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2385
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Bio controlled arm by @Scott | Stardance
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Scott
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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: Bio controlled arm by @Scott | Stardance
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1792637585.5219278
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1793242385.5219278
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21428
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My awesome macropad! by @arnav_sharma | Stardance
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arnav_sharma
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @arnav_sharma | Sta Title: My awesome macropad! by @arnav_sharma | Stardance...
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1792637584.6379802
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1793242384.6379802
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48068
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My own site! by @bihanghimire | Stardance
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bihanghimire
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1
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10.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T03:03:49Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a SPEEDCUBING website . I have been into cubing since a bit myself but can’t find website which contain algorithms in text aswell as animation form with a cubing timer. I tried to reach to the speedcubers with this project . Since I am pretty new to JavaScript I used library known as cubing js which eased my work by a lot . This project was done quickly as I wrote the plan and what to do before starting the project so it won’t be a hassle later on.", "repo": "https://github.com/bihanghimire/CUBING-WEBSITE-", "demo": "https://bihanghimire.github.io/CUBING-WEBSITE-/"}]...
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[{"post_id": 79207, "ts": "202 [{"post_id": 79207, "ts": "2026-10-13T01:20:57Z", "hours": 10.3661, "text": "This is my cubing website that I have created for speedcubers that use cfop method.Only not that but it does give an introduction about cubing in general. It provides you with 41 case for f2l 51 for pll and 21 for oll . Each and every algorithm uses a visual representation for people who don’t wanna follow the readable algorithm or dont understand it"}]...
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Title: My own site! by @bihanghimire | Stardance
Title: My own site! by @bihanghimire | Stardance
Devlogs:
This is my cubing website that I have created for speedcubers that use cfop method.Only not that but it does give an introduction about cubing in general. It provides you with 41 case for f2l 51 for pll and 21 for oll . Each and every algorithm uses a visual representation for people who don’t wanna follow the readable algorithm or dont understand it
Ships:
I made a SPEEDCUBING website . I have been into cubing since a bit myself but can’t find website which contain algorithms in text aswell as animation form with a cubing timer. I tried to reach to the speedcubers with this project . Since I am pretty new to JavaScript I used library known as cubing js which eased my work by a lot . This project was done quickly as I wrote the plan and what to do before starting the project so it won’t be a hassle later on....
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1793155984.0862393
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1793242384.0862393
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26236
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My very own WebOS by @roses_fms14 | Stardance
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roses_fms14
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @roses_fms14 | Stardan Title: My very own WebOS by @roses_fms14 | Stardance...
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1792637583.7827735
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1793242383.7827735
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24707
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I want to create an app by @rohithkithoo2011 | Sta I want to create an app by @rohithkithoo2011 | Stardance...
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rohithkithoo2011
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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: I want to create an app by @rohithkithoo201 Title: I want to create an app by @rohithkithoo2011 | Stardance...
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1792637582.9375768
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1793242382.9375768
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23285
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My very own WebOS by @PrishaPatel | Stardance
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PrishaPatel
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @PrishaPatel | Stardan Title: My very own WebOS by @PrishaPatel | Stardance...
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1792637582.0977864
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1793242382.0977864
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1122
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My first slack bot! by @Lol123rl | Stardance
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Lol123rl
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @Lol123rl | Stardanc Title: My first slack bot! by @Lol123rl | Stardance...
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1792637581.244838
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1793242381.244838
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4947
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My awesome macropad! by @Badtz-Maru | Stardance
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Badtz-Maru
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Badtz-Maru | Stard Title: My awesome macropad! by @Badtz-Maru | Stardance...
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1792637580.4006078
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1793242380.4006078
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25618
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My very own WebOS by @1kehuynh | Stardance
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1kehuynh
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @1kehuynh | Stardance
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1792637579.5627174
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1793242379.5627174
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36597
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Perihelion by @superheroyrr | Stardance
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superheroyrr
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1
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81.73
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T23:18:16Z", "hours": 76.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did I make? This is a gravity simulator written in C++. Right now, it only simulates the solar system, but I am planning on adding more to it in later ships. For detailed instructions on how to use it, see the README, but as a TLDR: when your mouse disappears, use the WASD , Shift , and Space keys to move around. To show your cursor, press Esc . Click anywhere to hide it again. Click on a planet’s outline to select it. When it’s selected, you can press V to change its velocity, then you can press X , Y , or Z to lock to the axis, and click with your mouse to confirm. You can also edit its properties in a window. To unselect it, press the × button in the top center Challenges I finished IB SL Physics with a level 7 (highest one possible), so I naively thought all the physics calculations would be easy enough that I could solve them completely alone. Tbh, it was at first, with the actual gravity part just being the F = Gmm/r^2 equation over and over again. However, with my other features like the spacetime curvature grid, and especially the “Orbit eachother” button, those features required things from university level physics and were complicated. So for these specific physics features, I ended up defaulting to AI to write them. Additionally, figuring out 3D graphics was a challenge and for this, AI and the internet were very useful in figuring those out. I am also glad I used Raylib to code this, since it makes 3D graphics much easier than it normally is. Roadmap for future ships I will consider adding the following in future ships: Black Holes Make the planets rotate Presets other than the solar system Optimize the gravity simulation, right now it lags at around 40 objects Add a bunch of the planets’ moons Add collision detection, so you can smash an asteroid at a planet and see what happens Simulate atmosphere of a planet? There’s probably a lot more that I could add as well, feel free to suggest some features when you vote for this project!", "repo": "https://github.com/agokule/perihelion", "demo": "https://agokule.github.io/perihelion/"}]...
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[{"post_id": 82477, "ts": "202 [{"post_id": 82477, "ts": "2026-10-24T22:40:16Z", "hours": 5.7328, "text": "So my first ship got rejected because of 2 reasons: I generated my README with AI, which I didn’t know was not allowed They think I generated over 30% of code with AI I personally don’t think that’s the case, but ig I will have to follow it anyways. So in these 5.75 hours, I rewrote my github readme from scratch by hand. I also rewrote a bunch of my code so that it is by hand as well. ㅤ I’d like to specifically talk about the Spherical struct, since I feel it was most interesting. I previously vibe coded it because the math behind it (3D trigonometry) looked too scary. I tried rewriting it from scratch, and actually turns out it’s not too difficult. So in that case, I’m kind of glad my submission got flagged because now I learned something new! ㅤ While rewriting it, I found some weird choices in sort of architecture which the AI made. So I ended up moving things around to fix it. I also deleted the stupidly long comments that it made, like seriously they’re so long they really make the code worse for the most part. I also fixed two small bugs. So yeah, this will be the last devlog I make for sure."}, {"post_id": 76898, "ts": "2026-10-05T00:04:58Z", "hours": 4.1833, "text": "First ship is incoming very soon! In these 4 hours spread out across a whole month (I was too busy with school), I got it deployed as a website! ㅤ You can try it out at https://agokule.github.io/perihelion/ . I’m too lazy rn to upload a proper video, so if you can’t figure out how to use the app, check out my other devlogs. Lmk what you think about the app in the comments! Would this be good to ship, or are there still some things you are dying to see before that happens? How was it? Not very nice tbh. A part of me regrets choosing Raylib instead of SDL3 for this project, bc in my experience it was super easy to just port over an SDL3 project to a website. ㅤ Here it was not that easy. I ended fully refactoring the main file (like just rearranging things into different functions) just for it to work the way I wanted. ㅤ In particular the way it handles keyboard/mouse inputs on a website is soooo weird!! You have to check for them at a specific point in your code between two certain functions, which is weird!! ㅤ There were also a lot of weird niche bugs that were so annoying to find, and it turns many of them were with the way Raylib deals with the web, and I only found out because Claude ended up closely reading the source code for these fixes! ㅤ These were mostly minor nitpicks which AI helped me solve. Now, that this thing is almost done I am very glad. It’s like a huge weight has been lifted off my shoulders."}, {"post_id": 61580, "ts": "2026-09-04T15:41:00Z", "hours": 2.1069, "text": "What would happen if a second Sun randomly spawned in our solar system? Well clearly chaos according to my simulation. So previously, I made a button that automatically sets a velocity so that one object orbits another object, allowing you to easily make planet-moon systems. ㅤ However, what if you wanted to create gravity systems where objects are similar masses, like binary stars, or something like the Pluto-Charon system where clearly they orbit a point outside of each other? ㅤ This is what I set out to implement in this devlog, other than fixing a bug in the spacetime curvature grid where it would jitter around. ㅤ So I’m gonna be honest here, I did basically get AI to do this part for me, that’s not to say I didn’t try at all because I really did. But it turns out this stuff is way outside of high school physics and goes into orbital mechanics. ㅤ I wrote a simple solution which I thought might work, but it didn’t quite. ㅤ So I tried to watch this video to understand how to do it, but couldn’t understand what kind of vector math he was doing. So I basically gave up and got Claude to do it. ㅤ Looking at Claude’s solution, it seems kind of simple in that it’s not using crazy long equations to do things, but at the same time, I don’t think I would have been able to come up with those on my own, so ig it was a good use of AI to speed things up."}, {"post_id": 59165, "ts": "2026-08-31T19:54:12Z", "hours": 3.4219, "text": "I’m back after 2 weeks!!! First I’ll explain why I took a break and then go over what I did in these 3.5 hours. Why I was gone for 2 weeks Basically, I was previously trying to force out 3.5 hours a day to get the FW13 laptop, along with trying to finish this online course so I can get my driver’s license (spending 2 hours a day on that). On top of that I had tuition classes so I can get ahead for next year’s chemistry and math curriculum (probably ~2 hours a day on that). This makes for 8 hours a day of scheduled work. Oh yeah and I wanted to do all of this while still maintaining my health (like going out for a walk everyday and things). ㅤ Obviously, this is a lot of time to commit, but I went ahead with it, thinking of it as a way for me to learn better time management, so that grade 12 will be easy for me. ㅤ However, it turned out to not go the way I thought it would in my mind. You see, no matter what I tried, I just couldn’t get all three of my priorities met. It’s not like a 9-5 job, where you really just have to stay at the office for that timeframe, but then only like 3-4 hours of that is actual focused work. This plan was demanding a full on 8 hours of high focus everyday, which is probably just not possible, without sacrificing too much in my opinion. ㅤ I also realized this was getting in the way my driver’s license and prepping for grade 12, which were probably more important. ㅤ Don’t get me wrong, Stardance is pretty cool and important, but the other 2 things are more important, I think. ㅤ The breaking point came when I finally did reach two of my priorities for 2 days (Stardance and driver’s course). But, it was a very grueling 2 days, and it wasn’t even including anything from tuition. I quickly realized that this was going need a lot more sacrifices than I bargained for. ㅤ So yeah, I took a break. I finished the online course, now I have to do in-car lessons, but the bottleneck for that is now the driving instructor’s availability, now mine. I also tried catching up to the tuition hw (yeah tbh, that didn’t go too well). And I still didn’t touch any of my projects for a bit after that because I was genuinely burnt out. ㅤ But now I’m back! I’m not fully quitting Stardance at all, but now I will work at a slower pace than before. A pace that feels natural to me, rather than forced. Honestly, it might turn out to be the same amount of time as before, just because a bunch of my time has been freed up by finished that driver’s course. But whatever happens, I will finish all of my projects in a way that isn’t so taxing to me mentally and physically. What I actually did in this devlog So for this devlog, I made it so you can edit the velocity using polar coordinates (basically change it via longitude/latitude), as an alternative to x/y/z. ㅤ I initially tried to do this myself by stitching together some math formulas from Reddit, but it didn’t work because I didn’t understand the physics behind them. ㅤ This stuff goes under a field called spherical trigonometry, which is something they don’t usually teach until university math, so I definitely didn’t learn it in grade 11. ㅤ Eventually I gave up and just used Claude to implement the rougher details. However, I have decided to learn a bit of this stuff myself, since it seems like just high school trig but in 3d. Also, because why not!"