": "2026-08-24T04:08:25Z", "hours": 3.6514, "text": "Working on dropping display names from client remotes As well as some refactor of the connection flow using my new TaskPipeline Once this is done, the server will be able to send branding, announcements, and other useful information on connect for the client to display!"}, {"post_id": 52159, "ts": "2026-08-22T07:56:54Z", "hours": 1.7483, "text": "Just released a new version, now you can make remotes from the UI finally. Here’s a video showing the creation flow. Note that the list is dynamic based on classes implementing IConnectionMethodFactoryViewModel with attribute ConnectionMethodFactoryViewModelAttribute"}, {"post_id": 52085, "ts": "2026-08-22T04:54:12Z", "hours": 2.8142, "text": "working on fixing the fact that you can’t really make remotes"}, {"post_id": 51645, "ts": "2026-08-21T13:05:32Z", "hours": 3.4047, "text": "FINALLY I GOT IT DONE IM SO TIRED New loading screen!!!! And OPFS file handles are now keyed by int im going to sleep now https://uniscan.dexrn.me"}, {"post_id": 51484, "ts": "2026-08-21T06:59:47Z", "hours": 0.3158, "text": "Much nicer loading screen"}, {"post_id": 51332, "ts": "2026-08-20T22:40:12Z", "hours": 2.3814, "text": "Alright I’ve committed and now you can access UniScan through https://uniscan.dexrn.me Note that since this is still an early version, you can’t really do much. You can also install it as a PWA on iOS, Android, and most desktop browsers. (pictured is UniScan as a PWA in ungoogled-chromium) Hopefully tomorrow I will fix the crash with adding remotes by making some sort of map of connection type -> UI widget to define the settings for them. (meant to post this yesterday, but GH was still working on some cert garbage)"}, {"post_id": 50726, "ts": "2026-08-20T02:11:03Z", "hours": 1.7997, "text": "UniScan now works in browser! I’ve also added a nice crash handler since unhandled exceptions act weird in the browser. Just polishing up now, will commit and set up Actions to host this. Once it’s up, the link will be https://uniscan.dexrn.me (The crash shown in the video is a real issue and will be fixed later.)"}, {"post_id": 50685, "ts": "2026-08-20T00:10:14Z", "hours": 2.6617, "text": "FINALLY I GOT OPFS WORKING GG"}, {"post_id": 50163, "ts": "2026-08-19T08:34:19Z", "hours": 0.6781, "text": "OK I GOT IT SOMEWHAT WORKING IN BROWSER FINALLY still need to keep implementing OPFS stuff though. serilog 01:32:29 [ERR | UniScan.Client.Core.Config.Remote.RemotesListFile] Failed to save remotes to remotes.json System.Exception: Entry not found at SpawnDev.SpawnJS.SpawnJSRuntime.<_InteropCallApplyAsync>d__132`1[[SpawnDev.SpawnJS.JSObjects.FileSystemSyncAccessHandle, SpawnDev.SpawnJS, Version=2.1.8.0, Culture=neutral, PublicKeyToken=null]].MoveNext()"}, {"post_id": 50120, "ts": "2026-08-19T06:14:18Z", "hours": 1.0522, "text": "I think this looks pretty good for a little loading screen. I’ll probably add a try/catch if possible and show an error dialog when some fatal exception is thrown… The “Loading…” text is temporary and is done in Avalonia, will make a proper loading screen there sometime later."}, {"post_id": 50073, "ts": "2026-08-19T03:53:07Z", "hours": 1.5272, "text": "Using this time to test out M3 web (even though it’s in maintenance mode) This is just for the loading screen while it downloads all the WASMs. The cell tower is temporary until I can either make my own logo or find someone who will make one for me."}, {"post_id": 49405, "ts": "2026-08-18T06:53:24Z", "hours": 0.5689, "text": "Waiting on a bug to be fixed in SpawnJS.WebWorkers and then hopefully next update will include web support + a website for y’all to test the client!!! Couldn’t do much today since I was so busy, however since I’m home now I can work on UniScan at a better time than 12 in the morning."}, {"post_id": 48708, "ts": "2026-08-17T06:57:16Z", "hours": 2.0306, "text": "Didn’t get to release last night, as a new bug popped up. 11>MessagePack.GeneratedMessagePackResolver.g.cs(74,74): Error CS0426 : The type name 'Shiki' does not exist in the type 'GeneratedMessagePackResolver'11>------- Finished building project: UniScan.Network. Succeeded: False. Errors: 1. Was able to fix it with some property in the AssemblyInfo. (see: github.com/MessagePack-CSharp/MessagePack-CSharp/issues/2133) I changed the Identifier to be a Slug instead for the devices. Working on browser stuff real quick and will commit sometime soon."}, {"post_id": 47901, "ts": "2026-08-16T05:27:47Z", "hours": 1.0794, "text": "Not fully happy with the manner in which this works, but the virtual scanner does work! Will publish some if not all of it tonight, but no version tag for this yet until I fix my refactoring."}, {"post_id": 47322, "ts": "2026-08-15T06:23:55Z", "hours": 1.4389, "text": "Working on a virtual scanner module to help development by simulating a scanner, hope to have it ready by tomorrow. This also means any future contributors will be able to start contributing even if they do not own a scanner!"}, {"post_id": 46716, "ts": "2026-08-14T05:00:44Z", "hours": 0.8869, "text": "spun up entire android emulator just to realize it was some debug code I forgot to remove that was causing it to throw and die because afaik currentdirectory is / for android apps? gonna release this and then start working on remote adding from UI I think"}, {"post_id": 46099, "ts": "2026-08-13T02:11:59Z", "hours": 5.3278, "text": "UniScan source is now up, you can view it at https://github.com/UniScanProject/UniScan UniScan Client & Server v0.0.2 https://github.com/UniScanProject/UniScan/releases/tag/UniScan.Client.App%2F0.0.2 https://github.com/UniScanProject/UniScan/releases/tag/UniScan.Server.Host%2F0.0.2 Added CI for UniScan.Server.Host UniScan.Client.Core Use DI for PacketRegistry Update RemoteFactory.Create to pass PacketRegistry instance from DI Breaking Changes Updated RemoteServer constructors to take an instance of PacketRegistry Removed InternalUniScanClientPacketConfigurator Packets are now registered from AssembliesPacketSource InternalUniScanClientModule no longer adds an IPacketConfigurator to DI as this class has been removed. UniScan.Network Breaking Changes Renamed ScannerInfoPacket -> ScannerRegistrationPacket The new ID for this packet is UniScan:packet/clientbound/device/registration This fixes a bug where there were two instances of the same packet ID used for different packets in the codebase Removed BuiltinPacketRegistrar Removed IPacketConfigurator Moved PacketRegistry and RegistryPacketAttribute to UniScan.Network.Registry Created IPacketSource and AssembliesPacketSource AssembliesPacketSource collects all classes that inherit IPacket and have the RegistryPacket attribute. Removed the singleton Instance property from PacketRegistry Created PacketRegistry.RegisterFromSource and PacketRegistry.RegisterFromSource<TPacketSource> PacketRegistry.RegisterFromSource takes a given IPacketSource and registers all the packets it provides. PacketRegistry.RegisterFromSource<TPacketSource> creates a new instance of the given TPacketSource type and passes it to PacketRegistry.RegisterFromSource UniScan.Server.Core SubscribePacketHandler now sends the newly renamed ScannerRegistrationPacket Breaking Changes Removed PacketRegistry.RegisterFromSource InternalUniScanServerModule no longer adds an IPacketConfigurator to DI as this class has been removed. Packets are now registered from AssembliesPacketSource UniScan.Server.Host Now creates its own PacketRegistry and passes it to the UniScanServer constructor. UniScan.Tests Now creates its own PacketRegistry and passes it to the ClientSocket constructor."}, {"post_id": 44449, "ts": "2026-08-10T06:23:32Z", "hours": 11.9661, "text": "Been working on cleaning up the codebase in preparation for the initial commit. (thanks @CT5 for some of the motivation) https://github.com/UniScanProject/UniScan will be the project’s home. This does NOT mean it is ready to use, it is far from so. However, it means I will be able to publish releases and such, and everyone will be able to read the code. I will also be working on a Module alongside the core project, which acts as a virtual scanner, for testing of course. My next steps will be getting the virtual scanner module good enough to use as testing, then figure out what to do about the UI, as I don’t really want to force modules onto users. My idea here is that we send a UI ‘definition’(?) to the client for it to render, and let modules hook into them. Means we can also have each button call to the server when pressed if it’s meant to perform a server-side action. I am also planning a scope increase to include SDRs and two-way radios in the distant future. Would like y’alls opinions."}, {"post_id": 28082, "ts": "2026-07-14T03:34:16Z", "hours": 15.6422, "text": "Doing better at Avalonia so I was able to fix some issues and make the Home screen actually contain something useful, with this being a list of all connected remotes and their devices in one place. Oh, and a ton of netcode setup which I forgot to post in this devlog, will show it in the next one."}, {"post_id": 18787, "ts": "2026-06-30T00:07:21Z", "hours": 34.5525, "text": "so far so good! I might want to make the Identifier text slightly smaller….. Now onto making “subscriptions” work, couldn’t come up with a better name than this though. It takes me so long to do anything because I constantly have the urge to refactor things, as well as trying to get stuff perfect the first time."}, {"post_id": 7411, "ts": "2026-06-12T10:42:10Z", "hours": 11.1469, "text": "FINALLY HOLY SHIT WHY IS IT SUCH PAIN TO DO ASYNC INIT IN AVALONIA I wouldnt need to do this if the browser wasnt so picky with OPFS and async………. UGH basically now during OnFrameworkInitializationCompleted I just run task in background that calls my async function at end of async function it sets Content of root view to newly created MainViewModel"}, {"post_id": 6029, "ts": "2026-06-10T03:40:35Z", "hours": 2.2417, "text": "Finally getting remotes closer to working Now you can add them from the GUI (but you can’t connect to them yet…)"}, {"post_id": 5432, "ts": "2026-06-09T06:21:20Z", "hours": 0.9203, "text": "didn’t notice at the time but I was writing out the length with the wrong endianness fixed it and now dotnetty doesn’t silently ignore it"}, {"post_id": 5404, "ts": "2026-06-09T04:53:56Z", "hours": 10.0017, "text": "testing the socket, seems like packets aren’t being handled just yet but at least we’re getting somewhere"}]...
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Title: UniScan by @dexrn | Stardance
Devlogs:
tes Title: UniScan by @dexrn | Stardance
Devlogs:
testing the socket, seems like packets aren’t being handled just yet but at least we’re getting somewhere
didn’t notice at the time but I was writing out the length with the wrong endianness fixed it and now dotnetty doesn’t silently ignore it
Finally getting remotes closer to working Now you can add them from the GUI (but you can’t connect to them yet…)
FINALLY HOLY SHIT WHY IS IT SUCH PAIN TO DO ASYNC INIT IN AVALONIA I wouldnt need to do this if the browser wasnt so picky with OPFS and async………. UGH basically now during OnFrameworkInitializationCompleted I just run task in background that calls my async function at end of async function it sets Content of root view to newly created MainViewModel
so far so good! I might want to make the Identifier text slightly smaller….. Now onto making “subscriptions” work, couldn’t come up with a better name than this though. It takes me so long to do anything because I constantly have the urge to refactor things, as well as trying to get stuff perfect the first time.
Doing better at Avalonia so I was able to fix some issues and make the Home screen actually contain something useful, with this being a list of all connected remotes and their devices in one place. Oh, and a ton of netcode setup which I forgot to post in this devlog, will show it in the next one.
Been working on cleaning up the codebase in preparation for the initial commit. (thanks @CT5 for some of the motivation) https://github.com/UniScanProject/UniScan will be the project’s home. This does NOT mean it is ready to use, it is far from so. However, it means I will be able to publish releases and such, and everyone will be able to read the code. I will also be working on a Module alongside the core project, which acts as a virtual scanner, for testing of course. My next steps will be getting the virtual scanner module good enough to use as testing, then figure out what to do about the UI, as I don’t really want to force modules onto users. My idea here is that we send a UI ‘definition’(?) to the client for it to render, and let modules hook into them. Means we can also have each button call to the server when pressed if it’s meant to perform a server-side action. I am also planning a scope increase to include SDRs and two-way radios in the distant future. Would like y’alls opinions.
UniScan source is now up, you can view it at https://github.com/UniScanProject/UniScan UniScan Client & Server v0.0.2 https://github.com/UniScanProject/UniScan/releases/tag/UniScan.Client.App%2F0.0.2 https://github.com/UniScanProject/UniScan/releases/tag/UniScan.Server.Host%2F0.0.2 Added CI for UniScan.Server.Host UniScan.Client.Core Use DI for PacketRegistry Update RemoteFactory.Create to pass PacketRegistry instance from DI Breaking Changes Updated RemoteServer constructors to take an instance of PacketRegistry Removed InternalUniScanClientPacketConfigurator Packets are now registered from AssembliesPacketSource InternalUniScanClientModule no longer adds an IPacketConfigurator to DI as this class has been removed. UniScan.Network Breaking Changes Renamed ScannerInfoPacket -> ScannerRegistrationPacket The new ID for this packet is UniScan:packet/clientbound/device/registration This fixes a bug where there were two instances of the same packet ID used for different packets in the codebase Removed BuiltinPacketRegistrar Removed IPacketConfigurator Moved PacketRegistry and RegistryPacketAttribute to UniScan.Network.Registry Created IPacketSource and AssembliesPacketSource AssembliesPacketSource collects all classes that inherit IPacket and have the RegistryPacket attribute. Removed the singleton Instance property from PacketRegistry Created PacketRegistry.RegisterFromSource and PacketRegistry.RegisterFromSource<TPacketSource> PacketRegistry.RegisterFromSource takes a given IPacketSource and registers all the packets it provides. PacketRegistry.RegisterFromSource<TPacketSource> creates a new instance of the given TPacketSource type and passes it to PacketRegistry.RegisterFromSource UniScan.Server.Core SubscribePacketHandler now sends the newly renamed ScannerRegistrationPacket Breaking Changes Removed PacketRegistry.RegisterFromSource InternalUniScanServerModule no longer adds an IPacketConfigurator to DI as this class has been removed. Packets are now registered from AssembliesPacketSource UniScan.Server.Host Now creates its own PacketRegistry and passes it to the UniScanServer constructor. UniScan.Tests Now creates its own PacketRegistry and passes it to the ClientSocket constructor.
spun up entire android emulator just to realize it was some debug code I forgot to remove that was causing it to throw and die because afaik currentdirectory is / for android apps? gonna release this and then start working on remote adding from UI I think
Working on a virtual scanner module to help development by simulating a scanner, hope to have it ready by tomorrow. This also means any future contributors will be able to start contributing even if they do not own a scanner!
Not fully happy with the manner in which this works, but the virtual scanner does work! Will publish some if not all of it tonight, but no version tag for this yet until I fix my refactoring.
Didn’t get to release last night, as a new bug popped up. 11>MessagePack.GeneratedMessagePackResolver.g.cs(74,74): Error CS0426 : The type name 'Shiki' does not exist in the type 'GeneratedMessagePackResolver'11>------- Finished building project: UniScan.Network. Succeeded: False. Errors: 1. Was able to fix it with some property in the AssemblyInfo. (see: github.com/MessagePack-CSharp/MessagePack-CSharp/issues/2133) I changed the Identifier to be a Slug instead for the devices. Working on browser stuff real quick and will commit sometime soon.
Waiting on a bug to be fixed in SpawnJS.WebWorkers and then hopefully next update will include web support + a website for y’all to test the client!!! Couldn’t do much today since I was so busy, however since I’m home now I can work on UniScan at a better time than 12 in the morning.
Using this time to test out M3 web (even though it’s in maintenance mode) This is just for the loading screen while it downloads all the WASMs. The cell tower is temporary until I can either make my own logo or find someone who will make one for me.
I think this looks pretty good for a little loading screen. I’ll probably add a try/catch if possible and show an error dialog when some fatal exception is thrown… The “Loading…” text is temporary and is done in Avalonia, will make a proper loading screen there sometime later.
OK I GOT IT SOMEWHAT WORKING IN BROWSER FINALLY still need to keep implementing OPFS stuff though. serilog 01:32:29 [ERR | UniScan.Client.Core.Config.Remote.RemotesListFile] Failed to save remotes to remotes.json System.Exception: Entry not found at SpawnDev.SpawnJS.SpawnJSRuntime.<_InteropCallApplyAsync>d__132`1[[SpawnDev.SpawnJS.JSObjects.FileSystemSyncAccessHandle, SpawnDev.SpawnJS, Version=2.1.8.0, Culture=neutral, PublicKeyToken=null]].MoveNext()
FINALLY I GOT OPFS WORKING GG
UniScan now works in browser! I’ve also added a nice crash handler since unhandled exceptions act weird in the browser. Just polishing up now, will commit and set up Actions to host this. Once it’s up, the link will be https://uniscan.dexrn.me (The crash shown in the video is a real issue and will be fixed later.)
Alright I’ve committed and now you can access UniScan through https://uniscan.dexrn.me Note that since this is still an early version, you can’t really do much. You can also install it as a PWA on iOS, Android, and most desktop browsers. (pictured is UniScan as a PWA in ungoogled-chromium) Hopefully tomorrow I will fix the crash with adding remotes by making some sort of map of connection type -> UI widget to define the settings for them. (meant to post this yesterday, but GH was still working on some cert garbage)
Much nicer loading screen
FINALLY I GOT IT DONE IM SO TIRED New loading screen!!!! And OPFS file handles are now keyed by int im going to sleep now https://uniscan.dexrn.me
working on fixing the fact that you can’t really make remotes
Just released a new version, now you can make remotes from the UI finally. Here’s a video showing the creation flow. Note that the list is dynamic based on classes implementing IConnectionMethodFactoryViewModel with attribute ConnectionMethodFactoryViewModelAttribute
Working on dropping display names from client remotes As well as some refactor of the connection flow using my new TaskPipeline Once this is done, the server will be able to send branding, announcements, and other useful information on connect for the client to display!