}, {"post_id": 48408, "ts": "2026-08-16T18:57:36Z", "hours": 6.3819, "text": "Now you can change the velocity and lock it to a specific axis!! Also I upgraded to C++23 from C++20. ㅤ Yeah that feature was a real nightmare to implement, with loads of bugs. That stupid float vs double thing came back to bite me again!!!! I swear bro these things annoy me a lot. How do I do this? I also initially had like no idea how this feature should be implemented, I was sitting there thinking and trying code out for a long time. I eventually decided to change the way velocities are changed entirely, now instead of just clicking and dragging, you press V on the keyboard and click with the mouse to confirm. ㅤ Even after that I had a dilemma about how exactly this axis locking feature should be implemented. I was initially going to cast a ray from the mouse and figure out where it is closest to the axis, however it turns out that is math that goes outside of high school altogether, so I had to scrap that. ㅤ Then I decided to open up Blender and see how it does it’s axis locking when you drag 3D objects around. From Blender I got inspiration for how it works in my program. ㅤ So now once you are editing the velocity, you can press X , Y , or Z to change the velocity going in those respective axes if you want. I also figured a much simpler way than that first method I thought of because of the testing with Blender. AI disclaimer Obviously there had to be some bugs with my code. After having spent a bunch of time struggling through writing the code only to reach some weird bugs, I gave up and did turn to AI. ㅤ I carefully supervised it while it tried to fix my code (I do NOT believe in vibe-coding) and it was actually able to fix it alright. I made a suggestion to edit the code to be cleaner and it listened. The ultimate plot twist I then asked it to add that sky-blue line thing. Now here’s the ultimate plot twist, so you know that float vs double precision error that keeps coming back to me? Well in every previous devlog where it happened, it was Claude who pointed out the issue. Well guess what? This time it was me who found it! The issue was with that line and how it was drawn on screen. ㅤ So yeah. That took a very long time, but it was worth it."}, {"post_id": 47584, "ts": "2026-08-15T15:47:40Z", "hours": 3.3922, "text": "So now you can add objects and change velocities going up and down in the y-axis using up/down arrow keys!! It also shows the flat grid temporarily for these. ㅤ The only thing is that I will probably change how the velocity y-value thing works, because I don’t like it. It’s ironic because that was the thing that took the most amount of time as well."}, {"post_id": 47084, "ts": "2026-08-14T18:35:57Z", "hours": 2.6942, "text": "Here’s what I’ve done: Made it possible to move the flat grid up and down Implemented custom camera controls so that I can better control the experience. This was very difficult at first… until I realized I could just copy paste the code from the library I’m using and just edit that instead 🤦. With this new camera system, I added a feature where you can hold shift and it will slow down for you. More internal refactoring!!! If you’ve been reading my devlogs, you’ll realize that this is like the 5th time or something that I did internal refactoring. To explain, this is my flagship project, as in I’m trying to reach like ~150 hours on this project so that I can get the Framework 13, so I want to take it slowly, so that I can be sure that I can build the features I want to build in an enjoyable manner. This is why I do these things occasionally."}, {"post_id": 46416, "ts": "2026-08-13T16:39:12Z", "hours": 2.6864, "text": "So I added an easy button to make celestial objects orbit another object. To demonstrate this, I recorded a video of me adding 2 moons to Jupiter! I also added a reverse velocity button which is self-explanatory, I didn’t include it in the video because I forgot. I also made it easier to add objects in a previous devlog, but I forgot to include it there."}, {"post_id": 45809, "ts": "2026-08-12T15:07:04Z", "hours": 3.995, "text": "In these 4 hours, I have made the overall experience of switching between objects better by doing these things: Made the camera turn with constant angular speed. Previously, it would sort turn instantly if it needed to make a 180, and then freeze. The camera position is now smoothed out with an easing function instead of linearly moving it Made the grid in the background not jitter when viewing a single planet Set up debugging to work ㅤ The reason this took this long was because for some reason, I was previously using the frame count and a decimal calculated framerate to time out the animations. ㅤ Obviously, mixing decimal numbers with whole numbers wasn’t going to work well, so I had some really weird bugs that sometimes happened and sometimes didn’t. This was literally the motivation for me to setup the debugger! ㅤ Initially I tried to work with the system as it was, but it became tedious fairly quickly, with a lot of if statements, etc. So, I swapped to just using the system time, and it literally just fixed itself almost instantly! That and the code for it ended up being simpler than before! ㅤ The only thing I don’t really like is the grid, and how it kind of jitters, although that will a future problem to solve."}, {"post_id": 44655, "ts": "2026-08-10T15:53:11Z", "hours": 3.9903, "text": "Here’s what I did yesterday: Added a settings editor Added tooltips everywhere Added an intuitive button to deselect the current object"}, {"post_id": 44048, "ts": "2026-08-09T15:47:51Z", "hours": 8.1869, "text": "You might be thinking: “So there’s 8 hours in this devlog, surely there are some major visual changes, right?” Well unfortunately no. I meant to post a smaller devlog the day before yesterday, but I forgot about it yesterday. Now here I am cleaning up that mess. I basically did just the following 3 things: ㅤ Added Nerd Font icons to the UI. This took waaay too long (like 2 hours) since I was spending so much time figuring out how to scale specifically those icons, and nothing else and when I did figure it out, they were all of a sudden misaligned, towards the top left compared to regular text, so I had to realign them to be proper. After all of that, it seems like I might need to make my own font icons, since Nerd Font is mainly designed to be put in a coding IDE, not a random app like this. There are some space things which I want icons for, but aren’t available in Nerd Fonts. Oh well, that’s a problem for future me. ㅤ Now here’s the real timesink that made this devlog 8 hours: so I went on a long sidequest to basically implement CSS position property in this C++ UI library. This was mainly so that it would be way easier to position new UI elements. The next devlog will most likely be about adding new settings UI. Along with that, I also wrote a bunch of helper functions to make it even easier to write new UI components. So basically, the UI got a full refactor. ㅤ And finally, using that UI refactor from above, I added a playback controller at the bottom and moved the object selector to the top. Yes, it is an embarrassingly small amount of user facing changes coming out of this 8 hour devlog, but at least my UI code is easier to maintain!"}, {"post_id": 42195, "ts": "2026-08-06T20:10:57Z", "hours": 2.0506, "text": "Huzzah! I added a skybox (basically the background image). I will admit that this part was basically AI’d, but it was really hard to do it by myself, since it would have required learning GLSL myself, which I didn’t want to do."}, {"post_id": 41540, "ts": "2026-08-05T20:16:31Z", "hours": 4.0603, "text": "So I decided to spend a lot of time refining the velocity changing with the mouse. Also did a smaller refactor to make the code look cleaner. ㅤ The main issue I had previously was that it was jittery when the object was far from coordinates (0, 0, 0). It turns out it was another stupid float vs double precision problem in C++. Yes, very similar to what I faced earlier in this project. ㅤ I will admit that I did use AI to find these bugs and fix them, but I was supervising it very closely and testing it thoroughly. I am also starting to see the limits of AI. Claude now decided to flag a bug which didn’t exist, and when I asked it to refactor, it made the code look worse ironically. I ended up having to do that part myself. ㅤ However, AI was still more of a help than a hindrance, so I will still use it throughout this project. If you are curious, the git commits have more detail about these and they are here ."}, {"post_id": 40192, "ts": "2026-08-03T16:23:30Z", "hours": 4.4261, "text": "So I made it very easy to change the velocity of objects, you can just drag from the cone anywhere now! ㅤ Surprisingly, the hardest part about this was just getting the arrow to draw and also tuning how big it is so that it looks good, but once it was there, it was actually pretty easy to just hook up a click detection. ㅤ Funnily, this 3D library I’m using (Raylib if you’re curious) doesn’t have a builtin “DrawCone()” function. It turns out that to draw a cone, you are supposed to use the DrawCylinder() function and set one of the radiuses to 0! That was really weird to find out."}, {"post_id": 39627, "ts": "2026-08-02T18:59:38Z", "hours": 1.8067, "text": "HEEELP!!!! I added a panel to edit the properties of objects, so I decided to add a bunch of mass to Mercury for fun, now the Sun is orbiting Mercury! This is so trippy especially how much it warped spacetime."}, {"post_id": 38576, "ts": "2026-08-01T01:50:58Z", "hours": 4.5342, "text": "So I fixed some bugs with the warped spacetime grid, and also added a way to add objects to the scene. I haven’t added collision detection yet, so it kind of looks weird but I’ll do that later. ㅤ The reason this took so long is because adding objects kind required a lot of refactoring. Basically, I had to write code for when my objects get copied around, because adding an element to a list in C++ might mean copying it around. This was difficult because raylib is a bit too high level for how it handles these GPU textures and models. ㅤ Now I will add an edit panel to make the new object changeable."}, {"post_id": 37344, "ts": "2026-07-30T00:14:37Z", "hours": 3.7403, "text": "I have just made the grid in the background warp, representing the curvature of spacetime! ㅤ You will probably notice that the grid is smaller and follows you around if you watch the video. This is because I had to. The grid needs to be about this small, otherwise performance is bad. I could make it bigger by making it more spaced out, only if that’s something people would want though. ㅤ This took waaaaaaay too long since I made a very stupid mistake and C++ decided to harshly punish me for it. Well I did promise not to use AI in the next devlog, but I was dealing with a really weird issue with it for like 1.5 hours and I gave up and asked Claude code about it. So you see that screenshot right (you might need to click the next image button)? That was the solution!!!!! Just add = 0 to that line. ㅤ So basically in C++, if you don’t initialize a variable to a value, as I did there, the value of that variable will then basically be whatever happens to be at that memory address, which will initially be some random number. But as the function runs again and again, it will use that previous value, and later on I was doing y += ... so the y-coordinates of the grid were continuously increasing. ㅤ Visually, it looked like the grid wasn’t being drawn, since the y-value instantly went to a huge number. ㅤ Btw that was the only AI help I got for this part, except for the mathematical formula, which I got from Claude as you can see in the background of the screenshot."}, {"post_id": 36699, "ts": "2026-07-28T22:30:28Z", "hours": 1.6914, "text": "tbh, I haven’t been working on this a lot over the last few days because of other projects, but now I have. ㅤ Here’s what I got done: A major refactor on the codebase which will make it easier to later add a preset selection screen. A better selector for celestial objects at the bottom of the screen. ㅤ I’ll be honest, I did write most of the code for these with AI (yeah bummer ik, but really, who likes refactoring code on their own?). Although, I was closely inspecting everything it wrote. ㅤ Now the next thing I will do is make the grid warp with the gravitational field strength to represent space-time getting bent."}, {"post_id": 34312, "ts": "2026-07-24T22:05:19Z", "hours": 1.655, "text": "For this update, I have done 3 things: Added a small outline circle to distant objects so that they are more visible. made it so you can click inside of these circles or on the planet to zoom into it Added a trail behind each planet."}, {"post_id": 33545, "ts": "2026-07-23T16:10:55Z", "hours": 2.4864, "text": "These past ~2.5 hours have been spent on some quality of life features for the app. Mainly these 3: Made every object 5x bigger than its real life size because it turns out the solar system is such a big place, that you kind of have to. Otherwise everything looks too small. Made it so when you switch between planet it has a quick transition period. Added textures to every planet and the sun. This was actually the hardest part, I had to play around with the settings because it would usually apply the texture sideways, or distort it but I got it working anyways."}, {"post_id": 31887, "ts": "2026-07-20T17:16:08Z", "hours": 3.6044, "text": "So in this devlog I’ve done quite a few things to make the overall experience nicer: ㅤ Added a way to pin one object to the center of the screen. Added the Moon and the rest of the planets in the solar system Switched from using light minutes to light seconds for distance measurements because the light minutes values were WAY too small Another annoying bug I had to fix: So there was this bug where the moon would pretty much always just fly out into the abyss as if there was zero gravity applied to it. It was pretty annoying to find out that it because I was using C++‘s float type instead of double . ㅤ What’s the difference? Well basically float gives about 7 decimal points of precision, while double gives about 15. I initially started with float because it is half the memory size of double and in my experience, float gets the job done like 99% of the time. ㅤ However, it turns out I did need more than 7 decimal points. This is because the gravitational force experienced by the Moon is very small, like around 10^-12 (thats 0.(eleven zeroes…)1). Since float can’t hold that value, it just rounded it to zero, causing the moon to fly out in a straight line forever. I’ll be honest, it wasn’t me who figured that out, it was Gemini who did, but pretty much everything else in this devlog was made by me. ㅤ It’s crazy how such a small difference of like 10^-12 can make on a physics engine like this! I hope I don’t have to then switch to C++‘s long double , which has even more precision, that would be insane if I had to go that extreme. I probably would have had to if I didn’t switch from light minutes to light seconds lol."}, {"post_id": 31203, "ts": "2026-07-19T12:36:42Z", "hours": 3.0122, "text": "I got gravity simulation working! Now the Earth is spinning around the Sun! ㅤ I know you can’t see it in the video I posted, but the Earth is there, it’s just that this simulation is drawn to scale, the Earth would actually barely be visible if you were looking from a spacecraft that far away. ㅤ This took quite a while because of this one really stupid bug: basically I store all the distance values in light minutes rather than kilometers or miles because otherwise those values would be too big. However, the physics equations that I’m using expect the values to be in meters, not light minutes. ㅤ So basically, I forgot to convert from light minutes to meters when calculating the gravity acceleration, so those values were too small to change the velocity of the Earth, causing it to go in a straight line forever. ㅤ But now that that is done, I will start adding the rest of the planets and maybe their moons as well to this simulation, then I can look purely at quality of life improvements to improve the interactivity of it. ㅤ This project is turning out to be easier than I expected! Hopefully another challenge doesn’t pop up…"}, {"post_id": 30702, "ts": "2026-07-18T14:29:09Z", "hours": 0.5217, "text": "So I got this cool C library called adjust.h setup for hot code reloading. This means that I can update the code while it’s running , and the changes show up in real time! I know that I am making this a web app, but because the module doesn’t work on web, I will prototype the app on desktop for now."}, {"post_id": 30452, "ts": "2026-07-18T00:26:26Z", "hours": 1.4753, "text": "So in this devlog, I have set up the project with all of its dependencies, it really can take that long when you’re using C++! Right now I just have a basic testing window, but I will quickly fill it in with a preset of the solar system soon, then I’ll be writing physics code for a while."}]...
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Title: Perihelion by @superheroyrr | Stardance
De Title: Perihelion by @superheroyrr | Stardance
Devlogs:
So in this devlog, I have set up the project with all of its dependencies, it really can take that long when you’re using C++! Right now I just have a basic testing window, but I will quickly fill it in with a preset of the solar system soon, then I’ll be writing physics code for a while.
So I got this cool C library called adjust.h setup for hot code reloading. This means that I can update the code while it’s running , and the changes show up in real time! I know that I am making this a web app, but because the module doesn’t work on web, I will prototype the app on desktop for now.
I got gravity simulation working! Now the Earth is spinning around the Sun! ㅤ I know you can’t see it in the video I posted, but the Earth is there, it’s just that this simulation is drawn to scale, the Earth would actually barely be visible if you were looking from a spacecraft that far away. ㅤ This took quite a while because of this one really stupid bug: basically I store all the distance values in light minutes rather than kilometers or miles because otherwise those values would be too big. However, the physics equations that I’m using expect the values to be in meters, not light minutes. ㅤ So basically, I forgot to convert from light minutes to meters when calculating the gravity acceleration, so those values were too small to change the velocity of the Earth, causing it to go in a straight line forever. ㅤ But now that that is done, I will start adding the rest of the planets and maybe their moons as well to this simulation, then I can look purely at quality of life improvements to improve the interactivity of it. ㅤ This project is turning out to be easier than I expected! Hopefully another challenge doesn’t pop up…
So in this devlog I’ve done quite a few things to make the overall experience nicer: ㅤ Added a way to pin one object to the center of the screen. Added the Moon and the rest of the planets in the solar system Switched from using light minutes to light seconds for distance measurements because the light minutes values were WAY too small Another annoying bug I had to fix: So there was this bug where the moon would pretty much always just fly out into the abyss as if there was zero gravity applied to it. It was pretty annoying to find out that it because I was using C++‘s float type instead of double . ㅤ What’s the difference? Well basically float gives about 7 decimal points of precision, while double gives about 15. I initially started with float because it is half the memory size of double and in my experience, float gets the job done like 99% of the time. ㅤ However, it turns out I did need more than 7 decimal points. This is because the gravitational force experienced by the Moon is very small, like around 10^-12 (thats 0.(eleven zeroes…)1). Since float can’t hold that value, it just rounded it to zero, causing the moon to fly out in a straight line forever. I’ll be honest, it wasn’t me who figured that out, it was Gemini who did, but pretty much everything else in this devlog was made by me. ㅤ It’s crazy how such a small difference of like 10^-12 can make on a physics engine like this! I hope I don’t have to then switch to C++‘s long double , which has even more precision, that would be insane if I had to go that extreme. I probably would have had to if I didn’t switch from light minutes to light seconds lol.
These past ~2.5 hours have been spent on some quality of life features for the app. Mainly these 3: Made every object 5x bigger than its real life size because it turns out the solar system is such a big place, that you kind of have to. Otherwise everything looks too small. Made it so when you switch between planet it has a quick transition period. Added textures to every planet and the sun. This was actually the hardest part, I had to play around with the settings because it would usually apply the texture sideways, or distort it but I got it working anyways.
For this update, I have done 3 things: Added a small outline circle to distant objects so that they are more visible. made it so you can click inside of these circles or on the planet to zoom into it Added a trail behind each planet.
tbh, I haven’t been working on this a lot over the last few days because of other projects, but now I have. ㅤ Here’s what I got done: A major refactor on the codebase which will make it easier to later add a preset selection screen. A better selector for celestial objects at the bottom of the screen. ㅤ I’ll be honest, I did write most of the code for these with AI (yeah bummer ik, but really, who likes refactoring code on their own?). Although, I was closely inspecting everything it wrote. ㅤ Now the next thing I will do is make the grid warp with the gravitational field strength to represent space-time getting bent.
I have just made the grid in the background warp, representing the curvature of spacetime! ㅤ You will probably notice that the grid is smaller and follows you around if you watch the video. This is because I had to. The grid needs to be about this small, otherwise performance is bad. I could make it bigger by making it more spaced out, only if that’s something people would want though. ㅤ This took waaaaaaay too long since I made a very stupid mistake and C++ decided to harshly punish me for it. Well I did promise not to use AI in the next devlog, but I was dealing with a really weird issue with it for like 1.5 hours and I gave up and asked Claude code about it. So you see that screenshot right (you might need to click the next image button)? That was the solution!!!!! Just add = 0 to that line. ㅤ So basically in C++, if you don’t initialize a variable to a value, as I did there, the value of that variable will then basically be whatever happens to be at that memory address, which will initially be some random number. But as the function runs again and again, it will use that previous value, and later on I was doing y += ... so the y-coordinates of the grid were continuously increasing. ㅤ Visually, it looked like the grid wasn’t being drawn, since the y-value instantly went to a huge number. ㅤ Btw that was the only AI help I got for this part, except for the mathematical formula, which I got from Claude as you can see in the background of the screenshot.
So I fixed some bugs with the warped spacetime grid, and also added a way to add objects to the scene. I haven’t added collision detection yet, so it kind of looks weird but I’ll do that later. ㅤ The reason this took so long is because adding objects kind required a lot of refactoring. Basically, I had to write code for when my objects get copied around, because adding an element to a list in C++ might mean copying it around. This was difficult because raylib is a bit too high level for how it handles these GPU textures and models. ㅤ Now I will add an edit panel to make the new object changeable.
HEEELP!!!! I added a panel to edit the properties of objects, so I decided to add a bunch of mass to Mercury for fun, now the Sun is orbiting Mercury! This is so trippy especially how much it warped spacetime.
So I made it very easy to change the velocity of objects, you can just drag from the cone anywhere now! ㅤ Surprisingly, the hardest part about this was just getting the arrow to draw and also tuning how big it is so that it looks good, but once it was there, it was actually pretty easy to just hook up a click detection. ㅤ Funnily, this 3D library I’m using (Raylib if you’re curious) doesn’t have a builtin “DrawCone()” function. It turns out that to draw a cone, you are supposed to use the DrawCylinder() function and set one of the radiuses to 0! That was really weird to find out.
So I decided to spend a lot of time refining the velocity changing with the mouse. Also did a smaller refactor to make the code look cleaner. ㅤ The main issue I had previously was that it was jittery when the object was far from coordinates (0, 0, 0). It turns out it was another stupid float vs double precision problem in C++. Yes, very similar to what I faced earlier in this project. ㅤ I will admit that I did use AI to find these bugs and fix them, but I was supervising it very closely and testing it thoroughly. I am also starting to see the limits of AI. Claude now decided to flag a bug which didn’t exist, and when I asked it to refactor, it made the code look worse ironically. I ended up having to do that part myself. ㅤ However, AI was still more of a help than a hindrance, so I will still use it throughout this project. If you are curious, the git commits have more detail about these and they are here .
Huzzah! I added a skybox (basically the background image). I will admit that this part was basically AI’d, but it was really hard to do it by myself, since it would have required learning GLSL myself, which I didn’t want to do.
You might be thinking: “So there’s 8 hours in this devlog, surely there are some major visual changes, right?” Well unfortunately no. I meant to post a smaller devlog the day before yesterday, but I forgot about it yesterday. Now here I am cleaning up that mess. I basically did just the following 3 things: ㅤ Added Nerd Font icons to the UI. This took waaay too long (like 2 hours) since I was spending so much time figuring out how to scale specifically those icons, and nothing else and when I did figure it out, they were all of a sudden misaligned, towards the top left compared to regular text, so I had to realign them to be proper. After all of that, it seems like I might need to make my own font icons, since Nerd Font is mainly designed to be put in a coding IDE, not a random app like this. There are some space things which I want icons for, but aren’t available in Nerd Fonts. Oh well, that’s a problem for future me. ㅤ Now here’s the real timesink that made this devlog 8 hours: so I went on a long sidequest to basically implement CSS position property in this C++ UI library. This was mainly so that it would be way easier to position new UI elements. The next devlog will most likely be about adding new settings UI. Along with that, I also wrote a bunch of helper functions to make it even easier to write new UI components. So basically, the UI got a full refactor. ㅤ And finally, using that UI refactor from above, I added a playback controller at the bottom and moved the object selector to the top. Yes, it is an embarrassingly small amount of user facing changes coming out of this 8 hour devlog, but at least my UI code is easier to maintain!
Here’s what I did yesterday: Added a settings editor Added tooltips everywhere Added an intuitive button to deselect the current object
In these 4 hours, I have made the overall experience of switching between objects better by doing these things: Made the camera turn with constant angular speed. Previously, it would sort turn instantly if it needed to make a 180, and then freeze. The camera position is now smoothed out with an easing function instead of linearly moving it Made the grid in the background not jitter when viewing a single planet Set up debugging to work ㅤ The reason this took this long was because for some reason, I was previously using the frame count and a decimal calculated framerate to time out the animations. ㅤ Obviously, mixing decimal numbers with whole numbers wasn’t going to work well, so I had some really weird bugs that sometimes happened and sometimes didn’t. This was literally the motivation for me to setup the debugger! ㅤ Initially I tried to work with the system as it was, but it became tedious fairly quickly, with a lot of if statements, etc. So, I swapped to just using the system time, and it literally just fixed itself almost instantly! That and the code for it ended up being simpler than before! ㅤ The only thing I don’t really like is the grid, and how it kind of jitters, although that will a future problem to solve.
So I added an easy button to make celestial objects orbit another object. To demonstrate this, I recorded a video of me adding 2 moons to Jupiter! I also added a reverse velocity button which is self-explanatory, I didn’t include it in the video because I forgot. I also made it easier to add objects in a previous devlog, but I forgot to include it there.
Here’s what I’ve done: Made it possible to move the flat grid up and down Implemented custom camera controls so that I can better control the experience. This was very difficult at first… until I realized I could just copy paste the code from the library I’m using and just edit that instead 🤦. With this new camera system, I added a feature where you can hold shift and it will slow down for you. More internal refactoring!!! If you’ve been reading my devlogs, you’ll realize that this is like the 5th time or something that I did internal refactoring. To explain, this is my flagship project, as in I’m trying to reach like ~150 hours on this project so that I can get the Framework 13, so I want to take it slowly, so that I can be sure that I can build the features I want to build in an enjoyable manner. This is why I do these things occasionally.
So now you can add objects and change velocities going up and down in the y-axis using up/down arrow keys!! It also shows the flat grid temporarily for these. ㅤ The only thing is that I will probably change how the velocity y-value thing works, because I don’t like it. It’s ironic because that was the thing that took the most amount of time as well.
Now you can change the velocity and lock it to a specific axis!! Also I upgraded to C++23 from C++20. ㅤ Yeah that feature was a real nightmare to implement, with loads of bugs. That stupid float vs double thing came back to bite me again!!!! I swear bro these things annoy me a lot. How do I do this? I also initially had like no idea how this feature should be implemented, I was sitting there thinking and trying code out for a long time. I eventually decided to change the way velocities are changed entirely, now instead of just clicking and dragging, you press V on the keyboard and click with the mouse to confirm. ㅤ Even after that I had a dilemma about how exactly this axis locking feature should be implemented. I was initially going to cast a ray from the mouse and figure out where it is closest to the axis, however it turns out that is math that goes outside of high school altogether, so I had to scrap that. ㅤ Then I decided to open up Blender and see how it does it’s axis locking when you drag 3D objects around. From Blender I got inspiration for how it works in my program. ㅤ So now once you are editing the velocity, you can press X , Y , or Z to change the velocity going in those respective axes if you want. I also figured a much simpler way than that first method I thought of because of the testing with Blender. AI disclaimer Obviously there had to be some bugs with my code. After having spent a bunch of time struggling through writing the code only to reach some weird bugs, I gave up and did turn to AI. ㅤ I carefully supervised it while it tried to fix my code (I do NOT believe in vibe-coding) and it was actually able to fix it alright. I made a suggestion to edit the code to be cleaner and it listened. The ultimate plot twist I then asked it to add that sky-blue line thing. Now here’s the ultimate plot twist, so you know that float vs double precision error that keeps coming back to me? Well in every previous devlog where it happened, it was Claude who pointed out the issue. Well guess what? This time it was me who found it! The issue was with that line and how it was drawn on screen. ㅤ So yeah. That took a very long time, but it was worth it.
I’m back after 2 weeks!!! First I’ll explain why I took a break and then go over what I did in these 3.5 hours. Why I was gone for 2 weeks Basically, I was previously trying to force out 3.5 hours a day to get the FW13 laptop, along with trying to finish this online course so I can get my driver’s license (spending 2 hours a day on that). On top of that I had tuition classes so I can get ahead for next year’s chemistry and math curriculum (probably ~2 hours a day on that). This makes for 8 hours a day of scheduled work. Oh yeah and I wanted to do all of this while still maintaining my health (like going out for a walk everyday and things). ㅤ Obviously, this is a lot of time to commit, but I went ahead with it, thinking of it as a way for me to learn better time management, so that grade 12 will be easy for me. ㅤ However, it turned out to not go the way I thought it would in my mind. You see, no matter what I tried, I just couldn’t get all three of my priorities met. It’s not like a 9-5 job, where you really just have to stay at the office for that timeframe, but then only like 3-4 hours of that is actual focused work. This plan was demanding a full on 8 hours of high focus everyday, which is probably just not possible, without sacrificing too much in my opinion. ㅤ I also realized this was getting in the way my driver’s license and prepping for grade 12, which were probably more important. ㅤ Don’t get me wrong, Stardance is pretty cool and important, but the other 2 things are more important, I think. ㅤ The breaking point came when I finally did reach two of my priorities for 2 days (Stardance and driver’s course). But, it was a very grueling 2 days, and it wasn’t even including anything from tuition. I quickly realized that this was going need a lot more sacrifices than I bargained for. ㅤ So yeah, I took a break. I finished the online course, now I have to do in-car lessons, but the bottleneck for that is now the driving instructor’s availability, now mine. I also tried catching up to the tuition hw (yeah tbh, that didn’t go too well). And I still didn’t touch any of my projects for a bit after that because I was genuinely burnt out. ㅤ But now I’m back! I’m not fully quitting Stardance at all, but now I will work at a slower pace than before. A pace that feels natural to me, rather than forced. Honestly, it might turn out to be the same amount of time as before, just because a bunch of my time has been freed up by finished that driver’s course. But whatever happens, I will finish all of my projects in a way that isn’t so taxing to me mentally and physically. What I actually did in this devlog So for this devlog, I made it so you can edit the velocity using polar coordinates (basically change it via longitude/latitude), as an alternative to x/y/z. ㅤ I initially tried to do this myself by stitching together some math formulas from Reddit, but it didn’t work because I didn’t understand the physics behind them. ㅤ This stuff goes under a field called spherical trigonometry, which is something they don’t usually teach until university math, so I definitely didn’t learn it in grade 11. ㅤ Eventually I gave up and just used Claude to implement the rougher details. However, I have decided to learn a bit of this stuff myself, since it seems like just high school trig but in 3d. Also, because why not!