Remotes are now stored per file instead of all inside one file. Additionally, server info is now properly cached! I had to rewrite most of the remote initialization flow, but now it’s much better. Adding and removing remotes automatically saves to disk because I can observe the list. This isn’t the end of this overhaul, but we’re getting closer… I think I want to refactor more of UniScanClient next. This is happening on another branch: https://github.com/UniScanProject/UniScan/tree/feat/use_server_provided_display_names After this branch is merged into main, I will make the available server info also show since we have the entire RemoteInfo being sent, which includes announcements, a description, a logo, etc.
Need opinions on this UI The server logo now shows where possible, so on the home view and in the sidebar In the remote view, there is a top ‘window’(?) that holds (from top to bottom): logo (to the side: title, description), server links and then the bottom floating window thing holds the server MOTD I still need to find a place to hold the server announcements… Alongside this were a ton of internal refactors, and the subscribe button now works (but the server still won’t properly send the current state) Been trying to post this since yesterday (I re-recorded the video today), but Hackatime has been down.
Here’s the announcements UI, I think I’m almost done on this branch and then I’ll continue on main.
I think this looks pretty nice apparently Avalonia has some nuget package that adds ItemsRepeater which does what I was originally trying to do in a cleaner way
UniScan Client v0.1.0, UniScan Server (Host) v0.1.1 Lots of changes, most of them are backend changes, but there are also a handful of frontend changes too! https://github.com/UniScanProject/UniScan/releases/tag/UniScan.Client.App%2F0.1.0 Remotes are now stored per file instead of one large file, and the UI has been neatened up. The server now sends metadata containing a logo, various information, an MOTD, links, etc. The UI has been updated to display this information too. There are more changes than this, but there are too many to list here without hitting the 4000 char limit. Attached is a small video showing some of the new UI stuffs. By no means is it bug free, but the PR reached a point where it could be merged to allow for other important tasks to be focused on (like y’know, showing the actual scanner info)
Started working on state sync, will continue tomorrow probably States are synced now but I need to think about how to deal with scanner groups and channels and such because there are different types of channels (such as P25, conventional, etc) among other type issues and I want to reduce the need for any modules on the client if I can.
A friend of mine was able to test it on iOS, we got it working. Gonna have them send in the PR later and set up CI for it.
I FINALLY GOT SSR WORKING MY GOD still too primitive to do anything atm, working on it.
The client can now disconnect itself, and more styling has been added to the SSR UI (shown here is a Container which is centered and has a slight margin) tomorrow will be some more work on the SSR UI and then finally getting the scanner state to show on the client. I’m not too pleased with the idea that the server may change the look of the device pages on the clients, though… I still feel like there could be some better way to go about this.
While I didn’t get to scanner state displaying yet, I did refactor the classes that handle how remotes connect, disconnect, etc so that it’s not spread around the codebase. This fixes a few bugs related to state management due to how originally these viewmodels were constructed separately of eachother. Tomorrow I will be gone for a few hrs but should be back soon enough to hopefully make some more refactors and/or start on the remote display. Pictured is the new disconnect button in the remote on the sidebar
Sorry, haven’t been super active due to life. Fixed a few bugs in the meantime and implemented most of the SSR binding stuff, but it’s far from finished, hell I haven’t even gotten to test it yet. Will be gone for a bit tomorrow, and the next day I will be at a different house for a few days albeit with my computer.
Went on a small side-tangent. Icons! (dw still working on the SSR device stuff)
IT FINALLY WORKS The UI shit I built on the server now syncs to the client correctly, and the flow isn’t actually too bad! Although this will be improved by also having a registry…registry…(yeah I know it’s weird) on the client so that UI elements can have values bind to them, and all the server has to do is send the client data to those registries
And now we can finally start seeing the fruits of our labor
Okayyy so I was able to actually completely gut DeviceState and now it’s actually just a class which is also used to serialize individual states. This also means I can nuke reflection from the serialization process since I can just make IDeviceState forced to inherit IStateSerializer which will be much more dynamic!!! This means literally any states can be sent to the client and as long as the server or the module has the UI to render the states, it will work. This also allows states to be diffed and only the changed parts to be sent Second screenshot shows the UI sent by the server, note that the Volume: 0 is actually all being handled on the client via binding strings (where the server only sends the client the device states and the binding strings will look up those states itself)
Here’s a showcase of my Uniden SDS100 scanning, with UniScan showing the details in real time! I programmed in some garbage test channels so you won’t see any channels talking in this video. Everything shown here is sent by the server and updated by the server… Still somewhat far from complete as I have to figure out more stuff (mainly more stuff for the client to deal with, like hiding state display textblock on null bindings and more UI features/styling).
For funzies, here’s the dev build running inside a rooted Oculus Quest 2 (thanks to my friend for testing this) This is also a good test of the netcode over a long distance (they’re in Malaysia while I’m in the US) Getting close to committing this all alongside Shiki and such… Long cleanup process.
getting yelled at by starpheus because I haven’t made devlog yet spent all nighter last night refactoring shiki’s modulemanagement project and then today I refactored lots of shiki’s taskpipeline project, as well as some work being done on Shiki’s Result and family (shiki is the side project library with most of it’s code originating from UniScan, and UniScan heavily depends on it) Now the browser initialization is much cleaner (but not perfect of course) (first screenshot is new, second is old) Removed HostEnvironment because we usually only grab the parts from DI anyway
Have been working on more Shiki refactors and a nice language system for servers in UniScan to provide language strings without being able to overwrite client language strings Reworked most of the TaskPipelineBuilder with many more accepting delegate types and have done some cleanup since Tomorrow I will finish up releasing the next Shiki version and then I think I will be able to release the next UniScan commit and then keep working for an alpha release.
Finally committed the latest Shiki changes, will release UniScan’s next commit tomorrow.
New logo! (credits at end) I intend to make the logo customizable by allowing you to change the color of various elements, and choose between different logos (since no other software ive seen does this) Maybe even change the color of the scanner display when someone is talking even… Thanks to Unomelon for the base, which I used to draw the scanner. Check out Unomelon here: https://bsky.app/profile/unomelon.bsky.social , and his very cool game Allumeria here: https://allumeria.com/ (wasnt asked to add this but I think the game is really cool and am somewhat active in the community)
Working on settings…! After this there will be configuration on the serverside and then after that, audio streaming!
Coming in the next full update will also be UI modes This is so that the UI is optimized for every device and their input methods This is the Mobile one, and the main page will (when its finished) have all remotes including non-connected ones and a button to add more remotes and such.
Implemented settings, and made transport configurable! Here’s it listening on multiple TCP ports Now to implement websocket (array part of config:) {"$type":"TCP","interface":"0.0.0.0","port":6141}, {"$type":"TCP","interface":"0.0.0.0","port":6142}, {"$type":"TCP","interface":"0.0.0.0","port":6143}, {"$type":"TCP","interface":"0.0.0.0","port":6144}, {"$type":"TCP","interface":"0.0.0.0","port":6145}, {"$type":"TCP","interface":"0.0.0.0","port":6146}, {"$type":"TCP","interface":"0.0.0.0","port":6147}, {"$type":"TCP","interface":"0.0.0.0","port":6148}
Implemented a bunch of network stuff and got Settings working enough for this commit Now for audio stuff, and a fix with the device state management I really, really hope I can get this finished before SD ends…
In a quest to get this thing shipped before SD ends, I have added a header to the device view finally, so you’re not stuck once you subscribe to one device lol
Final devlog before I ship this I have released a usable build that can connect to servers and receive and display scanner info to GitHub! Check it out: https://github.com/UniScanProject/UniScan/releases The readme has been updated with install instructions, much more info, and some screenshots as well. NOTE though that you’ll have to host your own server to do any server testing as I don’t have anyone who can host a test server. In the future I will host my own for all to test with though. I am also working on a Uniden support module so that people with Uniden scanners can plug theirs in and host their own server with it. I’ve also created a repo on Tangled, if anyone here prefers that (but no release on there yet.) https://tangled.org/dexrn.me/UniScan
Ships:
UniScan is a super modular police/radio scanner hoster, so that people can listen to their scanners remotely, and even allow others to listen too! In addition to also remotely controlling the scanners in the future. It’s written in C#, using Avalonia, Dotnetty, R3, and many other libraries. Note that the web build is currently broken due to what seems to be some upstream issue, I’ll be working to hopefully figure out a fix for that on my free time. Luckily, this project is published natively for just about every platform, even your TV! (if it runs Android TV that is, :P) This project has been going since March , and is still in progress to this day. However, it is in a good enough state to where people can start to test it and give their feedback. HOWEVER : Since I do not know anyone who can host their scanner, testers will have to host their own if they want to play with the online functionality (which is the main part of UniScan, for now until an Internal Server is implemented) The only supported scanner will be the Uniden SDS100 after this is shipped (and I still have to publish the module for it, but that will hopefully happen tomorrow, sorry!!!), with more to come after. A lot of this will be a huge community effort to implement support modules for their scanners/radios so more people can use UniScan with their scanner. I urge anyone who has friends that are into listening to scanners to atleast make this project known to them should they be potentially interested, as this will be a large part of the driving force for continued development on this project. This has been one of my largest projects other than Project Lodestone, with even more hours than shown on Stardance just during the prototyping and initial coding… Most of the difficulty comes from trying to do things right the first time, having abstractions and extensibility where possible, and making sure the systems I implement are usable in the core. I would say the hardest part was figuring out the best way to tackle serverside UI, because the server needs to be able to render the current scanner’s state to send it to the client (otherwise, you won’t see any info about it!!!) As well as learning the networking aspect… The next roadblock will be adding audio support, as I need to figure out how to send audio and properly receive it… Sending is the hard part because I believe most of the libraries to encode data from audio devices are platform-specific, and this all needs to be configurable from a JSON file. Controlling the scanner is also very important, but I’m not comfortable with implementing this before I implement authentication and users, which will require a lot of refactors for the packet handling. This will involve implementing server configuration to manage the users, meaning more SSR UI for some parts, In addition to SDS200 implementation, as it does communication over UDP and RTSP for audio as one of its modes (in addition to hardwired via USB), but this isn’t a core part of the project right now. There is still a lot on the roadmap, and I hope to get everything finished as soon as possible… However, commits will be sparser because I won’t have to devote 100% of my time to this project due to Stardance. The roadmap also requires You… as I need tons of feedback from people who are genuinely interested and have ideas, find bugs, or have any questions that need to be answered, all of which will shape the future of this project. I also would love to have any and all contributors, I do not have a CONTRIBUTORS.MD written yet though, but my only limit for now is the codebase being ensloppified by some vibe coding PRs for the most part. I intend to add proper packaging once audio is implemented (1.0.0-alpha-pre), so that includes installation through flatpak, distro package manager, the Google Play Store (if possible), F-Droid, a Windows setup tool, macOS .app into a DMG, etc....
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Melanotaenia 4.0 by @abigail_L | Stardance
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abigail_L
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1
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8.0
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26
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-20T02:58:49Z", "hours": 8.0, "multiplier": 3.46, "payout": 26, "blessing": "neutral", "text": "Hello I have made a doodle jump parody with a twist called “Melanotaenia 4.0”. The twist for the game is that the player can change into four colors and can only touch a platform if they themself is the same color as the platform. The idea of this game was first made for the Hack Club juice Jam March 2025, but I gave up on the project. To me this is an incredible milestone because I started over with only the idea and actually completed it. How to Play: Goal is to go as high as possible to get the highest score Controls: Left arrow ( < ) = Move Left Right arrow (>) = Move Right Up arrow (^) = Jump Q = Orange E = Green R = Purple W = Yellow Sidenote: There is also a demo video at the bottom of my readme on github.", "repo": "https://github.com/Abbby1007/Melanotaenia-4.0", "demo": "https://abbby1007.itch.io/melanotaenia-40"}]...
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[{"post_id": 12040, "ts": "202 [{"post_id": 12040, "ts": "2026-06-19T17:14:26Z", "hours": 0.6139, "text": "I have finished the Game. From the last devlog I added a background and created a stylized game title. I also finalized the itch.io Page and the Github Read me Also Excuse my previous screen recordings for the previous devlogs. The screenshot format changed so now the vidoes are zoomed in."}, {"post_id": 2193, "ts": "2026-06-04T15:38:14Z", "hours": 0.3764, "text": "Was busy today so not that much progress was made. Today I decided to add purple and yellow, while also making a parallax scrolling background. I am gonna take a short break on this game, so I can look at it with fresh eyes when I return. My goal when I return is to work on the title screen (title, buttons) and making the game look nicer. I might also work on sound design With the break from this game I am gonna try to enter my first game Jam."}, {"post_id": 1347, "ts": "2026-06-03T09:23:18Z", "hours": 0.9219, "text": "I added my own custom sprite for the player and platform (excuse the art I am not a great artist). I have decided to make my theme related to space. So the player will be a star that changes color. I still need to fix the look a lot, but I wanted to get it into demo version. I will be sharing this with friends and have them test it out on itch.io."}, {"post_id": 1243, "ts": "2026-06-03T03:03:19Z", "hours": 1.2667, "text": "So far for the game I have added a title screen (start and quit) and high score system. I believe I am done for now with all of the basic mechanics. My goal now is to work on the look of the game (Character, platforms, title screen, etc)"}, {"post_id": 538, "ts": "2026-06-02T00:35:07Z", "hours": 1.1203, "text": "I was switching between making this game a platformer or a doodle jump clone. I have decided to do a doodle Jump clone. Here I have an infinite loop for the platform generation."}, {"post_id": 219, "ts": "2026-06-01T09:59:07Z", "hours": 1.5039, "text": "I have made it to where the player bounces on a platform when in contact. Also if the player is not the correct color the scene/level resets"}, {"post_id": 185, "ts": "2026-06-01T06:33:44Z", "hours": 1.7511, "text": "I have completed the player’s ability to change color, based on key input"}]...
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Title: Melanotaenia 4.0 by @abigail_L | Stardance
Title: Melanotaenia 4.0 by @abigail_L | Stardance
Devlogs:
I have completed the player’s ability to change color, based on key input
I have made it to where the player bounces on a platform when in contact. Also if the player is not the correct color the scene/level resets
I was switching between making this game a platformer or a doodle jump clone. I have decided to do a doodle Jump clone. Here I have an infinite loop for the platform generation.
So far for the game I have added a title screen (start and quit) and high score system. I believe I am done for now with all of the basic mechanics. My goal now is to work on the look of the game (Character, platforms, title screen, etc)
I added my own custom sprite for the player and platform (excuse the art I am not a great artist). I have decided to make my theme related to space. So the player will be a star that changes color. I still need to fix the look a lot, but I wanted to get it into demo version. I will be sharing this with friends and have them test it out on itch.io.
Was busy today so not that much progress was made. Today I decided to add purple and yellow, while also making a parallax scrolling background. I am gonna take a short break on this game, so I can look at it with fresh eyes when I return. My goal when I return is to work on the title screen (title, buttons) and making the game look nicer. I might also work on sound design With the break from this game I am gonna try to enter my first game Jam.
I have finished the Game. From the last devlog I added a background and created a stylized game title. I also finalized the itch.io Page and the Github Read me Also Excuse my previous screen recordings for the previous devlogs. The screenshot format changed so now the vidoes are zoomed in.