What would happen if a second Sun randomly spawned in our solar system? Well clearly chaos according to my simulation. So previously, I made a button that automatically sets a velocity so that one object orbits another object, allowing you to easily make planet-moon systems. ㅤ However, what if you wanted to create gravity systems where objects are similar masses, like binary stars, or something like the Pluto-Charon system where clearly they orbit a point outside of each other? ㅤ This is what I set out to implement in this devlog, other than fixing a bug in the spacetime curvature grid where it would jitter around. ㅤ So I’m gonna be honest here, I did basically get AI to do this part for me, that’s not to say I didn’t try at all because I really did. But it turns out this stuff is way outside of high school physics and goes into orbital mechanics. ㅤ I wrote a simple solution which I thought might work, but it didn’t quite. ㅤ So I tried to watch this video to understand how to do it, but couldn’t understand what kind of vector math he was doing. So I basically gave up and got Claude to do it. ㅤ Looking at Claude’s solution, it seems kind of simple in that it’s not using crazy long equations to do things, but at the same time, I don’t think I would have been able to come up with those on my own, so ig it was a good use of AI to speed things up.
First ship is incoming very soon! In these 4 hours spread out across a whole month (I was too busy with school), I got it deployed as a website! ㅤ You can try it out at https://agokule.github.io/perihelion/ . I’m too lazy rn to upload a proper video, so if you can’t figure out how to use the app, check out my other devlogs. Lmk what you think about the app in the comments! Would this be good to ship, or are there still some things you are dying to see before that happens? How was it? Not very nice tbh. A part of me regrets choosing Raylib instead of SDL3 for this project, bc in my experience it was super easy to just port over an SDL3 project to a website. ㅤ Here it was not that easy. I ended fully refactoring the main file (like just rearranging things into different functions) just for it to work the way I wanted. ㅤ In particular the way it handles keyboard/mouse inputs on a website is soooo weird!! You have to check for them at a specific point in your code between two certain functions, which is weird!! ㅤ There were also a lot of weird niche bugs that were so annoying to find, and it turns many of them were with the way Raylib deals with the web, and I only found out because Claude ended up closely reading the source code for these fixes! ㅤ These were mostly minor nitpicks which AI helped me solve. Now, that this thing is almost done I am very glad. It’s like a huge weight has been lifted off my shoulders.
So my first ship got rejected because of 2 reasons: I generated my README with AI, which I didn’t know was not allowed They think I generated over 30% of code with AI I personally don’t think that’s the case, but ig I will have to follow it anyways. So in these 5.75 hours, I rewrote my github readme from scratch by hand. I also rewrote a bunch of my code so that it is by hand as well. ㅤ I’d like to specifically talk about the Spherical struct, since I feel it was most interesting. I previously vibe coded it because the math behind it (3D trigonometry) looked too scary. I tried rewriting it from scratch, and actually turns out it’s not too difficult. So in that case, I’m kind of glad my submission got flagged because now I learned something new! ㅤ While rewriting it, I found some weird choices in sort of architecture which the AI made. So I ended up moving things around to fix it. I also deleted the stupidly long comments that it made, like seriously they’re so long they really make the code worse for the most part. I also fixed two small bugs. So yeah, this will be the last devlog I make for sure.
Ships:
What did I make? This is a gravity simulator written in C++. Right now, it only simulates the solar system, but I am planning on adding more to it in later ships. For detailed instructions on how to use it, see the README, but as a TLDR: when your mouse disappears, use the WASD , Shift , and Space keys to move around. To show your cursor, press Esc . Click anywhere to hide it again. Click on a planet’s outline to select it. When it’s selected, you can press V to change its velocity, then you can press X , Y , or Z to lock to the axis, and click with your mouse to confirm. You can also edit its properties in a window. To unselect it, press the × button in the top center Challenges I finished IB SL Physics with a level 7 (highest one possible), so I naively thought all the physics calculations would be easy enough that I could solve them completely alone. Tbh, it was at first, with the actual gravity part just being the F = Gmm/r^2 equation over and over again. However, with my other features like the spacetime curvature grid, and especially the “Orbit eachother” button, those features required things from university level physics and were complicated. So for these specific physics features, I ended up defaulting to AI to write them. Additionally, figuring out 3D graphics was a challenge and for this, AI and the internet were very useful in figuring those out. I am also glad I used Raylib to code this, since it makes 3D graphics much easier than it normally is. Roadmap for future ships I will consider adding the following in future ships: Black Holes Make the planets rotate Presets other than the solar system Optimize the gravity simulation, right now it lags at around 40 objects Add a bunch of the planets’ moons Add collision detection, so you can smash an asteroid at a planet and see what happens Simulate atmosphere of a planet? There’s probably a lot more that I could add as well, feel free to suggest some features when you vote for this project!...
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My first slack bot! by @rayanetahani | Stardance
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rayanetahani
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0.0
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Title: My first slack bot! by @rayanetahani | Star Title: My first slack bot! by @rayanetahani | Stardance...
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about me by @lollo22 | Stardance
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lollo22
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2.0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-15T15:08:06Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal site with a lot of passion and cool things!. I’m proud to have reached this result and i hope ypu enjoy visiting my work. btw I love pingu.", "repo": "https://github.com/lorenzo22mercurio/personal_site", "demo": "https://lorenzo22mercurio.github.io/personal_site/"}]...
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[{"post_id": 79813, "ts": "202 [{"post_id": 79813, "ts": "2026-10-15T14:58:32Z", "hours": 1.8803, "text": "about me site! pingu. noot noot."}]...
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Title: about me by @lollo22 | Stardance
Devlogs:
Title: about me by @lollo22 | Stardance
Devlogs:
about me site! pingu. noot noot.
Ships:
I made a personal site with a lot of passion and cool things!. I’m proud to have reached this result and i hope ypu enjoy visiting my work. btw I love pingu....
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1793155977.0499682
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Orbital! by @Yousuff | Stardance
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Yousuff
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T13:13:09Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "ORBITAL - SPACESHIP IIN SPREADSHEET !! A satellite survival game made in Excel VBA. Project inspired for Wrong by Hack Club ! TO PLAY ORBITAL - Download the spreadsheet and click on Launch Game on sheet 1 or just go to sheet 2 and press Start. About ORBITAL is a small game built entirely in Microsoft Excel using VBA. Dodge space debris, switch lanes and survive as long as you can. Rocket 1 - Level 1 - 5 Rocket 2 - Level 6 to the end ! same for the Asteroids ! they are danger !!!! Controls A / ← — Move left D / → — Move right STOP / RESUME — Pause and continue RESTART MISSION — Restart MENU — Return to the menu Running the game Download ORBITAL.xlsm . Open it in desktop Microsoft Excel. Enable macros if prompted. Open the About Orbital sheet and click LAUNCH ORBITAL . Built with Microsoft Excel - Engine ig VBA Doodle (my personal art space) - to design Rockets and Debris please try Doodle too! Custom game sprites AI Usage ? yes I used but -> as ofc VBM was veryyy new for me! This project does use AI, but only for coding help when I got stuck, mainly with bugs and figuring out why certain things weren’t working as expected. I used it to help debug and get past issues I couldn’t solve on my own. No AI was used to create the assets or decide the creative direction of ORBITAL. The visuals, game design, and overall idea were my own. AI was basically just there when the code decided to ruin my days 😭", "repo": "https://github.com/YousufProjs-exe/Orbital", "demo": "https://github.com/YousufProjs-exe/Orbital/releases/tag/v1"}]...
|
[{"post_id": 81817, "ts": "202 [{"post_id": 81817, "ts": "2026-10-22T16:53:08Z", "hours": 0.9578, "text": "Fixed the code arrangement problem in VBM editor"}, {"post_id": 80723, "ts": "2026-10-18T16:48:05Z", "hours": 8.1406, "text": "Orbital is now finally done - with multiple levels but the game changes from level 6 - the change can break ur streaks too, be careful"}, {"post_id": 80001, "ts": "2026-10-15T21:08:35Z", "hours": 4.7022, "text": "Finally - after soooo amny trys, Main Menu is here with a working Start button : also to make the Start Button Work it was the hardest part!"}, {"post_id": 79779, "ts": "2026-10-15T11:48:25Z", "hours": 1.3194, "text": "Orbital now have - our spaceships enemy !! - dodge the derby."}, {"post_id": 79738, "ts": "2026-10-15T08:15:25Z", "hours": 2.1306, "text": "Orbital - the main board, 3 lanes, the satellite and movements are initialized - to use them - adding buttons r next !"}]...
|
Title: Orbital! by @Yousuff | Stardance
Devlogs:
Title: Orbital! by @Yousuff | Stardance
Devlogs:
Orbital - the main board, 3 lanes, the satellite and movements are initialized - to use them - adding buttons r next !
Orbital now have - our spaceships enemy !! - dodge the derby.
Finally - after soooo amny trys, Main Menu is here with a working Start button : also to make the Start Button Work it was the hardest part!
Orbital is now finally done - with multiple levels but the game changes from level 6 - the change can break ur streaks too, be careful
Fixed the code arrangement problem in VBM editor
Ships:
ORBITAL - SPACESHIP IIN SPREADSHEET !! A satellite survival game made in Excel VBA. Project inspired for Wrong by Hack Club ! TO PLAY ORBITAL - Download the spreadsheet and click on Launch Game on sheet 1 or just go to sheet 2 and press Start. About ORBITAL is a small game built entirely in Microsoft Excel using VBA. Dodge space debris, switch lanes and survive as long as you can. Rocket 1 - Level 1 - 5 Rocket 2 - Level 6 to the end ! same for the Asteroids ! they are danger !!!! Controls A / ← — Move left D / → — Move right STOP / RESUME — Pause and continue RESTART MISSION — Restart MENU — Return to the menu Running the game Download ORBITAL.xlsm . Open it in desktop Microsoft Excel. Enable macros if prompted. Open the About Orbital sheet and click LAUNCH ORBITAL . Built with Microsoft Excel - Engine ig VBA Doodle (my personal art space) - to design Rockets and Debris please try Doodle too! Custom game sprites AI Usage ? yes I used but -> as ofc VBM was veryyy new for me! This project does use AI, but only for coding help when I got stuck, mainly with bugs and figuring out why certain things weren’t working as expected. I used it to help debug and get past issues I couldn’t solve on my own. No AI was used to create the assets or decide the creative direction of ORBITAL. The visuals, game design, and overall idea were my own. AI was basically just there when the code decided to ruin my days 😭...
|
1793155974.9824777
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1793242374.9824777
|
|
27246
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Drone by @4doors-morewhoers | Stardance
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4doors-morewhoers
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0
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0.0
|
0
|
[]
|
[]
|
Title: Drone by @4doors-morewhoers | Stardance
|
1792637574.390528
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1793242374.390528
|
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34833
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My first slack bot! by @Caramel | Stardance
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Caramel
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0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Caramel | Stardance
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1792637573.5416734
|
1793242373.5416734
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34717
|
My own site! by @trinhdaniel2008 | Stardance
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trinhdaniel2008
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0
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0.0
|
0
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[]
|
[]
|
Title: My own site! by @trinhdaniel2008 | Stardanc Title: My own site! by @trinhdaniel2008 | Stardance...
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1792637572.7024453
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1793242372.7024453
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35638
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Untitled by @lovefromjulia | Stardance
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lovefromjulia
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0
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0.0
|
0
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[]
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[]
|
Title: Untitled by @lovefromjulia | Stardance
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1792637571.8811686
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1793242371.8811686
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2387
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Project Macropad by @theycantseemeyall | Stardance
|
theycantseemeyall
|
0
|
1.48
|
0
|
[]
|
[{"post_id": 32014, "ts": "202 [{"post_id": 32014, "ts": "2026-07-20T21:35:07Z", "hours": 1.4844, "text": "Today i finally finsihed with the schematic of project macro and assigning the appropriate footnotes to each component. It was pretty easy going but took sm onger than I had actually expected. I think debugging the errors and warnings took the longets part as I had to learn how to manually assign footnotes, how to do global nets to avoid a cluster of wires, close parts I wasn’t using and adding power flags to parts. The bad thing was that as I was trying to figure out how to assign the footnotes I decided to just place the footnotes in a different folder and then use that so it readjusts but I also changed the symbols library by accident now I can’t even ctrl Z and I doin’t remember what was there originally. But thats a problem for tmr me."}]...
|
Title: Project Macropad by @theycantseemeyall | St Title: Project Macropad by @theycantseemeyall | Stardance
Devlogs:
Today i finally finsihed with the schematic of project macro and assigning the appropriate footnotes to each component. It was pretty easy going but took sm onger than I had actually expected. I think debugging the errors and warnings took the longets part as I had to learn how to manually assign footnotes, how to do global nets to avoid a cluster of wires, close parts I wasn’t using and adding power flags to parts. The bad thing was that as I was trying to figure out how to assign the footnotes I decided to just place the footnotes in a different folder and then use that so it readjusts but I also changed the symbols library by accident now I can’t even ctrl Z and I doin’t remember what was there originally. But thats a problem for tmr me....
|
1792637571.0241857
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1793242371.0241857
|
|
69737
|
Night Desk by @_Thomas_ | Stardance
|
_Thomas_
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-14T19:32:01Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built NightDesk , a customizable productivity dashboard using HTML, CSS, and JavaScript. It includes a Google search bar, live clock and date, dark and light themes, English and Czech language settings, and four widgets: Quick Links, To-Do, Notes, and a Focus Timer. The widgets can be moved and resized, and users can customize which ones are visible. Settings and user data are saved, so the workspace stays personalized between visits. One of the biggest challenges was getting the widget positioning system to work properly. I spent time debugging the layout and fixing issues that prevented widgets from being moved freely. This project helped me learn more about frontend development, CSS, JavaScript interactions, saving data in the browser, and how seemingly small changes can affect other parts of an application. I’m most proud that I managed to turn the idea into a working website that people can actually use. I used VS Code as my editor, with ChatGPT and Claude for technical help, debugging, and a few code improvements. I tested and refined the project along the way. How to test it: Open the live demo and try moving and resizing the widgets, switching themes and languages, adding tasks or notes, and using the focus timer. You can also change the settings to customize the dashboard to your liking. (Sorry if the project timeline looks a little confusing! I had some trouble linking Hackatime correctly, so the tracked time doesn’t seem to match the time spent working on the project. I finally got it sorted out and wanted to publish the finished project instead of getting stuck on the setup any longer. :D)", "repo": "https://github.com/Thomio2/Night-Desk", "demo": "https://thomio2.github.io/Night-Desk/"}]...