Ships:
Hello I have made a doodle jump parody with a twist called “Melanotaenia 4.0”. The twist for the game is that the player can change into four colors and can only touch a platform if they themself is the same color as the platform. The idea of this game was first made for the Hack Club juice Jam March 2025, but I gave up on the project. To me this is an incredible milestone because I started over with only the idea and actually completed it. How to Play: Goal is to go as high as possible to get the highest score Controls: Left arrow ( < ) = Move Left Right arrow (>) = Move Right Up arrow (^) = Jump Q = Orange E = Green R = Purple W = Yellow Sidenote: There is also a demo video at the bottom of my readme on github....
|
1793534065.760041
|
1793620465.760041
|
|
596
|
ai without ai by @lazerkat | Stardance
|
lazerkat
|
1
|
6.73
|
93
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T23:05:02Z", "hours": 6.0, "multiplier": 15.16, "payout": 93, "blessing": "neutral", "text": "I made an “ai” which can respond to simple questions using pre-written answers. I am proud of the time I spent writing it. I might update it more.", "repo": "https://github.com/betelguesestudios/coolrepoforstardance", "demo": "https://betelguesestudios.github.io/coolrepoforstardance/"}]...
|
[{"post_id": 1910, "ts": "2026 [{"post_id": 1910, "ts": "2026-06-04T04:12:43Z", "hours": 0.4253, "text": "268 q&a’s… people have asked it some… interesting things…"}, {"post_id": 1860, "ts": "2026-06-04T02:13:21Z", "hours": 0.3033, "text": "adding someone’s inputs :)"}, {"post_id": 1085, "ts": "2026-06-02T22:01:25Z", "hours": 0.4047, "text": "207 q&a’s….. very cool"}, {"post_id": 497, "ts": "2026-06-01T23:39:41Z", "hours": 0.3811, "text": "there are now 196 answers and questions. also miracle musical reference"}, {"post_id": 486, "ts": "2026-06-01T23:08:56Z", "hours": 0.4564, "text": "server has been set up for messages i haven’t made responses for"}, {"post_id": 466, "ts": "2026-06-01T22:29:37Z", "hours": 0.6047, "text": "more (many more) inputs :)"}, {"post_id": 167, "ts": "2026-06-01T02:26:13Z", "hours": 0.3389, "text": "added bro variants"}, {"post_id": 164, "ts": "2026-06-01T01:54:33Z", "hours": 1.0786, "text": "jumpscare part :3"}, {"post_id": 160, "ts": "2026-06-01T00:43:51Z", "hours": 0.3953, "text": "august 12 2036 the heat death of the universe (added lore)"}, {"post_id": 156, "ts": "2026-06-01T00:14:26Z", "hours": 0.5928, "text": "secret things you can say to it"}, {"post_id": 147, "ts": "2026-05-31T23:10:02Z", "hours": 0.3008, "text": "styling the page ( https://betelguesestudios.github.io/coolrepoforstardance/ )"}, {"post_id": 142, "ts": "2026-05-31T22:47:09Z", "hours": 0.5422, "text": "more answers to questions! there are now 67 answers :)"}, {"post_id": 133, "ts": "2026-05-31T22:02:33Z", "hours": 1.0258, "text": "adding tons of responses :)"}]...
|
Title: ai without ai by @lazerkat | Stardance
Dev Title: ai without ai by @lazerkat | Stardance
Devlogs:
adding tons of responses :)
more answers to questions! there are now 67 answers :)
styling the page ( https://betelguesestudios.github.io/coolrepoforstardance/ )
secret things you can say to it
august 12 2036 the heat death of the universe (added lore)
jumpscare part :3
added bro variants
more (many more) inputs :)
server has been set up for messages i haven’t made responses for
there are now 196 answers and questions. also miracle musical reference
207 q&a’s….. very cool
adding someone’s inputs :)
268 q&a’s… people have asked it some… interesting things…
Ships:
I made an “ai” which can respond to simple questions using pre-written answers. I am proud of the time I spent writing it. I might update it more....
|
1793534060.0588515
|
1793620460.0588515
|
|
6950
|
Pulse by @ishaangulati | Stardance
|
ishaangulati
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T18:16:15Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Pulse is a social paper trading app built specifically for teens. The problem is simple: most people under 18 legally can’t open a brokerage account, and even for those who can, throwing real money at stocks before you understand what you’re doing is a terrible idea. But the existing alternatives, paper trading apps and stock simulators, are all built for adults and feel like spreadsheets. There’s no social element, no reason to come back, no one to compete with. Pulse fixes that by combining real-time paper trading with a social layer designed around how teens actually use apps. You get a virtual portfolio seeded with fake money and you trade real stocks at live market prices. Every buy, every sell, every position is tracked exactly like it would be in a real brokerage. You build intuition for how markets move, what volatility actually feels like, and how hard it is to time an exit, without ever risking a dollar. This update shipped the social infrastructure that makes all of that actually fun. You can follow other traders and watch their moves appear in your feed in real time. You can create a group with your friends, see eachother on a shared leaderboard, and compete on portfolio returns over time. You can put a face to your handle with a profile picture. And the whole UI got rebuilt from the ground up to feel faster and cleaner. The most challenging part was the social feed. The naive approach of re-fetching on every action felt laggy and broke the illusion that anything was live. So the feed runs on Firestore real-time listeners, meaning updates push to every client the moment they’re written. That introduced a new problem: follow and unfollow actions felt slow because they waited on the server before updating the UI. I switched to optimistic updates, where the UI changes immediately and then syncs in the background, with rollback logic if the write fails. Getting that rollback to behave correctly in edge cases, like a user rapidly tapping follow/unfollow, took way more debugging than I expected. The leaderboard had its own set of problems. Calculating portfolio returns client-side worked fine with two or three users in a group but got noticeably slow as groups got bigger. I moved the PnL calculation server-side and trigger a recalculation on every trade write instead. The client just reads the result. Much faster and the rankings update in real time without anyone doing math on their phone. Profile pictures had a sneaky issue too: users were uploading full-resolution photos straight from their camera roll and Firebase Storage costs scale with bytes stored and transferred. I added client-side image compression before the upload and hard cap everything at 200 KB. The quality is still totally fine and the cost difference is significant. What I’m most proud of is that this is a real shipped iOS app on the App Store with over 100 users that actual teenagers are using to learn investing. It’s not a demo, it’s not a prototype running on localhost. The live market data is real, the social features work, and the leaderboard updates when your friend makes a trade from across the country. Building something that functions at that level while also being genuinely fun to use is what I set out to do. To test it, download Pulse from the App Store on an iPhone, create an account, and you’ll start with a virtual portfolio. Place a few trades on any stock you recognize, then find another user to follow and watch their activity show up in your feed. If you want to test the group leaderboard, create a group and share the code. Check it out at tinyurl.com/pulseofficial", "repo": "https://github.com/ishaan-gulati/pulse_official", "demo": "https://apps.apple.com/us/app/pulse-social-paper-trading/id6760734269"}]...
|
[{"post_id": 11407, "ts": "202 [{"post_id": 11407, "ts": "2026-06-18T17:52:13Z", "hours": 6.8383, "text": "Pulse devlog, v1.1. Pulse just got a social layer. The big focus this update was making the app actually feel alive. Paper trading in isolation is fine for learning, but competing and building with friends is what makes it stick, so I spent this session wiring up the core social infrastructure. Friends & Following lets you find and follow other traders and see their activity in your feed in real time. Follow relationships are stored in Firestore with live listeners so updates come through instantly without polling. Groups lets you create a crew and compete on portfolio returns. Leaderboard rankings are calculated server-side on write so the client never has to do heavy math. Profile Pictures mean you can finally put a face to the handle. Images get compressed under 200 KB on the client before uploading to keep storage costs reasonable. UI Improvements include a full app redesign, a contrast pass across every screen, and a spacing system refactor that brought load time down around 18%. Up next: DMs, trade reactions, push notifications for follower activity, and a proper onboarding flow for new users. Check it out at tinyurl.com/pulseofficial"}]...
|
Title: Pulse by @ishaangulati | Stardance
Devlogs Title: Pulse by @ishaangulati | Stardance
Devlogs:
Pulse devlog, v1.1. Pulse just got a social layer. The big focus this update was making the app actually feel alive. Paper trading in isolation is fine for learning, but competing and building with friends is what makes it stick, so I spent this session wiring up the core social infrastructure. Friends & Following lets you find and follow other traders and see their activity in your feed in real time. Follow relationships are stored in Firestore with live listeners so updates come through instantly without polling. Groups lets you create a crew and compete on portfolio returns. Leaderboard rankings are calculated server-side on write so the client never has to do heavy math. Profile Pictures mean you can finally put a face to the handle. Images get compressed under 200 KB on the client before uploading to keep storage costs reasonable. UI Improvements include a full app redesign, a contrast pass across every screen, and a spacing system refactor that brought load time down around 18%. Up next: DMs, trade reactions, push notifications for follower activity, and a proper onboarding flow for new users. Check it out at tinyurl.com/pulseofficial
Ships:
Pulse is a social paper trading app built specifically for teens. The problem is simple: most people under 18 legally can’t open a brokerage account, and even for those who can, throwing real money at stocks before you understand what you’re doing is a terrible idea. But the existing alternatives, paper trading apps and stock simulators, are all built for adults and feel like spreadsheets. There’s no social element, no reason to come back, no one to compete with. Pulse fixes that by combining real-time paper trading with a social layer designed around how teens actually use apps. You get a virtual portfolio seeded with fake money and you trade real stocks at live market prices. Every buy, every sell, every position is tracked exactly like it would be in a real brokerage. You build intuition for how markets move, what volatility actually feels like, and how hard it is to time an exit, without ever risking a dollar. This update shipped the social infrastructure that makes all of that actually fun. You can follow other traders and watch their moves appear in your feed in real time. You can create a group with your friends, see eachother on a shared leaderboard, and compete on portfolio returns over time. You can put a face to your handle with a profile picture. And the whole UI got rebuilt from the ground up to feel faster and cleaner. The most challenging part was the social feed. The naive approach of re-fetching on every action felt laggy and broke the illusion that anything was live. So the feed runs on Firestore real-time listeners, meaning updates push to every client the moment they’re written. That introduced a new problem: follow and unfollow actions felt slow because they waited on the server before updating the UI. I switched to optimistic updates, where the UI changes immediately and then syncs in the background, with rollback logic if the write fails. Getting that rollback to behave correctly in edge cases, like a user rapidly tapping follow/unfollow, took way more debugging than I expected. The leaderboard had its own set of problems. Calculating portfolio returns client-side worked fine with two or three users in a group but got noticeably slow as groups got bigger. I moved the PnL calculation server-side and trigger a recalculation on every trade write instead. The client just reads the result. Much faster and the rankings update in real time without anyone doing math on their phone. Profile pictures had a sneaky issue too: users were uploading full-resolution photos straight from their camera roll and Firebase Storage costs scale with bytes stored and transferred. I added client-side image compression before the upload and hard cap everything at 200 KB. The quality is still totally fine and the cost difference is significant. What I’m most proud of is that this is a real shipped iOS app on the App Store with over 100 users that actual teenagers are using to learn investing. It’s not a demo, it’s not a prototype running on localhost. The live market data is real, the social features work, and the leaderboard updates when your friend makes a trade from across the country. Building something that functions at that level while also being genuinely fun to use is what I set out to do. To test it, download Pulse from the App Store on an iPhone, create an account, and you’ll start with a virtual portfolio. Place a few trades on any stock you recognize, then find another user to follow and watch their activity show up in your feed. If you want to test the group leaderboard, create a group and share the code. Check it out at tinyurl.com/pulseofficial...
|
1793534057.6493363
|
1793620457.6493363
|
|
57770
|
DinoBot 🦖🦖 by @folk0297 | Stardance
|
folk0297
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T08:17:25Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made DinoBot, it is a fun Slack bot that lets users discover dinosaur facts, get random dinosaurs, and compare different dinos using simple slash commands. it was quite a fun project and i would recommend this to make one time if you are a beginner. you can follow the guide it make things A LOT EASIER. The most challenging part was connecting the bot to Slack, handling commands correctly, and deploying it on Nest to keep it running. I’m most proud of turning a simple idea into a working 24/7 Slack bot that people can actually use and interact with.", "repo": "https://github.com/folks0297/dinoBot", "demo": "https://hackclub.enterprise.slack.com/archives/C0C0ASD4QNP"}]...
|
[{"post_id": 62175, "ts": "202 [{"post_id": 62175, "ts": "2026-09-05T13:10:55Z", "hours": 1.5608, "text": "devlog #1 of my project no. 3. so in this project i have made my own slack bot called DinoBot .i have added some slash commands like : /dino-fact , as the name suggest it tells the facts of a specific dino which name you will type. /dino-random , it chooses the random dino from the data and tell facts about it /dino-compare , it will show the comparison between two dinos which name you are gonna type here. honestly,it was very fun project and i really enjoyed making it specially setting things up in terminal for the first time was pretty fun!! i hope you guys will try it too:)"}]...
|
Title: DinoBot 🦖🦖 by @folk0297 | Stardance
Devlog Title: DinoBot 🦖🦖 by @folk0297 | Stardance
Devlogs:
devlog #1 of my project no. 3. so in this project i have made my own slack bot called DinoBot .i have added some slash commands like : /dino-fact , as the name suggest it tells the facts of a specific dino which name you will type. /dino-random , it chooses the random dino from the data and tell facts about it /dino-compare , it will show the comparison between two dinos which name you are gonna type here. honestly,it was very fun project and i really enjoyed making it specially setting things up in terminal for the first time was pretty fun!! i hope you guys will try it too:)
Ships:
I made DinoBot, it is a fun Slack bot that lets users discover dinosaur facts, get random dinosaurs, and compare different dinos using simple slash commands. it was quite a fun project and i would recommend this to make one time if you are a beginner. you can follow the guide it make things A LOT EASIER. The most challenging part was connecting the bot to Slack, handling commands correctly, and deploying it on Nest to keep it running. I’m most proud of turning a simple idea into a working 24/7 Slack bot that people can actually use and interact with....
|
1793534055.626119
|
1793620455.626119
|
|
30194
|
my APOD site by @blackbird | Stardance
|
|
2
|
9.31
|
33
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-04T15:57:56Z", "hours": 6.0, "multiplier": 5.59, "payout": 33, "blessing": "neutral", "text": "I added the final change of this site, which was the test clock that syncs to your device. This was a lot simpler than I thought due to already-existing clock features. One of the hardest parts was doing the planet, which I had to look up a tutorial for and took much longer than otherwise thought to center correctly. The memo feature at the bottom of the page took the longest to implement, but there were no large snags in the work, other than a quickly-figured-out issue where the page didn’t reload with the notes.", "repo": "https://github.com/flyingchickensaucer/NASA_Site", "demo": "https://flyingchickensaucer.github.io/NASA_Site/"}, {"ship_num": 2, "ts": "2026-07-04T04:54:25Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a NASA Astronomy Picture of the Day site built with Vite and vanilla JS. It pulls the day’s image or video, title, and explanation from NASA’s API, has a date picker to browse any past day, and a space theme with shooting stars. The toughest part was that the shooting stars had three separate bugs, each from a different layer: they flew backward, spawned offset from the cursor, and all burst at once after leaving the tab. I’m really proud of how I navigated fixing those issues.", "repo": "https://github.com/flyingchickensaucer/NASA_Site", "demo": "https://flyingchickensaucer.github.io/NASA_Site/"}]...
|
[{"post_id": 22473, "ts": "202 [{"post_id": 22473, "ts": "2026-07-04T23:05:14Z", "hours": 0.3131, "text": "There is a request to change my readme to the raw version before reshipping."}, {"post_id": 22199, "ts": "2026-07-04T15:36:13Z", "hours": 5.8992, "text": "I mostly made a few changes to personalize the site. A notes section was added to the bottom, as I enjoy being able to write memos for myself to keep. These notes will pop up on the same day the next year, and they are saved in a bubble at the bottom of the page which will open the page up to that day when clicked. I added a semi-transparent planet to the background to learn more about gradients, which took a massive amount of time, and a lot of trial and error for positioning the ring vs the main body. To Do: make a clock that can sync time from the device (planning on doing something similar for personal website so this will be good practice)"}, {"post_id": 21949, "ts": "2026-07-04T04:41:00Z", "hours": 1.6069, "text": "Made the page look a lot more space-y with a dark gradient theme and a starfield background. Allowed the user to switch the date to a previous one and the corresponding image of that day. Added shooting stars that streak by on their own and move from your cursor when you click the background. Bugs I fixed: Shooting stars flew backward (gradient was on the wrong end) Stars spawned offset from the cursor (was positioning by the corner) All shooting stars appeared at once after leaving the tab (paused the spawner with the Page Visibility API)"}, {"post_id": 21621, "ts": "2026-07-03T17:40:59Z", "hours": 0.9769, "text": "Wow, the picture actually shows!"}, {"post_id": 21566, "ts": "2026-07-03T16:19:53Z", "hours": 0.9031, "text": "Starting my NASA Astronomy Picture of the Day page. This is a small site that will pull NASA’s APOD API and show the day’s title, image or video, and explanation. For this session I decided to deploy-first and get a live (but nearly empty) page onto GitHub Pages before building any features. Set up: the Vite scaffold, a .gitignore keeping my .env safe, .env.example, vite.config.js so Pages serves assets from the right path (otherwise 404s), and a GitHub Actions workflow that builds and publishes to Pages. First deploy actually failed on the Pages step because Pages wasn’t enabled yet. I enabled it, re-ran, green check, live page confirmed. Next session: fetch and render the APOD data"}]...
|
Title: my APOD site by @blackbird | Stardance
Dev Title: my APOD site by @blackbird | Stardance
Devlogs:
Starting my NASA Astronomy Picture of the Day page. This is a small site that will pull NASA’s APOD API and show the day’s title, image or video, and explanation. For this session I decided to deploy-first and get a live (but nearly empty) page onto GitHub Pages before building any features. Set up: the Vite scaffold, a .gitignore keeping my .env safe, .env.example, vite.config.js so Pages serves assets from the right path (otherwise 404s), and a GitHub Actions workflow that builds and publishes to Pages. First deploy actually failed on the Pages step because Pages wasn’t enabled yet. I enabled it, re-ran, green check, live page confirmed. Next session: fetch and render the APOD data
Wow, the picture actually shows!
Made the page look a lot more space-y with a dark gradient theme and a starfield background. Allowed the user to switch the date to a previous one and the corresponding image of that day. Added shooting stars that streak by on their own and move from your cursor when you click the background. Bugs I fixed: Shooting stars flew backward (gradient was on the wrong end) Stars spawned offset from the cursor (was positioning by the corner) All shooting stars appeared at once after leaving the tab (paused the spawner with the Page Visibility API)
I mostly made a few changes to personalize the site. A notes section was added to the bottom, as I enjoy being able to write memos for myself to keep. These notes will pop up on the same day the next year, and they are saved in a bubble at the bottom of the page which will open the page up to that day when clicked. I added a semi-transparent planet to the background to learn more about gradients, which took a massive amount of time, and a lot of trial and error for positioning the ring vs the main body. To Do: make a clock that can sync time from the device (planning on doing something similar for personal website so this will be good practice)
There is a request to change my readme to the raw version before reshipping.
Ships:
I made a NASA Astronomy Picture of the Day site built with Vite and vanilla JS. It pulls the day’s image or video, title, and explanation from NASA’s API, has a date picker to browse any past day, and a space theme with shooting stars. The toughest part was that the shooting stars had three separate bugs, each from a different layer: they flew backward, spawned offset from the cursor, and all burst at once after leaving the tab. I’m really proud of how I navigated fixing those issues.
I added the final change of this site, which was the test clock that syncs to your device. This was a lot simpler than I thought due to already-existing clock features. One of the hardest parts was doing the planet, which I had to look up a tutorial for and took much longer than otherwise thought to center correctly. The memo feature at the bottom of the page took the longest to implement, but there were no large snags in the work, other than a quickly-figured-out issue where the page didn’t reload with the notes....
|
1793534052.604662
|
1793620452.604662
|
|
9932
|
The Little Austronaut by @babali | Stardance
|
babali
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T18:15:23Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The Little Austronaut is a modular Slack bot that brings fun to your workspace. Hit /dsb-ping to check latency, /dsb-catfact for random cat facts, /dsb-joke for laughs, or /dsb-help to see what’s available. What makes it clean: Each slash command is its own class — super easy to add new ones. Smart error handling that doesn’t break the bot or spam users with stack traces. Dynamic help that always knows what commands exist. Consistent ack / respond pattern throughout. Why you should care: Built this to show how to structure a Slack bot without spaghetti code. Commands are modular, errors are handled gracefully, and adding new features takes minutes, not hours. Perfect starter template for anyone building Slack bots. Tech: Node.js, Slack Bolt, Axios, Socket Mode. To run it: Grab your Slack bot and app tokens, drop them in .env, run npm start, and start slashing.", "repo": "https://github.com/babali-eren/The-Little-Austronaut", "demo": "https://hackclub.enterprise.slack.com/archives/C01D7AHKMPF"}]...
|
[{"post_id": 3646, "ts": "2026 [{"post_id": 3646, "ts": "2026-06-06T17:45:52Z", "hours": 0.6106, "text": "Hi There, Finished the Stardance Slack Bot, Did a little cleanup, moved each slash command into its own class under commands. Made a BaseCommand so they all behave the same and don’t scream at errors. Pulled the registration logic out of index.js and now it just loads and registers the command objects. Now way cleaner and less spaghetti. Wrote (thanks gpt) a tiny README.md so whoever clones this isn’t lost at 2am. I tweaked the command logic compared to the tutorial. Thanks for reading :)"}]...
|
Title: The Little Austronaut by @babali | Stardanc Title: The Little Austronaut by @babali | Stardance
Devlogs:
Hi There, Finished the Stardance Slack Bot, Did a little cleanup, moved each slash command into its own class under commands. Made a BaseCommand so they all behave the same and don’t scream at errors. Pulled the registration logic out of index.js and now it just loads and registers the command objects. Now way cleaner and less spaghetti. Wrote (thanks gpt) a tiny README.md so whoever clones this isn’t lost at 2am. I tweaked the command logic compared to the tutorial. Thanks for reading :)
Ships:
The Little Austronaut is a modular Slack bot that brings fun to your workspace. Hit /dsb-ping to check latency, /dsb-catfact for random cat facts, /dsb-joke for laughs, or /dsb-help to see what’s available. What makes it clean: Each slash command is its own class — super easy to add new ones. Smart error handling that doesn’t break the bot or spam users with stack traces. Dynamic help that always knows what commands exist. Consistent ack / respond pattern throughout. Why you should care: Built this to show how to structure a Slack bot without spaghetti code. Commands are modular, errors are handled gracefully, and adding new features takes minutes, not hours. Perfect starter template for anyone building Slack bots. Tech: Node.js, Slack Bolt, Axios, Socket Mode. To run it: Grab your Slack bot and app tokens, drop them in .env, run npm start, and start slashing....
|
1793534049.5932076
|
1793620449.5932076
|
|
18301
|
BMI Calculator by @7afezzz | Stardance
|
7afezzz
|
1
|
3.0
|
42
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-14T02:30:30Z", "hours": 3.0, "multiplier": 12.05, "payout": 42, "blessing": "neutral", "text": "The BMI Calculator app does a lot more than tell you if it’s okay to eat another cookie; it allows the user to calculate several aspects of health using just height and weight to calculate many health metrics including BMI, Body Fat %, Basal Metabolism Rate (BMR), Total Daily Energy Expenditure (TDEE), Lean Body Mass (LBM) and Ideal Weight. The biggest challenge I faced was ensuring that all of the formulas produced accurate results while maintaining ease of use. Nobody wants to take a math test to figure out their BMI! I am very proud of my ability to provide users with a simple, easy-to-use app that can calculate all these health metrics as accurately as possible, and provides instant feedback to users backed by real science. To use the app simply enter realistic values for height, weight, age and sex. Play around with different height, weight, age and sex inputs and see how the different health metrics change - it’s like an experiment you can perform on yourself without needing a lab coat!", "repo": "https://github.com/abdelrahman-mo7amd/BMI", "demo": "https://abdelrahman-mo7amd.github.io/BMI/"}]...
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[{"post_id": 8468, "ts": "2026 [{"post_id": 8468, "ts": "2026-06-14T02:24:35Z", "hours": 3.4747, "text": "This week I developed a BMI Calculator Web Application designed to provide users with more than just a Body Mass Index score. Instead of showing a single number, the application delivers a comprehensive health overview including: Body Mass Index (BMI) Body Fat Percentage Estimate Basal Metabolic Rate (BMR) Total Daily Energy Expenditure (TDEE) Ideal Body Weight Lean Body Mass Interactive BMI Gauge Visualization Support for Metric and Imperial Units This BMI Calculator is based on internationally recognized health and nutrition formulas used by organizations such as the World Health Organization and Centers for Disease Control and Prevention. The app calculates Body Mass Index (BMI) by comparing a user’s weight to the square of their height, providing an indication of whether they are underweight, normal weight, overweight, or obese. To deliver deeper insights, the calculator also estimates Body Fat Percentage, Basal Metabolic Rate (BMR), Total Daily Energy Expenditure (TDEE), Ideal Body Weight, and Lean Body Mass using scientifically validated equations commonly applied in nutrition, fitness, and healthcare."}]...
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Title: BMI Calculator by @7afezzz | Stardance
Dev Title: BMI Calculator by @7afezzz | Stardance
Devlogs:
This week I developed a BMI Calculator Web Application designed to provide users with more than just a Body Mass Index score. Instead of showing a single number, the application delivers a comprehensive health overview including: Body Mass Index (BMI) Body Fat Percentage Estimate Basal Metabolic Rate (BMR) Total Daily Energy Expenditure (TDEE) Ideal Body Weight Lean Body Mass Interactive BMI Gauge Visualization Support for Metric and Imperial Units This BMI Calculator is based on internationally recognized health and nutrition formulas used by organizations such as the World Health Organization and Centers for Disease Control and Prevention. The app calculates Body Mass Index (BMI) by comparing a user’s weight to the square of their height, providing an indication of whether they are underweight, normal weight, overweight, or obese. To deliver deeper insights, the calculator also estimates Body Fat Percentage, Basal Metabolic Rate (BMR), Total Daily Energy Expenditure (TDEE), Ideal Body Weight, and Lean Body Mass using scientifically validated equations commonly applied in nutrition, fitness, and healthcare.
Ships:
The BMI Calculator app does a lot more than tell you if it’s okay to eat another cookie; it allows the user to calculate several aspects of health using just height and weight to calculate many health metrics including BMI, Body Fat %, Basal Metabolism Rate (BMR), Total Daily Energy Expenditure (TDEE), Lean Body Mass (LBM) and Ideal Weight. The biggest challenge I faced was ensuring that all of the formulas produced accurate results while maintaining ease of use. Nobody wants to take a math test to figure out their BMI! I am very proud of my ability to provide users with a simple, easy-to-use app that can calculate all these health metrics as accurately as possible, and provides instant feedback to users backed by real science. To use the app simply enter realistic values for height, weight, age and sex. Play around with different height, weight, age and sex inputs and see how the different health metrics change - it’s like an experiment you can perform on yourself without needing a lab coat!...
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1793534046.6144047
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1793620446.6144047
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38941
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Alien Arena (3d FPS) by @ar-bh | Stardance
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ar-bh
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2
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52.0
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679
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-26T21:08:23Z", "hours": 3.0, "multiplier": 11.59, "payout": 30, "blessing": "neutral", "text": "Alien FPS! 👽🔫 — Ship #2 an exploration alien shooter made in Godot by arjun bhumula! this is my 2nd ship for Stardance. still my first 3D project and i’m proud of it — after Ship #1 i actually listened to the feedback and fixed a bunch of stuff. What I changed from feedback made it run better on weaker computers enemies don’t spawn on top of trees/objects anymore eye monsters now show up in the plains too cleaned up some gameplay / UX issues people pointed out The game arena shooter — axe + pistol, enemies spawn across different biomes. scoring eye monster 👁️ — 200 (400 with axe) snowman (creeper-like) — 250 (500 with axe) enemies get stronger the longer you survive. die at 0 HP or by falling off the map. have fun! AI disclosure ⚠️ NO AI WAS USED FOR CODE. I only used AI to help me learn Blender + Godot since this is my first time doing that. Please give me a good review so I can get an xbox, THANK YOU SO MUCH EVERYBODY", "repo": "https://github.com/ar-bh/alien-fps", "demo": "https://arjun-bhumula.itch.io/alien-fps"}, {"ship_num": 2, "ts": "2026-08-14T17:51:43Z", "hours": 49.0, "multiplier": 13.27, "payout": 649, "blessing": "neutral", "text": "Alien FPS! 👽 🔫 an exploration alien shooter game made in Godot by arjun bhumula! this is my first ever 3d project, and I’m very proud of it! Alien FPS is kind of like an arena shooter (ig) where you are given an axe and a pistol and you have to fend for yourself. In the biomes surrounding you, enemies are spawning everywhere: (the following is from the readme) The enemies include: eye monster 👁️ : 200 points, but 400 if you use your axe to kill it snowman (creeper like minecraft: 250 points, but 500 if you use your axe to kill it Enemies keep getting stronger as your score builds up, so be careful! You can either die by getting your health down to 0 or falling off the map somehow Have fun! AI DISCLOSURE! ⚠️ NO AI IS USED FOR CODE! However, I used AI to walk me through the process of using Blender and Godot together because this this is my first time doing that. Please give me a good review so I can get an xbox, THANK YOU SO MUCH EVERYBODY", "repo": "https://github.com/ar-bh/alien-fps", "demo": "https://arjun-bhumula.itch.io/alien-fps"}]...
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[{"post_id": 53074, "ts": "202 [{"post_id": 53074, "ts": "2026-08-23T14:10:30Z", "hours": 0.5214, "text": "I reviewed everyone’s previous ship feedback and made a few changes! ready to re-ship, wish me luck!"}, {"post_id": 50960, "ts": "2026-08-20T13:01:39Z", "hours": 2.0472, "text": "hi everyone! before you rate, let me just clarify about a few things before you rate my project the game takes a little time to load, so please be patient 🙏 look at the devlogs while you wait! i’m on mac so I haven’t tested the windows download, try to play in-browser i’m pretty sure it’s fixed but sometimes pressing W can move backwards and S moves forward. this is because you may have accidentally breached the limit on looking up and down. if this happens, slowly keep looking up or down (both work) until its fixed happy shipping!"}, {"post_id": 47047, "ts": "2026-08-14T17:24:42Z", "hours": 1.4333, "text": "pre-devlog ship! please give me a good review guys 🙏 get playing! just updated: Changelog added a score axe sound tried to fix enemy shooting, not sure if I really did though menu and death screen bigger map that has slightly random generation enemies get bigger and stronger as score gets up and you survive for longer Next steps: ship! Notes: please give me a good score!"}, {"post_id": 46648, "ts": "2026-08-14T01:48:58Z", "hours": 0.8333, "text": "demo finally out! press to play give me feedback!!! i’ve already gotten reports that the game gets very laggy when you look at the trees (its because of complex shaders that are post-processing), will fix soon"}, {"post_id": 46543, "ts": "2026-08-13T20:56:12Z", "hours": 1.9333, "text": "added creepers to my fps Changelog imported the snowman monster model (only idle and walk animation so I had to manage) make the snowman go towards the player gave the snowman the same mechanics as a minecraft creeper Next steps more mobs more guns Notes my last devlog flopped why"}, {"post_id": 46028, "ts": "2026-08-12T22:54:36Z", "hours": 7.8339, "text": "if you’re reading this, reposting liking and comment help a lot and I really want this project to get out there, bc I’m working reallly hard on it so smash those like and follow buttons thanks also my BIGGEST devlog yet, press read more! 🙏 (added guns 🔫🔫) actual devlog below TONS OF NEW CHANGES! 🔫 Changelog (there’s so many, I couldn’t do it by memory and had to go to git history added collision shapes to the environments! this includes the trees, the rocks, the glaciers, cacti, etc. not sure if I included this in the last devlog but WIP winter field biome exported player speed (probably also in the last) INVENTORY!!! so far it has the axe, the pistol, and the rest is empty but I successfully built it so it is very easy to add to and implement into the game a whole pistol 🔫🔫🔫🔫🔫 took a while (mostly the reason why this devlog is so long) it took SO LONG to get the blender model working because: very unfortunate news The person who I was getting ALL of my models from on sketchfab, @levraicoincoin DELETED their sketchfab account no idea why, crazy coincidence that it happpened the day after I published using their models. So it took so long to find someone else’s models (thank you new person who I dont want to delete their models 🙏). and this new person’s models are very different and it took me a very long time to get adjusted to this and figure out how to use it. @levraicoincoin was so simple, this one is not. all of the animations were packed into one action, and I did not know about Godot’s slice (wtv its called) feature, so I was trying to import them seperately through blender. huge fail, but finally figured it out so I guess it’s a success 👑 and another plus is that this person does have more models that are similar, and I’ve figured out how to use them so it won’t be that big of a struggle next time anyway back to changelog sucessfully got the pistol’s animations working added an AudioBus that has signals of things like axe swung and shot fired added a GameAudio node that uses the signals from AudioBus and plays a sound made the pistol sound this part was super tedious made it so the player’s arms were unshaded (took so long and had to use my broken UnshadedLayer node from earlier, HUGE pain removed the outline of everything I guess that’s about it (probably a bit more that I’m forgetting but it’s fine, this devlog is huge) Next steps (hopefully not as long) more weapons! will not take nearly as much time I hope 🙏 add more enemies fix some gun bugs because I don’t think it’s working that well when moving right now find the best spot for health and inventory, probably bottom left corner get an audio for the axe get background music, meaning probably make a start and death menu vehicle Notes if you really read everything, I appreciate it a LOT. all of my work related to this devlog took SO MUCH time, but I’ve gotten a lot of support. super grateful probably best news so far, @tejaswa got unbanned after mistakenly being banned for fraud! 🎉 he inspired this project a lot, so I’m really happy for him, his project, and grateful for the support he gave me that’s all, thanks! reposting liking and comment help a lot!"}, {"post_id": 45314, "ts": "2026-08-11T18:02:27Z", "hours": 1.2333, "text": "added health bar Changelog health bar created a unshadedlayer node using subviewports where if you add a child to it, that child will be unaffected by shading like cel shading and pixel art (it doesn’t work that well yet, i’ll have to improve it) changed player health to 5 Next steps make something happen when you die which will probably involve creating a menu inventory improve the shading system Notes ignore the roblox thing"}, {"post_id": 44876, "ts": "2026-08-10T22:22:10Z", "hours": 1.7669, "text": "blending and more environment stuff Changelog made the player speed exportable (I did this so I could travel over a ton of chunks faster when debugging to see how it looks like on runtime) created a blendchunk node created a giantblendchunk node which is just 3 blendchunk s the blendchunk s properly detect any chunks near them and change their texture using a shader to make it look like a seamless transition (although I’ll admit that it could use some work because the cel shading makes it pretty weird) changing the files made the github weird so I had to create a new local repo and fix all of the problems that showed up Next Steps maybe add a car because player on its own is too small? lots of people said to add foliage and more immersive environments by adding falling things and stuff automatic enemy spawning make the worldenvironment color change in a blendchunk rather than having to actually go to the solid one Notes really hope I get an xbox so if you see this, please repost like comment whatever so this project is seen more, and also if your rating give me a perfect score! 🙏"}, {"post_id": 44749, "ts": "2026-08-10T18:34:12Z", "hours": 0.6003, "text": "lazy devlog: changed my file directory idk why it took so long but I can’t track it all"}, {"post_id": 44657, "ts": "2026-08-10T15:57:21Z", "hours": 2.065, "text": "improved enemy finite state machine + environment Changelog made it so the eye monster explores and moves around the chunk, waits a second before choosing a new target destination on the chunk automatically changes albedo color depending on the chunk it was spawned in, so if it was spawned in glacier, it adopts a dark blue tone fields biome with a tree and actual grass rather than a carpet-like texture idk if I mentioned in the last devlog so I’ll just generalize and say a lot more Next steps make environments less blocky and go smoothly into each other foliage and more immersive environments, reccomended by @tejaswa and a few others more enemies secondary axe attack new weapons Notes: it pmo to see how people will just completely ai literally EVERYTHING and still think they can get stardust for it. like literally everything, the code, the idea, the devlogs for some reason, and the readme. how lazy can you be? i know exactly who this is directed towards"}, {"post_id": 44076, "ts": "2026-08-09T16:26:55Z", "hours": 1.1667, "text": "lots of environment changes! (clean switching + new desert biome! 🏜️) – Changelog added ways for the player to detect which chunk and biome it is on main (root) node script that runs these player functions and also pulls the biome information added an environment color variable to the biome data resources, and added appopriate colors for each biome root node uses tweens to make the environment color correct upon switching biomes desert biome! (just a cactus) added two new contents to the wastelands temporarily made the eye monster blue to look native to glacier biome Next steps edit eye monster fsm add variants to the eye monster (my only enemy right now) that are native to each biomes by changing albedo color like the temporary change I just did make chunks spawn enemies automatically like minecraft use hdr to make a better sky and environment in general Notes i think it’s really coming together now, and this project now has the highest amount of hours so I guess that’s nice i like the minion thing"}, {"post_id": 43691, "ts": "2026-08-09T03:08:11Z", "hours": 1.6886, "text": "if you’re reading this, reposting liking and comment help a lot and I really want this project to get out there, bc I’m working reallly hard on it so smash those like and follow buttons thanks actual devlog below biomes using resources (finally made proper environments ) Changelog first, I used a dictionary that would have all the information about each biome, like name, ground texture, things that are available to spawn, amount of things that can spawn, and size variation of things that can spawn after it was getting efficient (i was plan on changing the method regardless), I used resources made a chunk node which is 50x50 and takes a biome variable, so I can just import biome resources into it and it automatically gets updated 👏 created biome_data.gd and made it extend resources made wasteland_biome.tres and ’glacier_biome.tres`, both resources with all the information above and all I have to do is attach it to a chunk made the contents spawn in random locations in the chunk with varying amounts, varying types (for example there are 2 kinds of dead trees in the wasteland so each one is a random type), and varying sizes Next steps make enemies native to certain biomes where they spawn automatically in their biome make biomes go smoothly into each other, maybe using a river in between add more wasteland enemies more content variation for wasteland and glacier edit the eye monster fsm so it walks around when it doesnt see the player something else that i forgot Notes Remember how a while ago I said I hate resources, well now they’re my favorite thing, they’re really useful and in this context, a giant lifesaver. the 3rd video shows how easy I made the process using resources. great progress so far, i think I can really get an xbox soon"}, {"post_id": 43599, "ts": "2026-08-08T23:11:36Z", "hours": 1.85, "text": "tell me what you think about the new cel shading! 