|
[{"post_id": 79629, "ts": "202 [{"post_id": 79629, "ts": "2026-10-14T19:09:40Z", "hours": 0.2919, "text": "Night Desk"}]...
|
Title: Night Desk by @_Thomas_ | Stardance
Devlog Title: Night Desk by @_Thomas_ | Stardance
Devlogs:
Night Desk
Ships:
I built NightDesk , a customizable productivity dashboard using HTML, CSS, and JavaScript. It includes a Google search bar, live clock and date, dark and light themes, English and Czech language settings, and four widgets: Quick Links, To-Do, Notes, and a Focus Timer. The widgets can be moved and resized, and users can customize which ones are visible. Settings and user data are saved, so the workspace stays personalized between visits. One of the biggest challenges was getting the widget positioning system to work properly. I spent time debugging the layout and fixing issues that prevented widgets from being moved freely. This project helped me learn more about frontend development, CSS, JavaScript interactions, saving data in the browser, and how seemingly small changes can affect other parts of an application. I’m most proud that I managed to turn the idea into a working website that people can actually use. I used VS Code as my editor, with ChatGPT and Claude for technical help, debugging, and a few code improvements. I tested and refined the project along the way. How to test it: Open the live demo and try moving and resizing the widgets, switching themes and languages, adding tasks or notes, and using the focus timer. You can also change the settings to customize the dashboard to your liking. (Sorry if the project timeline looks a little confusing! I had some trouble linking Hackatime correctly, so the tracked time doesn’t seem to match the time spent working on the project. I finally got it sorted out and wanted to publish the finished project instead of getting stuck on the setup any longer. :D)...
|
1793155970.673059
|
1793242370.673059
|
|
2011
|
haptic robotic arm by @Denis_builds | Stardance
|
Denis_builds
|
0
|
1.75
|
0
|
[]
|
[{"post_id": 12394, "ts": "202 [{"post_id": 12394, "ts": "2026-06-20T07:09:25Z", "hours": 0.8667, "text": "soooo joint 5 is almost done the gearboxes is so hard to make ill update my git if anyone wants to check it out."}, {"post_id": 11960, "ts": "2026-06-19T14:51:50Z", "hours": 0.5, "text": "soooo I added 3 more joints a while ago the base,elbow and joint 4 (forgot what its called lol) check out mt youtube to for the videos [https://www.youtube.com/@Denis_builds08]"}, {"post_id": 11939, "ts": "2026-06-19T14:02:08Z", "hours": 0.3836, "text": "I finished the shoulder of my robotic arm and 2 housings for the limit switches. This it joint 2 ,Joint 1 is still in development and the elbow Joint 3 i just a motor need to print the gearbox for it next."}]...
|
Title: haptic robotic arm by @Denis_builds | Stard Title: haptic robotic arm by @Denis_builds | Stardance
Devlogs:
I finished the shoulder of my robotic arm and 2 housings for the limit switches. This it joint 2 ,Joint 1 is still in development and the elbow Joint 3 i just a motor need to print the gearbox for it next.
soooo I added 3 more joints a while ago the base,elbow and joint 4 (forgot what its called lol) check out mt youtube to for the videos [https://www.youtube.com/@Denis_builds08]
soooo joint 5 is almost done the gearboxes is so hard to make ill update my git if anyone wants to check it out....
|
1792637570.1634107
|
1793242370.1634107
|
|
33477
|
My own site! by @jaydan_albrecht | Stardance
|
jaydan_albrecht
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0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @jaydan_albrecht | Stardanc Title: My own site! by @jaydan_albrecht | Stardance...
|
1792637569.3085701
|
1793242369.3085701
|
|
9991
|
My awesome macropad! by @ianwachter | Stardance
|
ianwachter
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0
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0.0
|
0
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[]
|
[]
|
Title: My awesome macropad! by @ianwachter | Stard Title: My awesome macropad! by @ianwachter | Stardance...
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1792637568.4810665
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1793242368.4810665
|
|
275
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Fetch by @xarber | Stardance
|
xarber
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0
|
0.0
|
0
|
[]
|
[]
|
Title: Fetch by @xarber | Stardance
|
1792637567.6617815
|
1793242367.6617815
|
|
42787
|
Calculator in Assembly by @kingvon | Stardance
|
kingvon
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T19:40:05Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Basic Calc in x86_64 Assembly wanted to learn assembly so wrote this, its not a full fledged calc but it does support somethings supports + - * / only linux _ checks for invalid op, invalid digits, empty input, negative output, divide by zero, u64 overflow check readme and build from source", "repo": "https://github.com/pratiksingh94/calc-in-assembly", "demo": "https://github.com/pratiksingh94/calc-in-assembly/releases/tag/v0.1"}]...
|
[{"post_id": 80473, "ts": "202 [{"post_id": 80473, "ts": "2026-10-17T19:30:40Z", "hours": 1.9289, "text": "Multiple shi did a lot of lil things, just wanted to complete this and ship to get 3 stardust so i can get the buds _ things i did: added negative number guard added invalid number check added operation check added u64 overflow check"}, {"post_id": 39707, "ts": "2026-08-02T20:47:01Z", "hours": 0.5239, "text": "Added Subtraction, Multiplication, Division they were all easy, everything after itoa was easy so far. also made github repo and the readme has my todo stuff too."}, {"post_id": 39653, "ts": "2026-08-02T19:37:08Z", "hours": 1.4456, "text": "Addition yeah it can do addition now, but 1h 24m to make that? hell NO. most of the time went on a stupid Integer to ASCII conversion function it was so hard to implement but i did it at the end the calculator lacks hella checks tho, you can do “hi + hello” and get 620280 (yes literally idk how)"}, {"post_id": 39061, "ts": "2026-08-01T18:57:13Z", "hours": 0.9236, "text": "made atoi ASCII to integer conversion i am an idiot so i accidenttely said “itoa” in git commit T_T (integer to ASCII) yeah not much to show right now, just took almost an hour debugging and trying to fix the the loop screenshot shows i entered those values which is taken as ASCII and the output from reading the num1 and num2 bytes it prints those as numbers"}, {"post_id": 38973, "ts": "2026-08-01T16:23:54Z", "hours": 0.5319, "text": "made those CLI messages and input reading basic write and read syscalls"}]...
|
Title: Calculator in Assembly by @kingvon | Starda Title: Calculator in Assembly by @kingvon | Stardance
Devlogs:
made those CLI messages and input reading basic write and read syscalls
made atoi ASCII to integer conversion i am an idiot so i accidenttely said “itoa” in git commit T_T (integer to ASCII) yeah not much to show right now, just took almost an hour debugging and trying to fix the the loop screenshot shows i entered those values which is taken as ASCII and the output from reading the num1 and num2 bytes it prints those as numbers
Addition yeah it can do addition now, but 1h 24m to make that? hell NO. most of the time went on a stupid Integer to ASCII conversion function it was so hard to implement but i did it at the end the calculator lacks hella checks tho, you can do “hi + hello” and get 620280 (yes literally idk how)
Added Subtraction, Multiplication, Division they were all easy, everything after itoa was easy so far. also made github repo and the readme has my todo stuff too.
Multiple shi did a lot of lil things, just wanted to complete this and ship to get 3 stardust so i can get the buds _ things i did: added negative number guard added invalid number check added operation check added u64 overflow check
Ships:
Basic Calc in x86_64 Assembly wanted to learn assembly so wrote this, its not a full fledged calc but it does support somethings supports + - * / only linux _ checks for invalid op, invalid digits, empty input, negative output, divide by zero, u64 overflow check readme and build from source...
|
1793155967.5015306
|
1793242367.5015306
|
|
22671
|
My awesome macropad! by @so | Stardance
|
so
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @so | Stardance
|
1792637566.8237872
|
1793242366.8237872
|
|
11232
|
My first slack bot! by @cuutepurple | Stardance
|
cuutepurple
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @cuutepurple | Stard Title: My first slack bot! by @cuutepurple | Stardance...
|
1792637565.984685
|
1793242365.984685
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|
47485
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clicker kingdom by @Sepkatt | Stardance
|
Sepkatt
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T20:41:59Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "1. What did I make? I made StarDance. I wanted to make something fun and I worked on getting everything to look and work the way I wanted. 2. What was hard? Some things didn’t work the first time, so I had to try again and fix them. It took some time to get everything right. 3. What am I proud of? I’m proud that I finished it and that I got it to work. I also learned some new things while making it. 4. What should people know about my project? I put time into making StarDance and tried to make it good. It wasn’t always easy, but I’m happy with how it turned out.", "repo": "https://github.com/katarinawattum-lgtm/New-folder", "demo": "https://katarinawattum-lgtm.github.io/New-folder/"}]...
|
[{"post_id": 79150, "ts": "202 [{"post_id": 79150, "ts": "2026-10-12T20:28:07Z", "hours": 1.2403, "text": "Just finished a game made with HTML, CSS, and JS."}, {"post_id": 79088, "ts": "2026-10-12T16:58:35Z", "hours": 3.0461, "text": "Clicker Kingdom - Stardance Challenge Progress Update I started building my own browser game called Clicker Kingdom using HTML, CSS, and JavaScript in Visual Studio Code. So far, I have: Created the basic game structure using HTML. Designed the game with CSS, using a dark background, gold colours, and a kingdom theme. Added a gold counter and a button that lets players earn gold by clicking. -Created a shop where players can buy gold workers for 10 gold. Added an automatic gold system where each worker produces 1 gold per second.Implemented a save system using the browser’s local storage, so game progress can be saved and loaded again. My next step is to test that all the features work correctly and continue adding new features to make the game more fun and interactive."}]...
|
Title: clicker kingdom by @Sepkatt | Stardance
De Title: clicker kingdom by @Sepkatt | Stardance
Devlogs:
Clicker Kingdom - Stardance Challenge Progress Update I started building my own browser game called Clicker Kingdom using HTML, CSS, and JavaScript in Visual Studio Code. So far, I have: Created the basic game structure using HTML. Designed the game with CSS, using a dark background, gold colours, and a kingdom theme. Added a gold counter and a button that lets players earn gold by clicking. -Created a shop where players can buy gold workers for 10 gold. Added an automatic gold system where each worker produces 1 gold per second.Implemented a save system using the browser’s local storage, so game progress can be saved and loaded again. My next step is to test that all the features work correctly and continue adding new features to make the game more fun and interactive.
Just finished a game made with HTML, CSS, and JS.
Ships:
1. What did I make? I made StarDance. I wanted to make something fun and I worked on getting everything to look and work the way I wanted. 2. What was hard? Some things didn’t work the first time, so I had to try again and fix them. It took some time to get everything right. 3. What am I proud of? I’m proud that I finished it and that I got it to work. I also learned some new things while making it. 4. What should people know about my project? I put time into making StarDance and tried to make it good. It wasn’t always easy, but I’m happy with how it turned out....
|
1793155965.7279508
|
1793242365.7279508
|
|
31685
|
My very own WebOS by @andon | Stardance
|
andon
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @andon | Stardance
|
1792637565.14517
|
1793242365.14517
|
|
5747
|
My first slack bot! by @Chaos | Stardance
|
Chaos
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Chaos | Stardance
|
1792637564.3108656
|
1793242364.3108656
|
|
36933
|
Apolinum - arise! by @Fiskerz | Stardance
|
Fiskerz
|
1
|
35.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T18:50:00Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What am I looking at? Well you’re looking at a Minecraft mod, about an infection that has is pretty big and aimed primarily for multiplayer servers, as playing this in singleplayer just does not make sense. Features These are the main and biggest features, see the README file for them all! Blood moons - after you “awake” the world, these can take place at random nights, with a growing chance each night without one Energy system - all healthy players have their own “energy” bar, which can be re-filled by sleeping. In addition to this, you can sleep anytime now, with the catch being that during day your energy will refill at only half the normal rate Full incubation + infection states - during the incubation, each day that goes by, the worse your symptoms will get. Once you pass the incubation state you’ll reach the fully infected state. During which, many, MANY changes take place, from you burning in the sun, all hostile mobs no longer targeting you to getting stronger with any blood moon! What was difficult/challenging Two things really. 1) Planning out all of the features and things to add to keep them balanced . It was pretty messy, to a point I had to write down a pretty detailed document just for me. And 2) Modeling the mosquito . As silly as this sounds, it was my first time EVER opening blockbench, so making an entire mosquito was no joke. I am pretty happy with the result of the mosquito, as well as the entire project. Testing/trying out You can download the mod file from CurseForge using the “Try project” button and installing the dependencies I’ve listed with the file.", "repo": "https://github.com/Catmaster543/Apolinum-Arise-1.21.1", "demo": "https://www.curseforge.com/minecraft/mc-mods/apolinum-arise/"}]...