👍 FPS + environment (pre-alpha) Changelog added a small FPS counter in the top left that would not get affected by the shaders by putting it in its own canvaslayer made the fps cap 60 made the world environment have a orange theme, trying to mimic a volcano after-effect or something like that got “alien planet” textures from the internet (i will credit in my readme) added a chunk scene which is the ground that the player stands on in the video, it has customizable size texture, and albedo av1 scale and the transformations adjust to make the top layer flat on the plane using a little bit of math adjusted the cel shading to make outlines bigger, not exaggerate dark colors, and get rid of foreign unrelated colors Next steps edit the eye monster enemy fsn so instead of staying in one place while idle, it moves around and kind of explores for each chunk, randomly place 3-5 items along it like burnt trees or rocks for this volcano-like theme, those items will be different in different biomes make chunks load when necessary and be able to load different biomes, probably split by a river or something health tracker inventory + new weapons Notes nothing much except I think I need some feedback on the new cel shading and environment. does it look good?"}, {"post_id": 43016, "ts": "2026-08-08T01:36:25Z", "hours": 0.7339, "text": "upcoming boss hopefully just 45m of playing around and seeing what a giant boss would look like. if you don’t understand the image, the blue platform is a large version of where the player fights the regular enemies so imagine the scale"}, {"post_id": 42883, "ts": "2026-08-07T20:44:39Z", "hours": 1.9947, "text": "Thank you so much for the support everyone! I got the most likes, views, comments, and overall support in my last devlog (and in this project as a whole) then ever before! 🙏 super thankful, but still, I hope you keep it coming! like and follow (actual devlog below ) actual devlog below a lot of enemy progress! Changelog set up the enemy finite state machine: enemies can walk towards the player (or run) enemies can attack the player hit state overrides everything so an enemy can be hit in the middle of attacking and the player will not recieve damage don’t know how to do proper nested bullet points so bear with me blended all enemy animations together so they flow properly added health tracking to the player added health tracking to the eye monster enemy game quits upon player death (temporary death) Next steps add the world, procedurally or randomly generated alien planet terrain add more animation-depth to the axe maybe? Notes to be honest right now, I don’t really know what the next steps are but my progress skyrocketed in the past few days so I think I’m gonna take a break. thanks for the support!"}, {"post_id": 42649, "ts": "2026-08-07T14:19:51Z", "hours": 1.2575, "text": "if you’re reading this, reposting liking and comment help a lot and I really want this project to get out there, bc I’m working reallly hard on it so smash those like and follow buttons thanks actual devlog below Successfully added more and blended axe animations hooray (probably pre-alpha) Changelog added trauma based screenshake upon hitting an enemy. it is easy to change the intensity of the trauma based on which enemy is hit added jump start, falling, and jump end animations blended all animations together (blending means that animations will not be snappy and flow properly into each other for realism) made the godot run scene thing always open in full screen which is how I want the game to be played Next steps again nearly everything in last 2 devlogs mostly for now just enemy fsms and AI – Notes: Again, still pretty proud of my progress, lots of people showed interest so that’s nice."}, {"post_id": 42397, "ts": "2026-08-07T02:46:26Z", "hours": 1.9917, "text": "Added eye monster enemies (pre-alpha still don’t know) Changelog changed a platfrom from green to purple i guess, not permanent added three enemies that spawn on the temporary platforms. the three enemies are of random size and health with a bit more conditions that I’m not gonna explain. so far, you are able to hit them and they have idle, die, and corpse animations but right now all they do is stare at you and get beat up Next steps add a map basically everything in the last devlog learn about fsn (finite state machines, the most popular way to code enemy AIs) implement fsns Notes surprised I finished whole enemies in around 2 hours, thought it would be longer for my first ever 3d enemy. planning to add a super big boss that uses the same model which you need a gun to kill because whats an axe gonna do against it. really proud of my progress so far"}, {"post_id": 42272, "ts": "2026-08-06T22:04:24Z", "hours": 1.7728, "text": "First weapon + shaders (still pre-alpha?) Changelog before I was using a third person controller but I updated it so the main files were first person instead of the “test” files like before got blender axe model with imported animations from sketchfab (levraicoincoin) i’m going to use most of my fps models from him and I am very grateful for him so yeah imported axe from blender to godot (thank you levraicoincoin for the process to be so easy) added a cel shader theme added a retro (pixelated) theme the hands looked really weird with the cel shader theme so I overrode the material for a solid color which I think looks pretty good also I guess changed the game idea once again to an unknown planet exploration game, and I guess only 3d now not 2.5d small thing but changed the map layout to rid of overlap of csg’s Next steps add more weapons! add enemies add a boss add a start screen, inspired by @tejaswa (got banned for some reason)’s Into the cosmos game which I really liked Notes: I really want feedback on how this looks so tell me what you think. there’s not really as much notes as last time except I’m really proud of how the game turned out right now."}, {"post_id": 41647, "ts": "2026-08-06T00:26:17Z", "hours": 2.8422, "text": "FPS Setup (pre-alpha version i guess idkbro) Changelog (i saw someone else doing this so I’m going to do it now) I made a test scene and dedicated nodes to make an FPS controller instead of a third person controller uh did some research for fsm (finite state machines) which I’m gonna need probably oh yeah I also did a ton of reconsideration for my project to change the theme so ultimately I think I’m going for a space themed FPS shooter where the character has to escape an alien prison and they can either take a rocket ship back home or probably stay and explore Next steps i want the game to be 2.5D so I’m gonna need to draw gun assets that are gonna be 2d (shouldn’t be too hard) 2.5D alien assets gun combat and gun variety eventually a bit more but I’ll think about that in future devlogs Notes so this section has a lot. I’m gonna change the way I write devlogs because it’s cooler this way and also more professoinal so I’ll do better in the storytelling part of the ship. I went through a ton of like thinking and game ideas until I finally found one, and that process took so long I have no idea why. I went to a different state so I couldn’t work much then and I also watched bnd which was nice. so yeah I think I’m a lot more excited about the game now, why are emoticons no longer supported? :spiderman: see so yeah dont forget to comment and smash that like button"}, {"post_id": 37972, "ts": "2026-07-31T01:30:45Z", "hours": 0.6308, "text": "bruh a lot of reconsideration made me not want to take the route of my current game so far and go with a new one I know what I need to in order to build some version of a 3d game so after I polish my skills better, I get started on that. hopefully an fps"}, {"post_id": 37757, "ts": "2026-07-30T17:48:45Z", "hours": 3.7817, "text": "Fetched animations from blender and sucessfully got them into godot! This is day 10 somehow and for this devlog, I definiteily got a ton of progress. I stayed up until midnight trying to figure out how to get blender animations into Godot and I finally figured it out today morning. The reason it took so long is because the materials were not exporting properly and there was also a lot of small suff I had to fix like getting rid of blender’s unnecessary default animations and also managing the size of the item. I had to make tee animation twice because it was corrupted by size and positioning in the first one. I also made this model like a year ago and not knowing where all the files were in my computer did not help 🤦 But at the end I guess I finally did it There is still a lot left to do like Just making it look better in general figuring out why the head is always the same color as the environment adding character select (going to be a huge pain to add new characters) outline to make it look visually appealing idk blend the animations also make the running jump and falling animations I have a lot of work set out for me so please smash that like button and also just follow while you’re here thanks"}, {"post_id": 37389, "ts": "2026-07-30T02:19:23Z", "hours": 1.3969, "text": "Day 9! (part 4) Made a walking animation! Used Blender to make a nice walking animation! And I did some coding which is why there is a lot more time logged. What really took the longest was getting EpicFigRig to work because it does not work for the current Blender model and it took me a while to figure that out and go to an old version. Will try to implement it in the game next, do not know how that will work out with epicfigrig"}, {"post_id": 37278, "ts": "2026-07-29T21:25:13Z", "hours": 1.5611, "text": "Day 9 (part 3)! In this larger session, I made a working character using capsules and capsule shaped hurtboxes which can move around, look around, and jump. I used filler boxes and basically filler everything becasue I haven’t imported my models to blender yet. Don’t forget to smash that like button and subscribe"}, {"post_id": 37169, "ts": "2026-07-29T17:53:06Z", "hours": 0.3017, "text": "Day 9 (part 2): made my platform, that’s all character next!"}, {"post_id": 37013, "ts": "2026-07-29T14:07:08Z", "hours": 0.2611, "text": "Day 9! just got more practice as usual"}, {"post_id": 36703, "ts": "2026-07-28T22:37:26Z", "hours": 0.7933, "text": "Day 8 (i missed yesterday because I went somewhere)"}, {"post_id": 35437, "ts": "2026-07-26T20:55:26Z", "hours": 1.3453, "text": "Day 7 part 2 ! This time I got another hour of work. I worked on projectiles in my game. I’m not gonna attach a video though because it’s going to mess up my storytelling score upon ship for having irrelevant devlogs (cuz people will not put the time and effort to actually grade stuff. I did decide on a potential theme though. I have tons of experience with lego animation and legos also don’t have many bones that I have to take care of, so I can easily animate them for my game. The main restriction I have anyway is the models like creation and animation and using lego can make all of that easier you can see some of my work Link youtube channel the image is some of my work from last summer"}, {"post_id": 35294, "ts": "2026-07-26T16:36:09Z", "hours": 1.3189, "text": "Day 7! One week of development! 🎉 I am so happy to have rerolled + 5. what a great day I got a lot of practice and progress towards a prototype of a 3D game today, but still not the one that I want to be the most relevant to this project. I learend a lot about how to make cameras work in 3D by converting 2d coordinates into 3D. this also taught me how to use Input.get_vector() which returns a Vector2D and convert it into a Vector3D I guess I also learned how to use markdown better 🤷 To be honest I still haven’t decided what kind of 3D game I want to make but I know I’m putting a lot of hours into it (because I want an xbox ) I’m thinking most likely an FPS but there are tons of those and it wont be creative. I could also do a arena shooter or fighter using the Gobot open source 3d model, which I’ve already been implementing in my game right now. That’s it I think I have lots of motivation so this project will definitely have passion. Gdquest is the best"}, {"post_id": 34949, "ts": "2026-07-26T02:10:51Z", "hours": 0.2869, "text": "Day 6 (part 2) Just doing a little more because I am testing stardance’s time tracker and it’s behaving very weirdly when I add new projects. also for some reason they aren’t counting my streak when it CLEARLY says 16 minutes logged today for this devlogs. Fix your website stardance devs"}, {"post_id": 34934, "ts": "2026-07-26T01:34:22Z", "hours": 0.2594, "text": "Day 6! I got a lot of work done today! I know it only says 15 minutes, but it was because I was experimenting and figuring out how to use something 3d on a different file, and I forgot to turn on the time tracking for a large majority of it. I’m really excited to move on now that I finished this step. Also, regarding the thing I said would be hard yesterday, it was too difficult for me to do, so I set it aside for now. I will get back to it when I think I am ready. I found out that stardance only lets you make new lines on google chrome but not safari? it’s really weird so I had to switch browsers for this"}, {"post_id": 34379, "ts": "2026-07-25T01:28:25Z", "hours": 0.3656, "text": "Day 5 (part 2) I hate resources, they are so annoying to use but I have to learn how if I want to build my game why does stardance keep messing up their text editors, I can’t even make a new line"}, {"post_id": 34352, "ts": "2026-07-24T23:35:54Z", "hours": 0.4039, "text": "Day 5! I wasn’t able to get a lot of progress in today because I had other work to do. I’m kind of curious/afraid what will happen tomorrow because my learning plan has something very difficult which I really want to get over with so I can move on to the more fun parts. WHY DOES STARDANCE NOT LET YOU DO SHIFT + ENTER ANYMORE TO MAKE A NEW LINE?? the image is here because I’m a big fan of the outlines in the art style so when the game is being created, you will definitely see them"}, {"post_id": 33806, "ts": "2026-07-24T01:25:37Z", "hours": 3.2047, "text": "Hello! 👋 This devlog marks the start of my 3d game. I still have no idea what it is yet unfortunately but all I know is that this is going to be my first three dimensional game, and I think it is going to be a lot of fun to build. I’m using Godot! I don’t even know the version I think it’s like 4.6 or something So you’re wondering why I have 3+ hours logged already Well I don’t have the actual game built yet but I’ve been spending these 3 hours just learning what I need to know to get started. I only have experience with 2D so far so all of these tutorials and documents that I’m reading and watching will help me get some practice and knowledge or whatever I need for a successful game. What do I want my game to be like? I don’t know at all. :/ probably a gun game but there are so many like that so I want to have some unique mechanic movement-wise I’m excited to build controller support- especially in 3D I feel like that’s what really defines a game and triggers the pride in me that I actually build a real game What do I want for the future? I really hope this project turns into a long-term one that I can always just work on on the side. I want to publish to steam and make money 💰💰💰 I’m bored of writing now so here are some pictures of my practices (unrelated to the relevant 3d game of this project) (i’m writing super long devlogs so I can get a good storytelling score because I really want an xbox)"}]...
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Title: Alien Arena (3d FPS) by @ar-bh | Stardance
Title: Alien Arena (3d FPS) by @ar-bh | Stardance
Devlogs:
Hello! 👋 This devlog marks the start of my 3d game. I still have no idea what it is yet unfortunately but all I know is that this is going to be my first three dimensional game, and I think it is going to be a lot of fun to build. I’m using Godot! I don’t even know the version I think it’s like 4.6 or something So you’re wondering why I have 3+ hours logged already Well I don’t have the actual game built yet but I’ve been spending these 3 hours just learning what I need to know to get started. I only have experience with 2D so far so all of these tutorials and documents that I’m reading and watching will help me get some practice and knowledge or whatever I need for a successful game. What do I want my game to be like? I don’t know at all. :/ probably a gun game but there are so many like that so I want to have some unique mechanic movement-wise I’m excited to build controller support- especially in 3D I feel like that’s what really defines a game and triggers the pride in me that I actually build a real game What do I want for the future? I really hope this project turns into a long-term one that I can always just work on on the side. I want to publish to steam and make money 💰💰💰 I’m bored of writing now so here are some pictures of my practices (unrelated to the relevant 3d game of this project) (i’m writing super long devlogs so I can get a good storytelling score because I really want an xbox)
Day 5! I wasn’t able to get a lot of progress in today because I had other work to do. I’m kind of curious/afraid what will happen tomorrow because my learning plan has something very difficult which I really want to get over with so I can move on to the more fun parts. WHY DOES STARDANCE NOT LET YOU DO SHIFT + ENTER ANYMORE TO MAKE A NEW LINE?? the image is here because I’m a big fan of the outlines in the art style so when the game is being created, you will definitely see them
Day 5 (part 2) I hate resources, they are so annoying to use but I have to learn how if I want to build my game why does stardance keep messing up their text editors, I can’t even make a new line
Day 6! I got a lot of work done today! I know it only says 15 minutes, but it was because I was experimenting and figuring out how to use something 3d on a different file, and I forgot to turn on the time tracking for a large majority of it. I’m really excited to move on now that I finished this step. Also, regarding the thing I said would be hard yesterday, it was too difficult for me to do, so I set it aside for now. I will get back to it when I think I am ready. I found out that stardance only lets you make new lines on google chrome but not safari? it’s really weird so I had to switch browsers for this
Day 6 (part 2) Just doing a little more because I am testing stardance’s time tracker and it’s behaving very weirdly when I add new projects. also for some reason they aren’t counting my streak when it CLEARLY says 16 minutes logged today for this devlogs. Fix your website stardance devs
Day 7! One week of development! 🎉 I am so happy to have rerolled + 5. what a great day I got a lot of practice and progress towards a prototype of a 3D game today, but still not the one that I want to be the most relevant to this project. I learend a lot about how to make cameras work in 3D by converting 2d coordinates into 3D. this also taught me how to use Input.get_vector() which returns a Vector2D and convert it into a Vector3D I guess I also learned how to use markdown better 🤷 To be honest I still haven’t decided what kind of 3D game I want to make but I know I’m putting a lot of hours into it (because I want an xbox ) I’m thinking most likely an FPS but there are tons of those and it wont be creative. I could also do a arena shooter or fighter using the Gobot open source 3d model, which I’ve already been implementing in my game right now. That’s it I think I have lots of motivation so this project will definitely have passion. Gdquest is the best
Day 7 part 2 ! This time I got another hour of work. I worked on projectiles in my game. I’m not gonna attach a video though because it’s going to mess up my storytelling score upon ship for having irrelevant devlogs (cuz people will not put the time and effort to actually grade stuff. I did decide on a potential theme though. I have tons of experience with lego animation and legos also don’t have many bones that I have to take care of, so I can easily animate them for my game. The main restriction I have anyway is the models like creation and animation and using lego can make all of that easier you can see some of my work Link youtube channel the image is some of my work from last summer
Day 8 (i missed yesterday because I went somewhere)
Day 9! just got more practice as usual
Day 9 (part 2): made my platform, that’s all character next!