|
[{"post_id": 79118, "ts": "202 [{"post_id": 79118, "ts": "2026-10-12T18:49:47Z", "hours": 6.6783, "text": "Added two test skills + ship preparations! Devlog #10 for Apolinum Arise Since last time it’s been a pretty long time and with stardance slowly nearing its end I’ve decided to wrap this project up. Here’s what’s new : The hive-mind wand . The first test ability for the infected side, by hitting an enemy with this, it will become targeted by all mobs within range, even passive ones! The strong punch . By holding for about 3s on a mob you will deal triple normal damage. This is also for the infected side, but this time it’s locked behind a different branch. Wrote the README . Somehow I’ve dodging this up until now, so I’ve written a fairly detailed README file. Published the project to CurseForge . This was a complaint I got last time I’ve published a mod as a project, so here it is shipwrights! Outside this I think it’s all for this post, so once the project gets approved on CurseForge I’ll ship this."}, {"post_id": 60859, "ts": "2026-09-03T14:17:54Z", "hours": 5.2222, "text": "Added the sleep/energy bar and added the base for skills! Devlog #9 for Apolinum arise! So I’ve decided to add the energy mechanic , which means that now, alongside dealing with hunger, you also have to be worried about being rested well . If you do not sleep, you will fall asleep wherever you’re at. To make it a bit easier to deal with, you can now rest at anytime on your bed, even if others won’t go to sleep, it does not matter, you will just lay there and still regain energy by doing so. If others do decide to join in, then it is only better for you; by skipping a night you regain the full amount of energy you would’ve gotten if you rested all of the time. Also note that resting during the day is only half as effecient as if you were resting at night . On a full bar you can survive for three days before running out of energy. Huge thx to @FishyDrawer for helping out with the energy bars texture , as I just wasn’t capable of figuring out any sort of design for it. I also added the the base for skill trees , which can be accessed by either getting infected and getting that side of the skills, or after three players have been infected and you use the “Forbidden Tome” to access the skills. And that is about it for this time, if you find this interesting be sure to follow! Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project, or me :)"}, {"post_id": 39656, "ts": "2026-08-02T19:39:32Z", "hours": 3.1769, "text": "Added the the ability to “bite” downed players, thus allowing for the infection to begin its spread Devlog #8 This time around I added a new “bite” bar , which for now fills up by staying somewhere dark and once is full you can bite downed players . This plays a new sfx and has a 20% chance of infecting that player . The bite bar contains three textures in total, which is for the bar frame, the progress and the finished frame, displayed upon reaching 100%. I also changed some inconsistencies from last time, such as being able to see an indicator for when you can revive a player. Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)"}, {"post_id": 38888, "ts": "2026-08-01T13:40:09Z", "hours": 2.0658, "text": "Added the downed state and revive possibility! Devlog #7 I added the downed state, which is entered whenever you would normally die. When you are in this state you can not: move, interact with the world, or access the inventory . There are 3 unique poses, chosen at random, so it doesn’t look all that generic. Over the period of the next 60s since you’ve been downed your screen will turn more and more red, until it matches the vanilla red overlay when you normally die. The moment it reaches that color is also the moment, when you die. When you are healthy (thus not infected yet) any other healthy player can revive you by simply holding G for a few seconds while you’re downed. If a non-healthy player finds you though… you not might be as lucky with this one to say the least, but more on that another time! Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)"}, {"post_id": 34737, "ts": "2026-07-25T18:17:51Z", "hours": 5.8508, "text": "Added the infection, incubation of it and so much more Devlog #4, 5 & 6 This time I added the entire infection, so here’s something about it: You can sometimes (about a 10% chance) become infected by getting bit by the mosquito It takes for an infected player to become truly infected full 10 in-game days, during which the player enters an “ incubation state ” During the incubation state the: Each day further into the incubation something changes, until you reach the tenth day These changes are mostly weaknesses, such as getting random negative effects at random for a short period of time, or growing moles, which are visible to other players Once you are fully infected a majority of the debuffs are lifted, whilst new ones are added Such as: losing a lot of your inventory space, not being able to wear boots and helmets, or burning in the sun. On the other hand you also gain some decent buffs at night, during bloodmoons, or being ignored by enemies Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)"}, {"post_id": 31832, "ts": "2026-07-20T15:03:54Z", "hours": 7.8119, "text": "Added the blood moon, mosquito and improved the shrine! Devlog #2 & 3 I added the blood moon a rather rare event that can happen after a world is “awaken” by the awakening ritual. During the blood moon, regular players get weakness and mining fatique and aggresive mobs are buffed. Also a slightly eerie music plays to get you into the atmosphere. During the blood moon a new and rare enemy can be encountered - the mosquito. Just like the ones in real life it does not exactly do all that much damage, but the aftermath is catastrophical. The strength of all effects during a blood moon is scaled depending on the moon phase, so when the moon is in full strength the effects are as well. At last, but definitely not least the awakening shrine has been improved, with that huge shoutout to Fishy drawer for the amazing build!"}, {"post_id": 30762, "ts": "2026-07-18T16:40:32Z", "hours": 4.4644, "text": "New awakening structure! Devlog #1 I added the awakening structure, which serves as an introduction of the mod to the player. The structure spawns quite rarely and has an appearance of some sort of church. Inside you can find: Two puzzles Two lore books Three (in theory four) different visual layers The awakening block that starts the chance for blood moons to spawn. It also harms any player that has touched it and will dissappear, alongside all of the other ones in that world. Upon triggering the block (which is done by any players touch) a sound is played (for all players in that world) and an ominous message is broadcasted in the chat."}]...
|
Title: Apolinum - arise! by @Fiskerz | Stardance
Title: Apolinum - arise! by @Fiskerz | Stardance
Devlogs:
New awakening structure! Devlog #1 I added the awakening structure, which serves as an introduction of the mod to the player. The structure spawns quite rarely and has an appearance of some sort of church. Inside you can find: Two puzzles Two lore books Three (in theory four) different visual layers The awakening block that starts the chance for blood moons to spawn. It also harms any player that has touched it and will dissappear, alongside all of the other ones in that world. Upon triggering the block (which is done by any players touch) a sound is played (for all players in that world) and an ominous message is broadcasted in the chat.
Added the blood moon, mosquito and improved the shrine! Devlog #2 & 3 I added the blood moon a rather rare event that can happen after a world is “awaken” by the awakening ritual. During the blood moon, regular players get weakness and mining fatique and aggresive mobs are buffed. Also a slightly eerie music plays to get you into the atmosphere. During the blood moon a new and rare enemy can be encountered - the mosquito. Just like the ones in real life it does not exactly do all that much damage, but the aftermath is catastrophical. The strength of all effects during a blood moon is scaled depending on the moon phase, so when the moon is in full strength the effects are as well. At last, but definitely not least the awakening shrine has been improved, with that huge shoutout to Fishy drawer for the amazing build!
Added the infection, incubation of it and so much more Devlog #4, 5 & 6 This time I added the entire infection, so here’s something about it: You can sometimes (about a 10% chance) become infected by getting bit by the mosquito It takes for an infected player to become truly infected full 10 in-game days, during which the player enters an “ incubation state ” During the incubation state the: Each day further into the incubation something changes, until you reach the tenth day These changes are mostly weaknesses, such as getting random negative effects at random for a short period of time, or growing moles, which are visible to other players Once you are fully infected a majority of the debuffs are lifted, whilst new ones are added Such as: losing a lot of your inventory space, not being able to wear boots and helmets, or burning in the sun. On the other hand you also gain some decent buffs at night, during bloodmoons, or being ignored by enemies Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)
Added the downed state and revive possibility! Devlog #7 I added the downed state, which is entered whenever you would normally die. When you are in this state you can not: move, interact with the world, or access the inventory . There are 3 unique poses, chosen at random, so it doesn’t look all that generic. Over the period of the next 60s since you’ve been downed your screen will turn more and more red, until it matches the vanilla red overlay when you normally die. The moment it reaches that color is also the moment, when you die. When you are healthy (thus not infected yet) any other healthy player can revive you by simply holding G for a few seconds while you’re downed. If a non-healthy player finds you though… you not might be as lucky with this one to say the least, but more on that another time! Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)
Added the the ability to “bite” downed players, thus allowing for the infection to begin its spread Devlog #8 This time around I added a new “bite” bar , which for now fills up by staying somewhere dark and once is full you can bite downed players . This plays a new sfx and has a 20% chance of infecting that player . The bite bar contains three textures in total, which is for the bar frame, the progress and the finished frame, displayed upon reaching 100%. I also changed some inconsistencies from last time, such as being able to see an indicator for when you can revive a player. Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)
Added the sleep/energy bar and added the base for skills! Devlog #9 for Apolinum arise! So I’ve decided to add the energy mechanic , which means that now, alongside dealing with hunger, you also have to be worried about being rested well . If you do not sleep, you will fall asleep wherever you’re at. To make it a bit easier to deal with, you can now rest at anytime on your bed, even if others won’t go to sleep, it does not matter, you will just lay there and still regain energy by doing so. If others do decide to join in, then it is only better for you; by skipping a night you regain the full amount of energy you would’ve gotten if you rested all of the time. Also note that resting during the day is only half as effecient as if you were resting at night . On a full bar you can survive for three days before running out of energy. Huge thx to @FishyDrawer for helping out with the energy bars texture , as I just wasn’t capable of figuring out any sort of design for it. I also added the the base for skill trees , which can be accessed by either getting infected and getting that side of the skills, or after three players have been infected and you use the “Forbidden Tome” to access the skills. And that is about it for this time, if you find this interesting be sure to follow! Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project, or me :)
Added two test skills + ship preparations! Devlog #10 for Apolinum Arise Since last time it’s been a pretty long time and with stardance slowly nearing its end I’ve decided to wrap this project up. Here’s what’s new : The hive-mind wand . The first test ability for the infected side, by hitting an enemy with this, it will become targeted by all mobs within range, even passive ones! The strong punch . By holding for about 3s on a mob you will deal triple normal damage. This is also for the infected side, but this time it’s locked behind a different branch. Wrote the README . Somehow I’ve dodging this up until now, so I’ve written a fairly detailed README file. Published the project to CurseForge . This was a complaint I got last time I’ve published a mod as a project, so here it is shipwrights! Outside this I think it’s all for this post, so once the project gets approved on CurseForge I’ll ship this.
Ships:
What am I looking at? Well you’re looking at a Minecraft mod, about an infection that has is pretty big and aimed primarily for multiplayer servers, as playing this in singleplayer just does not make sense. Features These are the main and biggest features, see the README file for them all! Blood moons - after you “awake” the world, these can take place at random nights, with a growing chance each night without one Energy system - all healthy players have their own “energy” bar, which can be re-filled by sleeping. In addition to this, you can sleep anytime now, with the catch being that during day your energy will refill at only half the normal rate Full incubation + infection states - during the incubation, each day that goes by, the worse your symptoms will get. Once you pass the incubation state you’ll reach the fully infected state. During which, many, MANY changes take place, from you burning in the sun, all hostile mobs no longer targeting you to getting stronger with any blood moon! What was difficult/challenging Two things really. 1) Planning out all of the features and things to add to keep them balanced . It was pretty messy, to a point I had to write down a pretty detailed document just for me. And 2) Modeling the mosquito . As silly as this sounds, it was my first time EVER opening blockbench, so making an entire mosquito was no joke. I am pretty happy with the result of the mosquito, as well as the entire project. Testing/trying out You can download the mod file from CurseForge using the “Try project” button and installing the dependencies I’ve listed with the file....
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1793155963.623966
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1793242363.623966
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22566
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A Simple Delivery by @arthihalder | Stardance
|
arthihalder
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0
|
10.65
|
0
|
[]
|
[{"post_id": 22280, "ts": "202 [{"post_id": 22280, "ts": "2026-07-04T17:44:51Z", "hours": 3.1319, "text": "devlog#5 HEllO! finally started working on a decent map. Before this iteration I was sculpting the map in unity but it was not looking great so I told GPT to generate me a concept and I thing this plan looks decent. Will post next devlog after I complete the map and textures! It might take a while :/"}, {"post_id": 19835, "ts": "2026-07-01T07:10:50Z", "hours": 0.7333, "text": "devlog#4 Well I didn’t do anything for past 2 days to day i finally decided to build a basic shader graph in unity for the trees. I have plans to make more variants but For now i need to sketch out the map and made that in unity and then decorate it."}, {"post_id": 16273, "ts": "2026-06-26T13:41:24Z", "hours": 1.6667, "text": "devlog#3 Today i made a water shader from following a few tutorials. Before making the map I need to make the tree and bushes and shaders for them! but for now the water seems to look decent!"}, {"post_id": 15809, "ts": "2026-06-25T18:08:04Z", "hours": 2.5, "text": "Devlog#2 Made a grass shader following a tutorial by Binary Lunar. The performance is not looking great tho i dont have a great pc so if you have any tips or other tutorials it would help me out! Next i want too add collision to the grass."}, {"post_id": 14298, "ts": "2026-06-23T11:24:51Z", "hours": 2.6139, "text": "Devlog#1 A Simple Delivery- I’m making a cosy delivery game inspired by bruno simon’s portfolio. -As of day 1 i did make the basic control of the car and set up the camera.-my next plan is to make elements like trees, grass and water for the environment. see you soon:3"}]...
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Title: A Simple Delivery by @arthihalder | Stardan Title: A Simple Delivery by @arthihalder | Stardance
Devlogs:
Devlog#1 A Simple Delivery- I’m making a cosy delivery game inspired by bruno simon’s portfolio. -As of day 1 i did make the basic control of the car and set up the camera.-my next plan is to make elements like trees, grass and water for the environment. see you soon:3
Devlog#2 Made a grass shader following a tutorial by Binary Lunar. The performance is not looking great tho i dont have a great pc so if you have any tips or other tutorials it would help me out! Next i want too add collision to the grass.
devlog#3 Today i made a water shader from following a few tutorials. Before making the map I need to make the tree and bushes and shaders for them! but for now the water seems to look decent!
devlog#4 Well I didn’t do anything for past 2 days to day i finally decided to build a basic shader graph in unity for the trees. I have plans to make more variants but For now i need to sketch out the map and made that in unity and then decorate it.
devlog#5 HEllO! finally started working on a decent map. Before this iteration I was sculpting the map in unity but it was not looking great so I told GPT to generate me a concept and I thing this plan looks decent. Will post next devlog after I complete the map and textures! It might take a while :/...