Day 9 (part 3)! In this larger session, I made a working character using capsules and capsule shaped hurtboxes which can move around, look around, and jump. I used filler boxes and basically filler everything becasue I haven’t imported my models to blender yet. Don’t forget to smash that like button and subscribe
Day 9! (part 4) Made a walking animation! Used Blender to make a nice walking animation! And I did some coding which is why there is a lot more time logged. What really took the longest was getting EpicFigRig to work because it does not work for the current Blender model and it took me a while to figure that out and go to an old version. Will try to implement it in the game next, do not know how that will work out with epicfigrig
Fetched animations from blender and sucessfully got them into godot! This is day 10 somehow and for this devlog, I definiteily got a ton of progress. I stayed up until midnight trying to figure out how to get blender animations into Godot and I finally figured it out today morning. The reason it took so long is because the materials were not exporting properly and there was also a lot of small suff I had to fix like getting rid of blender’s unnecessary default animations and also managing the size of the item. I had to make tee animation twice because it was corrupted by size and positioning in the first one. I also made this model like a year ago and not knowing where all the files were in my computer did not help 🤦 But at the end I guess I finally did it There is still a lot left to do like Just making it look better in general figuring out why the head is always the same color as the environment adding character select (going to be a huge pain to add new characters) outline to make it look visually appealing idk blend the animations also make the running jump and falling animations I have a lot of work set out for me so please smash that like button and also just follow while you’re here thanks
bruh a lot of reconsideration made me not want to take the route of my current game so far and go with a new one I know what I need to in order to build some version of a 3d game so after I polish my skills better, I get started on that. hopefully an fps
FPS Setup (pre-alpha version i guess idkbro) Changelog (i saw someone else doing this so I’m going to do it now) I made a test scene and dedicated nodes to make an FPS controller instead of a third person controller uh did some research for fsm (finite state machines) which I’m gonna need probably oh yeah I also did a ton of reconsideration for my project to change the theme so ultimately I think I’m going for a space themed FPS shooter where the character has to escape an alien prison and they can either take a rocket ship back home or probably stay and explore Next steps i want the game to be 2.5D so I’m gonna need to draw gun assets that are gonna be 2d (shouldn’t be too hard) 2.5D alien assets gun combat and gun variety eventually a bit more but I’ll think about that in future devlogs Notes so this section has a lot. I’m gonna change the way I write devlogs because it’s cooler this way and also more professoinal so I’ll do better in the storytelling part of the ship. I went through a ton of like thinking and game ideas until I finally found one, and that process took so long I have no idea why. I went to a different state so I couldn’t work much then and I also watched bnd which was nice. so yeah I think I’m a lot more excited about the game now, why are emoticons no longer supported? :spiderman: see so yeah dont forget to comment and smash that like button
First weapon + shaders (still pre-alpha?) Changelog before I was using a third person controller but I updated it so the main files were first person instead of the “test” files like before got blender axe model with imported animations from sketchfab (levraicoincoin) i’m going to use most of my fps models from him and I am very grateful for him so yeah imported axe from blender to godot (thank you levraicoincoin for the process to be so easy) added a cel shader theme added a retro (pixelated) theme the hands looked really weird with the cel shader theme so I overrode the material for a solid color which I think looks pretty good also I guess changed the game idea once again to an unknown planet exploration game, and I guess only 3d now not 2.5d small thing but changed the map layout to rid of overlap of csg’s Next steps add more weapons! add enemies add a boss add a start screen, inspired by @tejaswa (got banned for some reason)’s Into the cosmos game which I really liked Notes: I really want feedback on how this looks so tell me what you think. there’s not really as much notes as last time except I’m really proud of how the game turned out right now.
Added eye monster enemies (pre-alpha still don’t know) Changelog changed a platfrom from green to purple i guess, not permanent added three enemies that spawn on the temporary platforms. the three enemies are of random size and health with a bit more conditions that I’m not gonna explain. so far, you are able to hit them and they have idle, die, and corpse animations but right now all they do is stare at you and get beat up Next steps add a map basically everything in the last devlog learn about fsn (finite state machines, the most popular way to code enemy AIs) implement fsns Notes surprised I finished whole enemies in around 2 hours, thought it would be longer for my first ever 3d enemy. planning to add a super big boss that uses the same model which you need a gun to kill because whats an axe gonna do against it. really proud of my progress so far
if you’re reading this, reposting liking and comment help a lot and I really want this project to get out there, bc I’m working reallly hard on it so smash those like and follow buttons thanks actual devlog below Successfully added more and blended axe animations hooray (probably pre-alpha) Changelog added trauma based screenshake upon hitting an enemy. it is easy to change the intensity of the trauma based on which enemy is hit added jump start, falling, and jump end animations blended all animations together (blending means that animations will not be snappy and flow properly into each other for realism) made the godot run scene thing always open in full screen which is how I want the game to be played Next steps again nearly everything in last 2 devlogs mostly for now just enemy fsms and AI – Notes: Again, still pretty proud of my progress, lots of people showed interest so that’s nice.
Thank you so much for the support everyone! I got the most likes, views, comments, and overall support in my last devlog (and in this project as a whole) then ever before! 🙏 super thankful, but still, I hope you keep it coming! like and follow (actual devlog below ) actual devlog below a lot of enemy progress! Changelog set up the enemy finite state machine: enemies can walk towards the player (or run) enemies can attack the player hit state overrides everything so an enemy can be hit in the middle of attacking and the player will not recieve damage don’t know how to do proper nested bullet points so bear with me blended all enemy animations together so they flow properly added health tracking to the player added health tracking to the eye monster enemy game quits upon player death (temporary death) Next steps add the world, procedurally or randomly generated alien planet terrain add more animation-depth to the axe maybe? Notes to be honest right now, I don’t really know what the next steps are but my progress skyrocketed in the past few days so I think I’m gonna take a break. thanks for the support!
upcoming boss hopefully just 45m of playing around and seeing what a giant boss would look like. if you don’t understand the image, the blue platform is a large version of where the player fights the regular enemies so imagine the scale
tell me what you think about the new cel shading! 👍 FPS + environment (pre-alpha) Changelog added a small FPS counter in the top left that would not get affected by the shaders by putting it in its own canvaslayer made the fps cap 60 made the world environment have a orange theme, trying to mimic a volcano after-effect or something like that got “alien planet” textures from the internet (i will credit in my readme) added a chunk scene which is the ground that the player stands on in the video, it has customizable size texture, and albedo av1 scale and the transformations adjust to make the top layer flat on the plane using a little bit of math adjusted the cel shading to make outlines bigger, not exaggerate dark colors, and get rid of foreign unrelated colors Next steps edit the eye monster enemy fsn so instead of staying in one place while idle, it moves around and kind of explores for each chunk, randomly place 3-5 items along it like burnt trees or rocks for this volcano-like theme, those items will be different in different biomes make chunks load when necessary and be able to load different biomes, probably split by a river or something health tracker inventory + new weapons Notes nothing much except I think I need some feedback on the new cel shading and environment. does it look good?
if you’re reading this, reposting liking and comment help a lot and I really want this project to get out there, bc I’m working reallly hard on it so smash those like and follow buttons thanks actual devlog below biomes using resources (finally made proper environments ) Changelog first, I used a dictionary that would have all the information about each biome, like name, ground texture, things that are available to spawn, amount of things that can spawn, and size variation of things that can spawn after it was getting efficient (i was plan on changing the method regardless), I used resources made a chunk node which is 50x50 and takes a biome variable, so I can just import biome resources into it and it automatically gets updated 👏 created biome_data.gd and made it extend resources made wasteland_biome.tres and ’glacier_biome.tres`, both resources with all the information above and all I have to do is attach it to a chunk made the contents spawn in random locations in the chunk with varying amounts, varying types (for example there are 2 kinds of dead trees in the wasteland so each one is a random type), and varying sizes Next steps make enemies native to certain biomes where they spawn automatically in their biome make biomes go smoothly into each other, maybe using a river in between add more wasteland enemies more content variation for wasteland and glacier edit the eye monster fsm so it walks around when it doesnt see the player something else that i forgot Notes Remember how a while ago I said I hate resources, well now they’re my favorite thing, they’re really useful and in this context, a giant lifesaver. the 3rd video shows how easy I made the process using resources. great progress so far, i think I can really get an xbox soon
lots of environment changes! (clean switching + new desert biome! 🏜️) – Changelog added ways for the player to detect which chunk and biome it is on main (root) node script that runs these player functions and also pulls the biome information added an environment color variable to the biome data resources, and added appopriate colors for each biome root node uses tweens to make the environment color correct upon switching biomes desert biome! (just a cactus) added two new contents to the wastelands temporarily made the eye monster blue to look native to glacier biome Next steps edit eye monster fsm add variants to the eye monster (my only enemy right now) that are native to each biomes by changing albedo color like the temporary change I just did make chunks spawn enemies automatically like minecraft use hdr to make a better sky and environment in general Notes i think it’s really coming together now, and this project now has the highest amount of hours so I guess that’s nice i like the minion thing
improved enemy finite state machine + environment Changelog made it so the eye monster explores and moves around the chunk, waits a second before choosing a new target destination on the chunk automatically changes albedo color depending on the chunk it was spawned in, so if it was spawned in glacier, it adopts a dark blue tone fields biome with a tree and actual grass rather than a carpet-like texture idk if I mentioned in the last devlog so I’ll just generalize and say a lot more Next steps make environments less blocky and go smoothly into each other foliage and more immersive environments, reccomended by @tejaswa and a few others more enemies secondary axe attack new weapons Notes: it pmo to see how people will just completely ai literally EVERYTHING and still think they can get stardust for it. like literally everything, the code, the idea, the devlogs for some reason, and the readme. how lazy can you be? i know exactly who this is directed towards
lazy devlog: changed my file directory idk why it took so long but I can’t track it all
blending and more environment stuff Changelog made the player speed exportable (I did this so I could travel over a ton of chunks faster when debugging to see how it looks like on runtime) created a blendchunk node created a giantblendchunk node which is just 3 blendchunk s the blendchunk s properly detect any chunks near them and change their texture using a shader to make it look like a seamless transition (although I’ll admit that it could use some work because the cel shading makes it pretty weird) changing the files made the github weird so I had to create a new local repo and fix all of the problems that showed up Next Steps maybe add a car because player on its own is too small? lots of people said to add foliage and more immersive environments by adding falling things and stuff automatic enemy spawning make the worldenvironment color change in a blendchunk rather than having to actually go to the solid one Notes really hope I get an xbox so if you see this, please repost like comment whatever so this project is seen more, and also if your rating give me a perfect score! 🙏
added health bar Changelog health bar created a unshadedlayer node using subviewports where if you add a child to it, that child will be unaffected by shading like cel shading and pixel art (it doesn’t work that well yet, i’ll have to improve it) changed player health to 5 Next steps make something happen when you die which will probably involve creating a menu inventory improve the shading system Notes ignore the roblox thing
if you’re reading this, reposting liking and comment help a lot and I really want this project to get out there, bc I’m working reallly hard on it so smash those like and follow buttons thanks also my BIGGEST devlog yet, press read more! 🙏 (added guns 🔫🔫) actual devlog below TONS OF NEW CHANGES! 🔫 Changelog (there’s so many, I couldn’t do it by memory and had to go to git history added collision shapes to the environments! this includes the trees, the rocks, the glaciers, cacti, etc. not sure if I included this in the last devlog but WIP winter field biome exported player speed (probably also in the last) INVENTORY!!! so far it has the axe, the pistol, and the rest is empty but I successfully built it so it is very easy to add to and implement into the game a whole pistol 🔫🔫🔫🔫🔫 took a while (mostly the reason why this devlog is so long) it took SO LONG to get the blender model working because: very unfortunate news The person who I was getting ALL of my models from on sketchfab, @levraicoincoin DELETED their sketchfab account no idea why, crazy coincidence that it happpened the day after I published using their models. So it took so long to find someone else’s models (thank you new person who I dont want to delete their models 🙏). and this new person’s models are very different and it took me a very long time to get adjusted to this and figure out how to use it. @levraicoincoin was so simple, this one is not. all of the animations were packed into one action, and I did not know about Godot’s slice (wtv its called) feature, so I was trying to import them seperately through blender. huge fail, but finally figured it out so I guess it’s a success 👑 and another plus is that this person does have more models that are similar, and I’ve figured out how to use them so it won’t be that big of a struggle next time anyway back to changelog sucessfully got the pistol’s animations working added an AudioBus that has signals of things like axe swung and shot fired added a GameAudio node that uses the signals from AudioBus and plays a sound made the pistol sound this part was super tedious made it so the player’s arms were unshaded (took so long and had to use my broken UnshadedLayer node from earlier, HUGE pain removed the outline of everything I guess that’s about it (probably a bit more that I’m forgetting but it’s fine, this devlog is huge) Next steps (hopefully not as long) more weapons! will not take nearly as much time I hope 🙏 add more enemies fix some gun bugs because I don’t think it’s working that well when moving right now find the best spot for health and inventory, probably bottom left corner get an audio for the axe get background music, meaning probably make a start and death menu vehicle Notes if you really read everything, I appreciate it a LOT. all of my work related to this devlog took SO MUCH time, but I’ve gotten a lot of support. super grateful probably best news so far, @tejaswa got unbanned after mistakenly being banned for fraud! 🎉 he inspired this project a lot, so I’m really happy for him, his project, and grateful for the support he gave me that’s all, thanks! reposting liking and comment help a lot!
added creepers to my fps Changelog imported the snowman monster model (only idle and walk animation so I had to manage) make the snowman go towards the player gave the snowman the same mechanics as a minecraft creeper Next steps more mobs more guns Notes my last devlog flopped why
demo finally out! press to play give me feedback!!! i’ve already gotten reports that the game gets very laggy when you look at the trees (its because of complex shaders that are post-processing), will fix soon
pre-devlog ship! please give me a good review guys 🙏 get playing! just updated: Changelog added a score axe sound tried to fix enemy shooting, not sure if I really did though menu and death screen bigger map that has slightly random generation enemies get bigger and stronger as score gets up and you survive for longer Next steps: ship! Notes: please give me a good score!
hi everyone! before you rate, let me just clarify about a few things before you rate my project the game takes a little time to load, so please be patient 🙏 look at the devlogs while you wait! i’m on mac so I haven’t tested the windows download, try to play in-browser i’m pretty sure it’s fixed but sometimes pressing W can move backwards and S moves forward. this is because you may have accidentally breached the limit on looking up and down. if this happens, slowly keep looking up or down (both work) until its fixed happy shipping!
I reviewed everyone’s previous ship feedback and made a few changes! ready to re-ship, wish me luck!
Ships:
Alien FPS! 👽 🔫 an exploration alien shooter game made in Godot by arjun bhumula! this is my first ever 3d project, and I’m very proud of it! Alien FPS is kind of like an arena shooter (ig) where you are given an axe and a pistol and you have to fend for yourself. In the biomes surrounding you, enemies are spawning everywhere: (the following is from the readme) The enemies include: eye monster 👁️ : 200 points, but 400 if you use your axe to kill it snowman (creeper like minecraft: 250 points, but 500 if you use your axe to kill it Enemies keep getting stronger as your score builds up, so be careful! You can either die by getting your health down to 0 or falling off the map somehow Have fun! AI DISCLOSURE! ⚠️ NO AI IS USED FOR CODE! However, I used AI to walk me through the process of using Blender and Godot together because this this is my first time doing that. Please give me a good review so I can get an xbox, THANK YOU SO MUCH EVERYBODY
Alien FPS! 👽🔫 — Ship #2 an exploration alien shooter made in Godot by arjun bhumula! this is my 2nd ship for Stardance. still my first 3D project and i’m proud of it — after Ship #1 i actually listened to the feedback and fixed a bunch of stuff. What I changed from feedback made it run better on weaker computers enemies don’t spawn on top of trees/objects anymore eye monsters now show up in the plains too cleaned up some gameplay / UX issues people pointed out The game arena shooter — axe + pistol, enemies spawn across different biomes. scoring eye monster 👁️ — 200 (400 with axe) snowman (creeper-like) — 250 (500 with axe) enemies get stronger the longer you survive. die at 0 HP or by falling off the map. have fun! AI disclosure ⚠️ NO AI WAS USED FOR CODE. I only used AI to help me learn Blender + Godot since this is my first time doing that. Please give me a good review so I can get an xbox, THANK YOU SO MUCH EVERYBODY...
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1793534040.6100135
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1793620440.6100135
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27153
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click lense by @nishank | Stardance
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nishank
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1
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43.67
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325
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-19T02:08:38Z", "hours": 43.0, "multiplier": 11.21, "payout": 325, "blessing": "neutral", "text": "A modern, full-featured URL shortener & analytics platform with password-protected links, expiration dates, custom aliases, QR code generation, and rich click metrics. Built with Next.js 16", "repo": "https://github.com/Devnish0/click-lense", "demo": "https://clicklense.vercel.app/"}]...
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[{"post_id": 36229, "ts": "202 [{"post_id": 36229, "ts": "2026-07-28T05:22:01Z", "hours": 0.6656, "text": "changed the readme.md"}, {"post_id": 30777, "ts": "2026-07-18T17:25:43Z", "hours": 23.8922, "text": "completed and in production right now check it out now"}, {"post_id": 26142, "ts": "2026-07-10T19:24:50Z", "hours": 6.1253, "text": "built the main dashboard ui"}, {"post_id": 24832, "ts": "2026-07-08T17:23:56Z", "hours": 3.3294, "text": "built the landing page for the clause app"}, {"post_id": 17058, "ts": "2026-06-27T18:13:55Z", "hours": 9.5158, "text": "completed basic 0 auth login , redirection logic, max attempt, time based attempt, disabled attempt etc."}]...
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Title: click lense by @nishank | Stardance
Devlog Title: click lense by @nishank | Stardance
Devlogs:
completed basic 0 auth login , redirection logic, max attempt, time based attempt, disabled attempt etc.
built the landing page for the clause app
built the main dashboard ui
completed and in production right now check it out now
changed the readme.md
Ships:
A modern, full-featured URL shortener & analytics platform with password-protected links, expiration dates, custom aliases, QR code generation, and rich click metrics. Built with Next.js 16...
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1793534029.227783
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1793620429.227783
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43749
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Dice/number generator by @Iv4e12 | Stardance
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Iv4e12
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T15:59:50Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a bot for the slack app! It can generate random numbers, roll dice and flip coins!", "repo": "https://github.com/Iv4e12/slack-dice-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0A5RFXHXJN"}]...
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[{"post_id": 40645, "ts": "202 [{"post_id": 40645, "ts": "2026-08-04T10:16:20Z", "hours": 0.35, "text": "I wrote the code, now I’m going to test it."}]...
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Title: Dice/number generator by @Iv4e12 | Stardanc Title: Dice/number generator by @Iv4e12 | Stardance
Devlogs:
I wrote the code, now I’m going to test it.
Ships:
I made a bot for the slack app! It can generate random numbers, roll dice and flip coins!...
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1793534017.2811465
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1793620417.2811465
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22795
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Synaptix by @Aniket | Stardance
|
Aniket
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T21:44:48Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Project: StudyHub — Peer-to-Peer Study Material Sharing App StudyHub addresses a real and relatable problem — study material at the college level is scattered across WhatsApp groups, expiring Drive links, and random Telegram channels. The app brings everything into one searchable, community-driven library where students earn coins by uploading and spend them to download, which neatly solves the cold-start problem without relying on pure altruism. Effort is clearly demonstrated across 11 major versions, 7 EAS build attempts before a clean APK, 23 third-party dependencies audited and removed from a broken scaffold, and 8 critical bugs fixed in a single audit session. The entire journey — including what went wrong and exactly why — is documented honestly. Approximately 3,000 lines of TypeScript were written across screens, services, and contexts, with four AdMob ad unit types integrated and a full Firestore coin transaction audit trail implemented. Three meaningful Quality of Life improvements were made: Stats refresh accuracy — Home screen stats (uploads, groups joined, bookmarks) were fetched once on mount and went stale immediately after any user action. Replacing useEffect with useFocusEffect means counts re-fetch every time the screen comes into focus, so what the user sees always reflects what they just did. Member count race condition fixed — When two users tapped “Join Group” simultaneously, both reads returned the same count and one increment was silently lost. Wrapping joinGroup() and leaveGroup() in Firestore runTransaction() makes the read-modify-write atomic, so the count can never drift, go negative, or miss an update regardless of concurrency. Null-safe auth context eliminates the LoginScreen crash — The original build crashed in production with a TypeError at LoginScreen@1:2447207, traced via adb logcat to a web-only Firebase method (signInWithPopup) being called in a native Android context. The fix replaced it with the correct native Google Sign-In SDK and made login.tsx null-safe throughout — the context is read first, every value accessed with optional chaining, and each handler guards against null before calling — so the screen can never reach a render-time crash due to a timing issue at startup. All three improvements target reliability for real users, not cosmetic polish, which is exactly the right place to spend effort before a public release.", "repo": "https://github.com/A11490M/A11490M.github.io", "demo": "https://a11490m.github.io/"}]...
|
[{"post_id": 51195, "ts": "202 [{"post_id": 51195, "ts": "2026-08-20T18:21:11Z", "hours": 1.0603, "text": "just added some firestore rules and finalized the build"}, {"post_id": 23006, "ts": "2026-07-05T18:30:48Z", "hours": 2.2256, "text": "🚀 Devlog #6 — Coins, Coins Everywhere Today’s mission? Give Synaptix its own little economy. Because what’s a platform without a currency that makes your brain go “ooh shiny” every time the number goes up? 🪙 Welcome to the Coin Centre Built an entirely new Coin Centre where users can manage everything related to coins. Features include: 💰 Live coin balance 🎁 Daily bonus 📺 Rewarded Ads 💳 Coin Shop 📋 Transaction History ⚡ Clean tab navigation Basically… one place for all things shiny. 🎁 Daily Bonus Added a daily reward system. Users can now: Claim +5 coins every day Get blocked from claiming twice (nice try 😏) Come back tomorrow for another free reward Tiny feature. Massive dopamine. 📺 Rewarded Ads Integrated Rewarded AdMob Ads . Watch a short ad… Get free coins. No ads available? The app now explains what’s happening instead of staring awkwardly into your soul. 💳 Coin Shop Started building the future coin store. Added multiple packs: 🪙 Starter 💰 Popular 💎 Value 👑 Pro Payments aren’t live yet (Google Play wants its paperwork first 😒), but the entire flow is ready to go. 📋 Coin History Every coin now leaves a footprint. Users can see exactly where their coins came from and where they disappeared to. No more “Wait… where did my coins go?” 💭 Dev Thoughts Today wasn’t about adding another fancy screen. It was about making Synaptix feel more alive. Uploading notes, watching ads, collecting rewards… everything now feeds into a proper reward system. And honestly… Seeing my own app slowly turn into something that feels like a real product is a pretty cool feeling. 📈 Progress of Economy integration ██████░░░░ 50% Still a long road ahead... But every commit makes Synaptix feel a little less like \"just another project\" and a little more like something people might actually use every day. See you in **Devlog #7** 🚀"}, {"post_id": 22288, "ts": "2026-07-04T17:56:17Z", "hours": 1.2739, "text": "#Devlog 5 not gonna say a productive day but finally compleated with the admin panel and started working on in-app currency!!!"}, {"post_id": 21646, "ts": "2026-07-03T18:24:22Z", "hours": 3.1044, "text": "🚀 Devlog #4 — With Great Power Comes Great Admin Privileges Today’s objective was simple: Build an Admin Panel that actually feels like the control room of Synaptix. After hours of React Native, TypeScript, and a few “why isn’t this state updating?” moments, the Admin Panel finally feels like a proper production-grade dashboard. 🎛️ Admin Dashboard Overhaul The admin experience got a complete redesign. Added: Live statistics dashboard 📊 Tab-based navigation 🗂️ Quick Action shortcuts ⚡ Maintenance Mode indicator 🔧 Pull-to-refresh support 🔄 Cleaner and more responsive UI ✨ The goal was simple: Every important admin action should be only a couple of taps away. 📄 Document Management Admins can now: Search documents instantly 🔍 Edit document details ✏️ Toggle Public / Private visibility 🌍 Delete documents 🗑️ Monitor downloads and uploads 📈 No more opening Firebase just to hide a PDF. 👥 User Management The moderation system received a huge upgrade. Admins can now: Search users 🔍 Modify coin balances 🪙 Ban / Unban users 🚫 Delete accounts 🗑️ View uploads and joined groups 📊 Safe to say… The Admin account is now the final boss. 💬 Workspace & Group Controls Community management is much easier now. Admins can manage: 🏢 Workspaces 👥 Groups Everything from one dashboard. No Firebase archaeology required. 📢 Announcement Center Probably my favorite feature from today’s session. Admins can now: Post announcements 📝 Pin important notices 📌 Delete outdated announcements 🗑️ Use visual badges for different announcement types 🏷️ Basically… The “Attention everyone!” button finally exists. 🎨 UI Polish Spent way more time than expected polishing the experience. Improvements include: Better spacing Cleaner cards Status badges Color-coded actions Improved layouts Smoother interactions Users might never consciously notice these details… But they’ll definitely feel them. 💭 Developer Thoughts Today wasn’t about flashy features. It was about building the invisible infrastructure that keeps everything manageable once hundreds (hopefully thousands 👀) of users start using Synaptix. Every button I added today is one less reason for Future Me to open Firebase at 2:00 AM . Future Me is very thankful. 📈 Progress Synaptix Admin Panel Progress ███████░░░░ 70% Synaptix is slowly transforming from “a project I built” into “a platform I genuinely want people to use.” And honestly… That’s a pretty awesome feeling. See you in Devlog #5 🚀"}, {"post_id": 13810, "ts": "2026-06-22T17:05:40Z", "hours": 1.3333, "text": "Synaptix Devlog — Day 3 🚀Spent another day deep inside app/admin.tsx and somehow turned what started as “just an admin page” into an entire control center for the app. Today’s work was mostly about wiring up the backend and making sure admins can actually manage the platform instead of just looking at stats. ✅ Added data loading for: Platform statistics Documents Users Study groups Workspaces Announcements App settings ✅ Added error handling and debugging alerts for failed Firestore requests ✅ Built admin access verification Loading state while permissions are checked Access denied screen for non-admin users UID display to make debugging easier Firestore/admin setup instructions directly in-app ✅ Implemented document moderation tools Delete documents Toggle document visibility Edit document metadata Save updates instantly ✅ Implemented user management tools Ban / Unban users Delete users Set custom coin balances Global coin airdrops to every user One thing I’m learning while building Synaptix is that every feature creates three more features you didn’t know you needed. “Delete a document” sounds simple until you realize you need confirmations, state updates, Firestore actions, error handling, loading states, and a way to recover when things go wrong. The admin panel is finally starting to feel like a real dashboard instead of a collection of buttons. Still a lot left to build, but Synaptix is slowly becoming the platform I imagined when I first started sketching the idea. 📚 Share notes 👥 Join study groups 🪙 Earn coins 🛠️ Manage the entire platform Day 3 complete.Back to fighting TypeScript tomorrow. #buildinpublic #reactnative #typescript #firebase #expo #mobileapp #synaptix #100DaysOfCode"}, {"post_id": 12598, "ts": "2026-06-20T16:03:29Z", "hours": 0.8333, "text": "Synaptix Devlog – Day 2 🚀 Today I worked on the app/admin.tsx file and completed roughly 50% of it. Most of the session was focused on building the admin interface, organizing components, and refining the overall structure for future features. ✅ Progress:Continued development of the admin panel Implemented core UI sections Improved code organization and maintainabilityReached ~50% completion of admin.tsx The goal is to finish the remaining functionality tomorrow and start connecting the admin tools to the backend. Slow progress is still progress. Building Synaptix one commit at a time. 💻#buildinpublic #reactnative #expo #typescript #mobileapp #devlog #synaptix"}, {"post_id": 12565, "ts": "2026-06-20T14:56:10Z", "hours": 0.5447, "text": "DAY 1 (SYNAPTIX MOBILE APP) this is the mobile app which i have started working on. basically i have a complete picture of the app in my mind and just started to code. made the logo and other assets today and currently working on its foundation. About the App…………… Synaptix is a community-driven knowledge hub — upload your notes, download what others share, join study groups, and grow together. One app, all learners. What’s Inside (everything that i’ve thought of) Everything a student actually needs 📚Study LibraryReal-time feed of all public documents powered by Firestore live listeners. Filter by Notes, Books, or Papers. Search by title or subject. Bookmark anything for later — synced to the cloud. 💬Student Corner–Join or create subject-based study groups with real-time chat. Password-protect your group for private circles. Members get notified when new messages arrive. ⬆️Upload & Earn–Upload your notes, books, or research papers straight from your phone to Cloudinary’s CDN. Earn 3 coins per upload and 2 more every time someone gives you a 5-star rating. ⭐Star Ratings–Rate any document from 1–5 stars. Each user’s rating is stored individually in a Firestore subcollection — scores are honest and per-user, never gamed. 🔒Password-Protected Files–Lock files and groups with a password. All passwords are SHA-256 hashed with salt before storage — not even the developer can see them. Verification compares hashes, never plain text. 🧑💼Profile & Notifications–Edit your name, bio, and profile photo. Track your uploads, joined groups, and bookmarks — all stats refresh on screen focus so they’re always up to date. currently i am planning to use cludinary service for file storage and transfer because it is FREE. if you guys have any other suggestions or better alternatives please tell."}]...
|
Title: Synaptix by @Aniket | Stardance
Devlogs:
D Title: Synaptix by @Aniket | Stardance
Devlogs:
DAY 1 (SYNAPTIX MOBILE APP) this is the mobile app which i have started working on. basically i have a complete picture of the app in my mind and just started to code. made the logo and other assets today and currently working on its foundation. About the App…………… Synaptix is a community-driven knowledge hub — upload your notes, download what others share, join study groups, and grow together. One app, all learners. What’s Inside (everything that i’ve thought of) Everything a student actually needs 📚Study LibraryReal-time feed of all public documents powered by Firestore live listeners. Filter by Notes, Books, or Papers. Search by title or subject. Bookmark anything for later — synced to the cloud. 💬Student Corner–Join or create subject-based study groups with real-time chat. Password-protect your group for private circles. Members get notified when new messages arrive. ⬆️Upload & Earn–Upload your notes, books, or research papers straight from your phone to Cloudinary’s CDN. Earn 3 coins per upload and 2 more every time someone gives you a 5-star rating. ⭐Star Ratings–Rate any document from 1–5 stars. Each user’s rating is stored individually in a Firestore subcollection — scores are honest and per-user, never gamed. 🔒Password-Protected Files–Lock files and groups with a password. All passwords are SHA-256 hashed with salt before storage — not even the developer can see them. Verification compares hashes, never plain text. 🧑💼Profile & Notifications–Edit your name, bio, and profile photo. Track your uploads, joined groups, and bookmarks — all stats refresh on screen focus so they’re always up to date. currently i am planning to use cludinary service for file storage and transfer because it is FREE. if you guys have any other suggestions or better alternatives please tell.
Synaptix Devlog – Day 2 🚀 Today I worked on the app/admin.tsx file and completed roughly 50% of it. Most of the session was focused on building the admin interface, organizing components, and refining the overall structure for future features. ✅ Progress:Continued development of the admin panel Implemented core UI sections Improved code organization and maintainabilityReached ~50% completion of admin.tsx The goal is to finish the remaining functionality tomorrow and start connecting the admin tools to the backend. Slow progress is still progress. Building Synaptix one commit at a time. 💻#buildinpublic #reactnative #expo #typescript #mobileapp #devlog #synaptix
Synaptix Devlog — Day 3 🚀Spent another day deep inside app/admin.tsx and somehow turned what started as “just an admin page” into an entire control center for the app. Today’s work was mostly about wiring up the backend and making sure admins can actually manage the platform instead of just looking at stats. ✅ Added data loading for: Platform statistics Documents Users Study groups Workspaces Announcements App settings ✅ Added error handling and debugging alerts for failed Firestore requests ✅ Built admin access verification Loading state while permissions are checked Access denied screen for non-admin users UID display to make debugging easier Firestore/admin setup instructions directly in-app ✅ Implemented document moderation tools Delete documents Toggle document visibility Edit document metadata Save updates instantly ✅ Implemented user management tools Ban / Unban users Delete users Set custom coin balances Global coin airdrops to every user One thing I’m learning while building Synaptix is that every feature creates three more features you didn’t know you needed. “Delete a document” sounds simple until you realize you need confirmations, state updates, Firestore actions, error handling, loading states, and a way to recover when things go wrong. The admin panel is finally starting to feel like a real dashboard instead of a collection of buttons. Still a lot left to build, but Synaptix is slowly becoming the platform I imagined when I first started sketching the idea. 📚 Share notes 👥 Join study groups 🪙 Earn coins 🛠️ Manage the entire platform Day 3 complete.Back to fighting TypeScript tomorrow. #buildinpublic #reactnative #typescript #firebase #expo #mobileapp #synaptix #100DaysOfCode
🚀 Devlog #4 — With Great Power Comes Great Admin Privileges Today’s objective was simple: Build an Admin Panel that actually feels like the control room of Synaptix. After hours of React Native, TypeScript, and a few “why isn’t this state updating?” moments, the Admin Panel finally feels like a proper production-grade dashboard. 🎛️ Admin Dashboard Overhaul The admin experience got a complete redesign. Added: Live statistics dashboard 📊 Tab-based navigation 🗂️ Quick Action shortcuts ⚡ Maintenance Mode indicator 🔧 Pull-to-refresh support 🔄 Cleaner and more responsive UI ✨ The goal was simple: Every important admin action should be only a couple of taps away. 📄 Document Management Admins can now: Search documents instantly 🔍 Edit document details ✏️ Toggle Public / Private visibility 🌍 Delete documents 🗑️ Monitor downloads and uploads 📈 No more opening Firebase just to hide a PDF. 👥 User Management The moderation system received a huge upgrade. Admins can now: Search users 🔍 Modify coin balances 🪙 Ban / Unban users 🚫 Delete accounts 🗑️ View uploads and joined groups 📊 Safe to say… The Admin account is now the final boss. 💬 Workspace & Group Controls Community management is much easier now. Admins can manage: 🏢 Workspaces 👥 Groups Everything from one dashboard. No Firebase archaeology required. 📢 Announcement Center Probably my favorite feature from today’s session. Admins can now: Post announcements 📝 Pin important notices 📌 Delete outdated announcements 🗑️ Use visual badges for different announcement types 🏷️ Basically… The “Attention everyone!” button finally exists. 🎨 UI Polish Spent way more time than expected polishing the experience. Improvements include: Better spacing Cleaner cards Status badges Color-coded actions Improved layouts Smoother interactions Users might never consciously notice these details… But they’ll definitely feel them. 💭 Developer Thoughts Today wasn’t about flashy features. It was about building the invisible infrastructure that keeps everything manageable once hundreds (hopefully thousands 👀) of users start using Synaptix. Every button I added today is one less reason for Future Me to open Firebase at 2:00 AM . Future Me is very thankful. 📈 Progress Synaptix Admin Panel Progress ███████░░░░ 70% Synaptix is slowly transforming from “a project I built” into “a platform I genuinely want people to use.” And honestly… That’s a pretty awesome feeling. See you in Devlog #5 🚀
#Devlog 5 not gonna say a productive day but finally compleated with the admin panel and started working on in-app currency!!!