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1792637563.4190562
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1793242363.4190562
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6170
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My awesome macropad! by @YOPOS | Stardance
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YOPOS
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @YOPOS | Stardance
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1792637562.5661366
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1793242362.5661366
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3627
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tendev! by @karina | Stardance
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karina
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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: tendev! by @karina | Stardance
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1792637561.7237253
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1793242361.7237253
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14226
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Claude Harness Skills by @justbalcon | Stardance
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justbalcon
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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: Claude Harness Skills by @justbalcon | Star Title: Claude Harness Skills by @justbalcon | Stardance...
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1792637560.8931615
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1793242360.8931615
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70655
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handybits by @aryanscode | Stardance
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aryanscode
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1
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4.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T16:41:39Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "yay shipped", "repo": "https://github.com/aryanscodingden/handybits", "demo": "https://handybits.vercel.app"}]...
|
[{"post_id": 81281, "ts": "202 [{"post_id": 81281, "ts": "2026-10-20T16:40:07Z", "hours": 4.2658, "text": "I was very sketchy about uploading random shit to websites, so I coded a toolkit where, locally, you can upload stuff, and it can be done all locally. For example: remove background, sign a PDF. everything that every other tool on the website on the internet needs. It uploads the files to a server and then to the dark web, so I didn’t want that. I just coded this over the weekend."}]...
|
Title: handybits by @aryanscode | Stardance
Devlo Title: handybits by @aryanscode | Stardance
Devlogs:
I was very sketchy about uploading random shit to websites, so I coded a toolkit where, locally, you can upload stuff, and it can be done all locally. For example: remove background, sign a PDF. everything that every other tool on the website on the internet needs. It uploads the files to a server and then to the dark web, so I didn’t want that. I just coded this over the weekend.
Ships:
yay shipped...
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1793155960.0772734
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1793242360.0772734
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10438
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MushCollect by @emily_zh6ng | Stardance
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emily_zh6ng
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0
|
47.13
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0
|
[]
|
[{"post_id": 32855, "ts": "202 [{"post_id": 32855, "ts": "2026-07-22T09:00:13Z", "hours": 47.1289, "text": "First update! I made the terrain, basic movement, and UI :P"}]...
|
Title: MushCollect by @emily_zh6ng | Stardance
De Title: MushCollect by @emily_zh6ng | Stardance
Devlogs:
First update! I made the terrain, basic movement, and UI :P...
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1792637560.0558345
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1793242360.0558345
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31351
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My awesome macropad! by @shincha_9767 | Stardance
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shincha_9767
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @shincha_9767 | Sta Title: My awesome macropad! by @shincha_9767 | Stardance...
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1792637559.2030928
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1793242359.2030928
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14722
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Untitled project by @deepa | Stardance
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deepa
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0
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0.0
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0
|
[]
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[]
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Title: Untitled project by @deepa | Stardance
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1792637558.3595366
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1793242358.3595366
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12447
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My first slack bot! by @RHW | Stardance
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RHW
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @RHW | Stardance
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1792637557.506903
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1793242357.506903
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70649
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Stardance Setup by @prathameshpvp | Stardance
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prathameshpvp
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1
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2.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T16:15:04Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "PRATHAMESH.EXE — building my own little corner of the internet ✦ There’s something special about creating a place on the internet that feels entirely your own. PRATHAMESH.EXE started with a simple idea: what if my portfolio felt less like a résumé and more like stepping into a tiny digital world? Inspired by the early internet, Y2K aesthetics, and old-school terminal interfaces, I’ve been shaping it with dark backgrounds, neon pink and purple, pixel typography, and a boot sequence that makes opening a website feel a little like starting up a computer from another era. But I don’t want it to be nostalgia for the sake of nostalgia. I want it to grow with me — a home for my projects, experiments, ideas, and everything I’m still figuring out how to build. Along the way, I’m learning that good design is about more than making something look interesting. Every animation, font, and interaction should have a purpose. There’s still plenty to build, break, rethink, and improve. And honestly, that’s my favourite part. For now, the system is booting.", "repo": "https://github.com/prathameshparkhi/personal-website", "demo": "https://coeus-exoplanet-classifier.streamlit.app/"}]...
|
[{"post_id": 81277, "ts": "202 [{"post_id": 81277, "ts": "2026-10-20T16:11:28Z", "hours": 2.0761, "text": "I wanted to make my personal website feel less like a standard portfolio and more like a little digital world of its own. I went with a Y2K-inspired aesthetic, using a black background, neon pink and purple accents, Press Start 2P, and Space Mono to create that retro terminal feel. I also worked on the startup sequence, with messages like “INITIALISING SYSTEM…” and “LOADING STARFIELD…”, alongside a terminal-inspired layout for blog posts and development logs. One of the main things I’m trying to get right is balancing the visual effects with usability. I want the website to have personality without becoming cluttered or difficult to navigate. Next up: refining the responsive layout, polishing the interactions, and making the project sections feel more complete."}]...
|
Title: Stardance Setup by @prathameshpvp | Stardan Title: Stardance Setup by @prathameshpvp | Stardance
Devlogs:
I wanted to make my personal website feel less like a standard portfolio and more like a little digital world of its own. I went with a Y2K-inspired aesthetic, using a black background, neon pink and purple accents, Press Start 2P, and Space Mono to create that retro terminal feel. I also worked on the startup sequence, with messages like “INITIALISING SYSTEM…” and “LOADING STARFIELD…”, alongside a terminal-inspired layout for blog posts and development logs. One of the main things I’m trying to get right is balancing the visual effects with usability. I want the website to have personality without becoming cluttered or difficult to navigate. Next up: refining the responsive layout, polishing the interactions, and making the project sections feel more complete.
Ships:
PRATHAMESH.EXE — building my own little corner of the internet ✦ There’s something special about creating a place on the internet that feels entirely your own. PRATHAMESH.EXE started with a simple idea: what if my portfolio felt less like a résumé and more like stepping into a tiny digital world? Inspired by the early internet, Y2K aesthetics, and old-school terminal interfaces, I’ve been shaping it with dark backgrounds, neon pink and purple, pixel typography, and a boot sequence that makes opening a website feel a little like starting up a computer from another era. But I don’t want it to be nostalgia for the sake of nostalgia. I want it to grow with me — a home for my projects, experiments, ideas, and everything I’m still figuring out how to build. Along the way, I’m learning that good design is about more than making something look interesting. Every animation, font, and interaction should have a purpose. There’s still plenty to build, break, rethink, and improve. And honestly, that’s my favourite part. For now, the system is booting....
|
1793155957.1793702
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1793242357.1793702
|
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28227
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myWebsite by @AfterWorld | Stardance
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AfterWorld
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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: myWebsite by @AfterWorld | Stardance
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1792637556.6594925
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1793242356.6594925
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69677
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Dark Web OS by @Jazil | Stardance
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Jazil
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1
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6.29
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18
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T06:33:23Z", "hours": 6.0, "multiplier": 2.84, "payout": 18, "blessing": "neutral", "text": "I made my WEb OS with on dark theme What i build I build a DARK WEB OS with using javascript,html and css and it have 3 apps like claculator,terminal and a fun web broswer Features I gived it hacker based thmes also like hacalc,hacbrowse and hackterm It do not have password and it is opensoure i gived styling as much i can ab it is cool for me it is wer you can drag and drop and it can maximaze and minmaze I Gived that MIT license so its have copyright what i am proud of I made a web os is the thing that i am proud of and it is made on my mind theme challenges I got challenging while writing responsive to design on min maze and maximaze and draging and also writing html Thank you If you like it please give me a star because i want to get that badge of 15 stars and still i do not get it please give me start", "repo": "https://github.com/JazilJafar/Dark-Web-OS", "demo": "https://darkwebos.vercel.app/"}]...
|
[{"post_id": 80890, "ts": "202 [{"post_id": 80890, "ts": "2026-10-19T05:43:26Z", "hours": 0.2883, "text": "I fixed all bugs in my code and add more stylings"}, {"post_id": 80440, "ts": "2026-10-17T16:59:32Z", "hours": 1.0381, "text": "My web os project is complete take a look at https://darkwebos.vercel.app/ and https://github.com/JazilJafar/Dark-Web-OS"}, {"post_id": 80404, "ts": "2026-10-17T15:23:00Z", "hours": 0.6636, "text": "i completed terminal like other styling still wanted"}, {"post_id": 80361, "ts": "2026-10-17T12:33:08Z", "hours": 0.5253, "text": "completed calculator but not styling i will do it but calculator finished"}, {"post_id": 80327, "ts": "2026-10-17T09:40:48Z", "hours": 0.7217, "text": "comleted calculator html and other etc writing its html is quite difficult"}, {"post_id": 79859, "ts": "2026-10-15T17:13:01Z", "hours": 0.7272, "text": "I am doing calculator of that os"}, {"post_id": 79809, "ts": "2026-10-15T14:36:10Z", "hours": 0.8033, "text": "still doing windows in adjusting its size with apps"}, {"post_id": 79698, "ts": "2026-10-15T03:13:01Z", "hours": 0.2839, "text": "doing windows based operations"}, {"post_id": 79692, "ts": "2026-10-15T02:35:35Z", "hours": 0.2942, "text": "I am doing js after completing some css like click on button os boot"}, {"post_id": 79687, "ts": "2026-10-15T02:05:45Z", "hours": 0.2839, "text": "doing styling for inside icons and etc but not complete"}, {"post_id": 79562, "ts": "2026-10-14T16:38:11Z", "hours": 0.3656, "text": "completed html and doing some css"}, {"post_id": 79557, "ts": "2026-10-14T16:11:43Z", "hours": 0.5519, "text": "I am doing html and adding icons and names and name is Dark Web OS"}]...
|
Title: Dark Web OS by @Jazil | Stardance
Devlogs: Title: Dark Web OS by @Jazil | Stardance
Devlogs:
I am doing html and adding icons and names and name is Dark Web OS
completed html and doing some css
doing styling for inside icons and etc but not complete
I am doing js after completing some css like click on button os boot
doing windows based operations
still doing windows in adjusting its size with apps
I am doing calculator of that os
comleted calculator html and other etc writing its html is quite difficult
completed calculator but not styling i will do it but calculator finished
i completed terminal like other styling still wanted
My web os project is complete take a look at https://darkwebos.vercel.app/ and https://github.com/JazilJafar/Dark-Web-OS
I fixed all bugs in my code and add more stylings
Ships:
I made my WEb OS with on dark theme What i build I build a DARK WEB OS with using javascript,html and css and it have 3 apps like claculator,terminal and a fun web broswer Features I gived it hacker based thmes also like hacalc,hacbrowse and hackterm It do not have password and it is opensoure i gived styling as much i can ab it is cool for me it is wer you can drag and drop and it can maximaze and minmaze I Gived that MIT license so its have copyright what i am proud of I made a web os is the thing that i am proud of and it is made on my mind theme challenges I got challenging while writing responsive to design on min maze and maximaze and draging and also writing html Thank you If you like it please give me a star because i want to get that badge of 15 stars and still i do not get it please give me start...
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1793155955.9402328
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1793242355.9402328
|
|
32871
|
My own site! by @Olivier | Stardance
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Olivier
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0
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0.0
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0
|
[]
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[]
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Title: My own site! by @Olivier | Stardance
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1792637555.8071737
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1793242355.8071737
|
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25191
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My first slack bot! by @Raziya | Stardance
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Raziya
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @Raziya | Stardance
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1792637554.9790869
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1793242354.9790869
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42445
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My first unity game :D by @nova_ | Stardance
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nova_
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1
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25.0
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406
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T22:59:02Z", "hours": 25.0, "multiplier": 16.42, "payout": 406, "blessing": "neutral", "text": "Welcome to Smooshed! This is a platformer (and my first game) using Unity! BEST PLAYED IN FULLSCREEN How to Play: Movement: Arrow Keys or WASD (with either w, up arrow, or the space bar to jump) T to revert to the last checkpoint R to revert smoosh state C to dash P to pause What is it: You play as a ball (but a cool ball trust me) and are navigating through a dark, winter landscape to reach the end (the goal). However, you are graced with one power, and one power only: The Power to Be Smooshed 😭. Essentially, by getting hit into a wall by moving platforms, you can become either shorter or taller, letting you fit into gaps or inaccessible areas. Credits for assets: Lanterns - https://www.vecteezy.com/png/72636919-pixel-art-lantern-with-soft-glow and https://karsiori.itch.io/free-pixel-art-lantern-pack Music - https://pixabay.com/music/small-drama-background-piano-loop-589657/ Images that I did not draw - uhhh Toby Fox for the tree and my pfp 🥹 https://ca.pinterest.com/pin/915638168004709266/ CHALLENGES: THIS WAS MY FIRST EVER GAME (aside for scratch) so it was a hard but I did learn a lot. I’ve learned Java, so coding in C# wasn’t too bad, it just took me a bit to figure out how Unity works. After that, I was smooth sailing besides for issues with the jump mechanic (very important for a platformer ik but the plinko level interfered with it and caused some jumps to not register), the plinko mechanic itself, the snow falling and dissipating when it hits an object, and figuring out how to use the canvas/camera/lighting mechanics. But once I figured out the basics, I was pretty much set ❤️🔥 FEEDBACK IS ALWAYS APPRECIATED also heres a video of me “speedrunning the whole game” (theres ur playthrough i wanted to attach it here but it wouldnt let me): https://vimeo.com/1236899085?share=copy&fl=sv&fe=ci (srry for the bad quality its a screen recording go play it yourself 🥹)", "repo": "https://github.com/Avi823/first2dgame", "demo": "https://nova-23.itch.io/smooshed"}]...