🚀 Devlog #6 — Coins, Coins Everywhere Today’s mission? Give Synaptix its own little economy. Because what’s a platform without a currency that makes your brain go “ooh shiny” every time the number goes up? 🪙 Welcome to the Coin Centre Built an entirely new Coin Centre where users can manage everything related to coins. Features include: 💰 Live coin balance 🎁 Daily bonus 📺 Rewarded Ads 💳 Coin Shop 📋 Transaction History ⚡ Clean tab navigation Basically… one place for all things shiny. 🎁 Daily Bonus Added a daily reward system. Users can now: Claim +5 coins every day Get blocked from claiming twice (nice try 😏) Come back tomorrow for another free reward Tiny feature. Massive dopamine. 📺 Rewarded Ads Integrated Rewarded AdMob Ads . Watch a short ad… Get free coins. No ads available? The app now explains what’s happening instead of staring awkwardly into your soul. 💳 Coin Shop Started building the future coin store. Added multiple packs: 🪙 Starter 💰 Popular 💎 Value 👑 Pro Payments aren’t live yet (Google Play wants its paperwork first 😒), but the entire flow is ready to go. 📋 Coin History Every coin now leaves a footprint. Users can see exactly where their coins came from and where they disappeared to. No more “Wait… where did my coins go?” 💭 Dev Thoughts Today wasn’t about adding another fancy screen. It was about making Synaptix feel more alive. Uploading notes, watching ads, collecting rewards… everything now feeds into a proper reward system. And honestly… Seeing my own app slowly turn into something that feels like a real product is a pretty cool feeling. 📈 Progress of Economy integration ██████░░░░ 50% Still a long road ahead... But every commit makes Synaptix feel a little less like "just another project" and a little more like something people might actually use every day. See you in **Devlog #7** 🚀
just added some firestore rules and finalized the build
Ships:
Project: StudyHub — Peer-to-Peer Study Material Sharing App StudyHub addresses a real and relatable problem — study material at the college level is scattered across WhatsApp groups, expiring Drive links, and random Telegram channels. The app brings everything into one searchable, community-driven library where students earn coins by uploading and spend them to download, which neatly solves the cold-start problem without relying on pure altruism. Effort is clearly demonstrated across 11 major versions, 7 EAS build attempts before a clean APK, 23 third-party dependencies audited and removed from a broken scaffold, and 8 critical bugs fixed in a single audit session. The entire journey — including what went wrong and exactly why — is documented honestly. Approximately 3,000 lines of TypeScript were written across screens, services, and contexts, with four AdMob ad unit types integrated and a full Firestore coin transaction audit trail implemented. Three meaningful Quality of Life improvements were made: Stats refresh accuracy — Home screen stats (uploads, groups joined, bookmarks) were fetched once on mount and went stale immediately after any user action. Replacing useEffect with useFocusEffect means counts re-fetch every time the screen comes into focus, so what the user sees always reflects what they just did. Member count race condition fixed — When two users tapped “Join Group” simultaneously, both reads returned the same count and one increment was silently lost. Wrapping joinGroup() and leaveGroup() in Firestore runTransaction() makes the read-modify-write atomic, so the count can never drift, go negative, or miss an update regardless of concurrency. Null-safe auth context eliminates the LoginScreen crash — The original build crashed in production with a TypeError at LoginScreen@1:2447207, traced via adb logcat to a web-only Firebase method (signInWithPopup) being called in a native Android context. The fix replaced it with the correct native Google Sign-In SDK and made login.tsx null-safe throughout — the context is read first, every value accessed with optional chaining, and each handler guards against null before calling — so the screen can never reach a render-time crash due to a timing issue at startup. All three improvements target reliability for real users, not cosmetic polish, which is exactly the right place to spend effort before a public release....
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1793534013.4083219
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1793620413.4083219
|
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54313
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My personal site remake by @Lakaszada | Stardance
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Lakaszada
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1
|
11.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T09:26:51Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made the website got it to look awesome got byperfixated on some ai chat thing inside it , and then a chat thing which broke the ai chat", "repo": "https://github.com/LakasZada/my-brand-new-and-worsened-website", "demo": "http://dev.ypac.lt"}]...
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[{"post_id": 84174, "ts": "202 [{"post_id": 84174, "ts": "2026-10-29T06:41:10Z", "hours": 4.1392, "text": "I am trying to make a chat platform and i filled out more of the site"}, {"post_id": 59011, "ts": "2026-08-31T16:20:23Z", "hours": 0.2997, "text": "making the stop button do something"}, {"post_id": 58292, "ts": "2026-08-30T17:47:34Z", "hours": 3.4467, "text": "i have added response streaming and a custom font , am trying to add a stop generating button"}, {"post_id": 55612, "ts": "2026-08-27T16:01:49Z", "hours": 3.2081, "text": "i am going on an ai sidequest with my personal site"}]...
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Title: My personal site remake by @Lakaszada | Sta Title: My personal site remake by @Lakaszada | Stardance
Devlogs:
i am going on an ai sidequest with my personal site
i have added response streaming and a custom font , am trying to add a stop generating button
making the stop button do something
I am trying to make a chat platform and i filled out more of the site
Ships:
I made the website got it to look awesome got byperfixated on some ai chat thing inside it , and then a chat thing which broke the ai chat...
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1793534009.1439295
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1793620409.1439295
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45261
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jss/clips by @jss | Stardance
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jss
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1
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28.99
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-10T21:50:20Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a clipping software for gamers (or ppl who want to record their desktop or excel speedrunning, i dont judge!). I got tired of other clipping softwares not working or being full of ads and paywalls, so I made my own! Thanks to AI, all I need is an idea, patience to debug (using my mediocre coding skills) and a willing test subje- beta tester. Proud to actually do something a bit bigger and something I use EVERRYYYY DAY to capture the best moments while playing with friends (and the bloopers too ofc.) To test my app; UI Web demo -> https://clips.jss.fi/app/ (should work on any device) Download the latest stable -> https://clips.jss.fi/download/ Judge my code and complain about issues -> https://github.com/jssfi/clips Tested working on W11 both on NVIDIA and AMD GPU’s. (3080 Ti and 9060 XT) Humongus thanks to my friend who helped test the app (and then complain when i broke it)", "repo": "https://github.com/jssfi/clips", "demo": "https://clips.jss.fi/download/"}]...
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[{"post_id": 49164, "ts": "202 [{"post_id": 49164, "ts": "2026-08-17T20:05:57Z", "hours": 9.9928, "text": "Stable 0.5 is out 🥳 ; since the last devlog there has been…a lot of…lets just say difficulties :D -from github being down today (not that severe) to my updater breaking (twice)..i guess thats what nightlies are for eh? These last 120 ish commits (github says 123 but about half are pure fixes/features etc, the rest are builds etc) have been the most fun ive had making things.. The most stand out features from this batch are; In game overlay engine health warnings for dropped frames, errors and gpu/encoder overoading Library overhaul with sorting and search Per game capture profiles Multi clip stitching for mini “montages” An opt-in instant replay for when the capture engine is stopped but a chosen executable is on, you can still save a 5 min clip (time can be changed) automatic detection for unconfigured games An experimental (but working) browser “mode” for the UI. Instead of a desktop app, the app is in the background and can be controlled through your browser. Screenshots below. And some bugfixes… Updater has been overhauled to be more secure, which led to windows doing windows thing and bricking the whole updater for a bit. This has been fixed and is now working (this is why i recommend stable releases LOL) AMD AMF hardware encoding is now detected properly and wont fallback to h264, like it did most of the time before (though there might be an issue where nvenc can do the same, this is being debugged..) fixed a bug where the microphone input wasnt recorded and the settings disappeared All the changelogs from the nightlies are available on the repo: https://github.com/jssfi/clips Stable v0.5: https://github.com/jssfi/clips/releases/tag/v0.5.0"}, {"post_id": 44848, "ts": "2026-08-10T21:41:49Z", "hours": 0.8294, "text": "Hackclub REAALLYY..doesnt want me to ship without squeeezing every last bit of logged time so okay. Now comply with every (hopefully) 3rd party library license Made audio selection easier to do by letting the user choose an open process from a list (photo below), rather than typing a .exe from the top of your head. shipping now for real haha."}, {"post_id": 44808, "ts": "2026-08-10T20:42:14Z", "hours": 0.8867, "text": "Now i REALLY did the finishing touches; Made the updater a bitttt more secure added a browser demo (For the UI, for now) at https://clips.jss.fi/app/ Made the repo public shippin’ now!"}, {"post_id": 44774, "ts": "2026-08-10T19:34:19Z", "hours": 3.8825, "text": "Some last minute polishing before shipping! Today has been a sum of; UX changes, UI bug fixes and QOL updates. Also a fix of HDR tomfoolery(again)…Added optional diagnostic tracking for errors (asked at install). Added noise removal on RTX GPU’s and a noise gate. Also fixed a bug where updating fails to update the engine underneath the electron UI…whoops!"}, {"post_id": 43419, "ts": "2026-08-08T17:28:11Z", "hours": 13.6761, "text": "This time I’m doubling down on a bit of a bigger project. And like earlier, there’s a problem and then there’s a solution, my solution. This time the problem is that every recording software for the games I play either A. don’t work, B. lag my PC or C. are full of ads. This is my solution, using the power of the tools available (AI) and my ability to debug questionable code to make a tolerable clipping software; jss/clips (jss from my name and then clips). No ads, the ability to configure anything either built-in or then forking and asking AI yourself :) Kinda forgot to keep track of these devlogs to know what ive been doing cause I was having so much fun so heres what I can remember from the top of my head and the app itself; the app can record footage in varying qualities (tested on nvidia and amd gpu’s on windows) using libobs, play them back in an embedded MPV player(or a fullscreen MPV player), trim the clips using FFMPEG, remove microphone noise using NVIDIA Audio Effects on supported systems, auto-update when needed and a LOT of other settings and QOL stuff :) Screenshots below! Started as a joke but grew into something I use everyday now and so does a friend of mine. All on GitHub (before I ship this at the latest…just got to fix some commit issues cause i committed too big of a file somewhere…)"}]...
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Title: jss/clips by @jss | Stardance
Devlogs:
Thi Title: jss/clips by @jss | Stardance
Devlogs:
This time I’m doubling down on a bit of a bigger project. And like earlier, there’s a problem and then there’s a solution, my solution. This time the problem is that every recording software for the games I play either A. don’t work, B. lag my PC or C. are full of ads. This is my solution, using the power of the tools available (AI) and my ability to debug questionable code to make a tolerable clipping software; jss/clips (jss from my name and then clips). No ads, the ability to configure anything either built-in or then forking and asking AI yourself :) Kinda forgot to keep track of these devlogs to know what ive been doing cause I was having so much fun so heres what I can remember from the top of my head and the app itself; the app can record footage in varying qualities (tested on nvidia and amd gpu’s on windows) using libobs, play them back in an embedded MPV player(or a fullscreen MPV player), trim the clips using FFMPEG, remove microphone noise using NVIDIA Audio Effects on supported systems, auto-update when needed and a LOT of other settings and QOL stuff :) Screenshots below! Started as a joke but grew into something I use everyday now and so does a friend of mine. All on GitHub (before I ship this at the latest…just got to fix some commit issues cause i committed too big of a file somewhere…)
Some last minute polishing before shipping! Today has been a sum of; UX changes, UI bug fixes and QOL updates. Also a fix of HDR tomfoolery(again)…Added optional diagnostic tracking for errors (asked at install). Added noise removal on RTX GPU’s and a noise gate. Also fixed a bug where updating fails to update the engine underneath the electron UI…whoops!
Now i REALLY did the finishing touches; Made the updater a bitttt more secure added a browser demo (For the UI, for now) at https://clips.jss.fi/app/ Made the repo public shippin’ now!
Hackclub REAALLYY..doesnt want me to ship without squeeezing every last bit of logged time so okay. Now comply with every (hopefully) 3rd party library license Made audio selection easier to do by letting the user choose an open process from a list (photo below), rather than typing a .exe from the top of your head. shipping now for real haha.
Stable 0.5 is out 🥳 ; since the last devlog there has been…a lot of…lets just say difficulties :D -from github being down today (not that severe) to my updater breaking (twice)..i guess thats what nightlies are for eh? These last 120 ish commits (github says 123 but about half are pure fixes/features etc, the rest are builds etc) have been the most fun ive had making things.. The most stand out features from this batch are; In game overlay engine health warnings for dropped frames, errors and gpu/encoder overoading Library overhaul with sorting and search Per game capture profiles Multi clip stitching for mini “montages” An opt-in instant replay for when the capture engine is stopped but a chosen executable is on, you can still save a 5 min clip (time can be changed) automatic detection for unconfigured games An experimental (but working) browser “mode” for the UI. Instead of a desktop app, the app is in the background and can be controlled through your browser. Screenshots below. And some bugfixes… Updater has been overhauled to be more secure, which led to windows doing windows thing and bricking the whole updater for a bit. This has been fixed and is now working (this is why i recommend stable releases LOL) AMD AMF hardware encoding is now detected properly and wont fallback to h264, like it did most of the time before (though there might be an issue where nvenc can do the same, this is being debugged..) fixed a bug where the microphone input wasnt recorded and the settings disappeared All the changelogs from the nightlies are available on the repo: https://github.com/jssfi/clips Stable v0.5: https://github.com/jssfi/clips/releases/tag/v0.5.0
Ships:
I made a clipping software for gamers (or ppl who want to record their desktop or excel speedrunning, i dont judge!). I got tired of other clipping softwares not working or being full of ads and paywalls, so I made my own! Thanks to AI, all I need is an idea, patience to debug (using my mediocre coding skills) and a willing test subje- beta tester. Proud to actually do something a bit bigger and something I use EVERRYYYY DAY to capture the best moments while playing with friends (and the bloopers too ofc.) To test my app; UI Web demo -> https://clips.jss.fi/app/ (should work on any device) Download the latest stable -> https://clips.jss.fi/download/ Judge my code and complain about issues -> https://github.com/jssfi/clips Tested working on W11 both on NVIDIA and AMD GPU’s. (3080 Ti and 9060 XT) Humongus thanks to my friend who helped test the app (and then complain when i broke it)...
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TiC tAc toE by @arshadpathan | Stardance
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arshadpathan
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T19:00:41Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So I built a Tic Tac Toe Game. I need to mention that I’ve lots of creative ideas to build but i have start from somewhere, so here’s the game i build for real experience even on screen. I’m proud of that I started my hackclub journey and excited for to dive deep in developing creative innovation projects. In this Tic Tac Toe Game, you can play with a someone. And it also features a computer mode with two different levels - Easy & Smart. I challenge you to win in Smart Computer mode.", "repo": "https://github.com/Arshad-Pathan/TiC-tAc-toE", "demo": "https://tic-tac-toe-arshad-me.vercel.app/"}]...
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[{"post_id": 56806, "ts": "202 [{"post_id": 56806, "ts": "2026-08-28T18:40:55Z", "hours": 0.5731, "text": "Completed my First Project."}, {"post_id": 56643, "ts": "2026-08-28T14:16:11Z", "hours": 0.7139, "text": "I’m Starting my hackclub journey with small game and this is my first ever devlog. Session 1 — made the game working and deployed on Vercel"}]...
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Title: TiC tAc toE by @arshadpathan | Stardance
D Title: TiC tAc toE by @arshadpathan | Stardance
Devlogs:
I’m Starting my hackclub journey with small game and this is my first ever devlog. Session 1 — made the game working and deployed on Vercel
Completed my First Project.
Ships:
So I built a Tic Tac Toe Game. I need to mention that I’ve lots of creative ideas to build but i have start from somewhere, so here’s the game i build for real experience even on screen. I’m proud of that I started my hackclub journey and excited for to dive deep in developing creative innovation projects. In this Tic Tac Toe Game, you can play with a someone. And it also features a computer mode with two different levels - Easy & Smart. I challenge you to win in Smart Computer mode....
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