|
[{"post_id": 80511, "ts": "202 [{"post_id": 80511, "ts": "2026-10-17T22:26:28Z", "hours": 1.1, "text": "SOOOO ITS TIME TO SHIP YAYYYYY: Finishing Touches: Changed the background music out, fixed the final level up, added a win area, put it on itch.io ( https://nova-23.itch.io/smooshed ) (loading screen kinda sucks 😔) Also, fixed the lighting problem and the lanterns, making the lanterns sort of act as guides and added some more dialogue. (IGNORE THE GIANT SLIDER WHEN U HIT PLAY IT LOOKS SMALL I PROMISE )"}, {"post_id": 79426, "ts": "2026-10-13T22:48:10Z", "hours": 3.5567, "text": "well well well. its time to ship (soon)… but uh heres what i did… i changed it to night and added snow (looks yellow/golden right now might have to change). very cool ik to make sure you can still see i added lanterns (which i did not draw all these sprites i got em from https://karsiori.itch.io/free-pixel-art-lantern-pack [pretty cool btw they work nicely and everything is already formatted into individual pngs + no background 🥹]) i also fixed that plinko level so that the ball you drop actually bounces off the plinko pieces and once it hits the portal you teleport to the final level, i fixed the final level up as well, and added three levels in between the dropper and plinko that teach you how to dash!!! (c to dash it will help A LOT especially for the final level ) also, rn one part of the final level requires you to run into the wall and sort of hook onto the side, then dash onto the platform? (i didnt add sliding down walls yet so i feel like i can kinda keep this wall jump feature lowkey ) well, gonna add those lanterns later and then ill ship probably ❤️🔥 what if i just add deltarune references everywhere 😭 (i have one already )"}, {"post_id": 73320, "ts": "2026-09-24T21:13:01Z", "hours": 4.4722, "text": "im a buku buku RAHHH 🥹 well its been a while…so uh lemme show u what ive been working on added a more simple level 5 (after that scary dropper which might be the hardest level rn ) might add more filler levels between the bigger levels so theres more build up now the main thing,uhhh i lowkey turned one of the levels into plinko i was bored ok. its still a wip (might add a custom sprite for the plinko pegs feels wrong to just use the wall texture) but it works !!! Your camera swaps over to the other sprite (which is just a plinko ball) and the aim is to simply drop it into the portal to get to the next level its very cool trust me . and then probably a final (if not the final level) its a giant tower ! (bit scary but should be alr!) now…whats next? so prob gonna add more of em filler levels, add a ending screen, r key for resetting to last checkpoint + last timestate (for plinko ) and more dialogue. also gonna find a new background music task still havent gotten around to it. See yall later ❤️🔥"}, {"post_id": 61778, "ts": "2026-09-04T21:04:16Z", "hours": 2.9458, "text": "I was bored so uhhh heres what i did Levels 3 and 4 (Level 3 is a normal level but does have a secret area ) and level 4 is a dropper For now, level 4s kinda rudimentary (im planning on changing some of the shapes around and add custom sprites for those spikes as well cuz its boring rn) But the secret area is pretty cool (it has hidden dialogue as well by the way). To reach it, you have to stay smooshed while doing all of level 3 and then instead of entering the blue portal go under to the white portal. (The portal isn’t white btw i created an animation for it where it glitches in place [changing colors + vibrating around sporatically]). And it leads to… . I was bored OK so i added the EGG ROOM (where normally you can get an egg in deltarune). Also made it the animated tree and everything and added music triggers for new areas and stuff (so for now its just the actual egg room music). And i really want to keep this reference (i really do ) but uh this is also copyrighted so im prob gonna replace it with some non copyrighted tree thats similar to this and change the music as well (i dont want to compose the music cuz thatll take me WAY too long ) so ill keep it in for now but its not gonna make the final cut unfortunately ill just be a reference to the room and not like the actual room sprites and what not (cuz i also dont want to use his art in my game so itll just be a placeholder ig ). Also added a volume slider just in case you wanted to mute the music or smthn ."}, {"post_id": 57053, "ts": "2026-08-29T04:08:25Z", "hours": 2.6008, "text": "I hate walls. They laugh at me as i fall into the void, phasing through them . Alr well I’ve been drawing sprites and implementing them!!! At least the ground is nice it lets me walk on it first try . The walls however decided to add a bunch of funny little tiny holes in them so that the player can just barely walk through and slip into the void. I fixed this (finally 😭) and (now having the basic sprites) will add more levels in the future 🥹 (still gotta get rid of the copyrighted music. oh well something for later ) also fixed some scaling issues with the tutorial dude!!!"}, {"post_id": 54913, "ts": "2026-08-26T04:06:53Z", "hours": 1.4886, "text": "Copyright issues Unfortunately the song I chose is copyrighted (figured that out a while ago just didn’t want to address the issue until now) so i might have to make my own music for the game. I also finalized the tutorial, added a rudimentary level 1 and CHECKPOINTS . To Do: More (and i mean MORE levels). Secrets (prob just gonna throw a bunch of references in the game and call it a day And finally: Saving the game (and maybe level select if im feeling nice) im not sure if i should add more sprites (im eh at drawing, unless i really put some time into it) so maybe for the first ship i keep default walls and stuff aside for the secrets (which i will def lock in for) and i dunno maybe the next devlog will be music (will be fun to try only really experimented in garage band for school)"}, {"post_id": 47138, "ts": "2026-08-14T20:13:05Z", "hours": 1.9828, "text": "Added a tutorial and a dialogue box (the person is just my pfp for now, but will change later) also created dialogue triggers + animated text. Now gonna do the first lvl and add the dialogue for portals (and maybe a new mechanic or fix dashing cuz rn its kinda unnecessary) also that thing at the top is just my cursor"}, {"post_id": 43024, "ts": "2026-08-08T02:17:38Z", "hours": 1.3972, "text": "Alr SO i added my sprites for the player (still need to fix the issue with it still being a ball in the beginning). I have also added a loading screen, and added torque for fun spinning :D (next thing to do is probably make custom sprites for ground background that stuff, make all the sprites look better 😭 + fix starting scale)"}, {"post_id": 41421, "ts": "2026-08-05T16:49:38Z", "hours": 1.1881, "text": "Created sprite, added music (rn its just https://www.youtube.com/watch?v=tIkkW55bu_k ) and will add sprite to game later (im bad at drawing if you were wondering why it took so long )"}, {"post_id": 41036, "ts": "2026-08-04T23:21:58Z", "hours": 0.465, "text": "Smoosh physics"}, {"post_id": 40359, "ts": "2026-08-03T20:14:35Z", "hours": 1.6203, "text": "added portal colors, moving platforms, and smooshing (as a game feature kinda looks like a bug rn but im going to fix it) So for smooshing you need to be pushed into the ground or a wall by a moving platform in order to become taller or shorter. This will allow you to fit into certain areas and access new areas that you previously could not access. Still fixing it though."}, {"post_id": 39829, "ts": "2026-08-03T02:41:33Z", "hours": 1.0319, "text": "Added dashing (using c) + portals for teleporting"}, {"post_id": 39064, "ts": "2026-08-01T19:07:43Z", "hours": 0.8611, "text": "Created basic movement, simple platform and sprite, + ground check to prevent infinite jumping"}]...
|
Title: My first unity game :D by @nova_ | Stardanc Title: My first unity game :D by @nova_ | Stardance
Devlogs:
Created basic movement, simple platform and sprite, + ground check to prevent infinite jumping
Added dashing (using c) + portals for teleporting
added portal colors, moving platforms, and smooshing (as a game feature kinda looks like a bug rn but im going to fix it) So for smooshing you need to be pushed into the ground or a wall by a moving platform in order to become taller or shorter. This will allow you to fit into certain areas and access new areas that you previously could not access. Still fixing it though.
Smoosh physics
Created sprite, added music (rn its just https://www.youtube.com/watch?v=tIkkW55bu_k ) and will add sprite to game later (im bad at drawing if you were wondering why it took so long )
Alr SO i added my sprites for the player (still need to fix the issue with it still being a ball in the beginning). I have also added a loading screen, and added torque for fun spinning :D (next thing to do is probably make custom sprites for ground background that stuff, make all the sprites look better 😭 + fix starting scale)
Added a tutorial and a dialogue box (the person is just my pfp for now, but will change later) also created dialogue triggers + animated text. Now gonna do the first lvl and add the dialogue for portals (and maybe a new mechanic or fix dashing cuz rn its kinda unnecessary) also that thing at the top is just my cursor
Copyright issues Unfortunately the song I chose is copyrighted (figured that out a while ago just didn’t want to address the issue until now) so i might have to make my own music for the game. I also finalized the tutorial, added a rudimentary level 1 and CHECKPOINTS . To Do: More (and i mean MORE levels). Secrets (prob just gonna throw a bunch of references in the game and call it a day And finally: Saving the game (and maybe level select if im feeling nice) im not sure if i should add more sprites (im eh at drawing, unless i really put some time into it) so maybe for the first ship i keep default walls and stuff aside for the secrets (which i will def lock in for) and i dunno maybe the next devlog will be music (will be fun to try only really experimented in garage band for school)
I hate walls. They laugh at me as i fall into the void, phasing through them . Alr well I’ve been drawing sprites and implementing them!!! At least the ground is nice it lets me walk on it first try . The walls however decided to add a bunch of funny little tiny holes in them so that the player can just barely walk through and slip into the void. I fixed this (finally 😭) and (now having the basic sprites) will add more levels in the future 🥹 (still gotta get rid of the copyrighted music. oh well something for later ) also fixed some scaling issues with the tutorial dude!!!
I was bored so uhhh heres what i did Levels 3 and 4 (Level 3 is a normal level but does have a secret area ) and level 4 is a dropper For now, level 4s kinda rudimentary (im planning on changing some of the shapes around and add custom sprites for those spikes as well cuz its boring rn) But the secret area is pretty cool (it has hidden dialogue as well by the way). To reach it, you have to stay smooshed while doing all of level 3 and then instead of entering the blue portal go under to the white portal. (The portal isn’t white btw i created an animation for it where it glitches in place [changing colors + vibrating around sporatically]). And it leads to… . I was bored OK so i added the EGG ROOM (where normally you can get an egg in deltarune). Also made it the animated tree and everything and added music triggers for new areas and stuff (so for now its just the actual egg room music). And i really want to keep this reference (i really do ) but uh this is also copyrighted so im prob gonna replace it with some non copyrighted tree thats similar to this and change the music as well (i dont want to compose the music cuz thatll take me WAY too long ) so ill keep it in for now but its not gonna make the final cut unfortunately ill just be a reference to the room and not like the actual room sprites and what not (cuz i also dont want to use his art in my game so itll just be a placeholder ig ). Also added a volume slider just in case you wanted to mute the music or smthn .
im a buku buku RAHHH 🥹 well its been a while…so uh lemme show u what ive been working on added a more simple level 5 (after that scary dropper which might be the hardest level rn ) might add more filler levels between the bigger levels so theres more build up now the main thing,uhhh i lowkey turned one of the levels into plinko i was bored ok. its still a wip (might add a custom sprite for the plinko pegs feels wrong to just use the wall texture) but it works !!! Your camera swaps over to the other sprite (which is just a plinko ball) and the aim is to simply drop it into the portal to get to the next level its very cool trust me . and then probably a final (if not the final level) its a giant tower ! (bit scary but should be alr!) now…whats next? so prob gonna add more of em filler levels, add a ending screen, r key for resetting to last checkpoint + last timestate (for plinko ) and more dialogue. also gonna find a new background music task still havent gotten around to it. See yall later ❤️🔥
well well well. its time to ship (soon)… but uh heres what i did… i changed it to night and added snow (looks yellow/golden right now might have to change). very cool ik to make sure you can still see i added lanterns (which i did not draw all these sprites i got em from https://karsiori.itch.io/free-pixel-art-lantern-pack [pretty cool btw they work nicely and everything is already formatted into individual pngs + no background 🥹]) i also fixed that plinko level so that the ball you drop actually bounces off the plinko pieces and once it hits the portal you teleport to the final level, i fixed the final level up as well, and added three levels in between the dropper and plinko that teach you how to dash!!! (c to dash it will help A LOT especially for the final level ) also, rn one part of the final level requires you to run into the wall and sort of hook onto the side, then dash onto the platform? (i didnt add sliding down walls yet so i feel like i can kinda keep this wall jump feature lowkey ) well, gonna add those lanterns later and then ill ship probably ❤️🔥 what if i just add deltarune references everywhere 😭 (i have one already )
SOOOO ITS TIME TO SHIP YAYYYYY: Finishing Touches: Changed the background music out, fixed the final level up, added a win area, put it on itch.io ( https://nova-23.itch.io/smooshed ) (loading screen kinda sucks 😔) Also, fixed the lighting problem and the lanterns, making the lanterns sort of act as guides and added some more dialogue. (IGNORE THE GIANT SLIDER WHEN U HIT PLAY IT LOOKS SMALL I PROMISE )
Ships:
Welcome to Smooshed! This is a platformer (and my first game) using Unity! BEST PLAYED IN FULLSCREEN How to Play: Movement: Arrow Keys or WASD (with either w, up arrow, or the space bar to jump) T to revert to the last checkpoint R to revert smoosh state C to dash P to pause What is it: You play as a ball (but a cool ball trust me) and are navigating through a dark, winter landscape to reach the end (the goal). However, you are graced with one power, and one power only: The Power to Be Smooshed 😭. Essentially, by getting hit into a wall by moving platforms, you can become either shorter or taller, letting you fit into gaps or inaccessible areas. Credits for assets: Lanterns - https://www.vecteezy.com/png/72636919-pixel-art-lantern-with-soft-glow and https://karsiori.itch.io/free-pixel-art-lantern-pack Music - https://pixabay.com/music/small-drama-background-piano-loop-589657/ Images that I did not draw - uhhh Toby Fox for the tree and my pfp 🥹 https://ca.pinterest.com/pin/915638168004709266/ CHALLENGES: THIS WAS MY FIRST EVER GAME (aside for scratch) so it was a hard but I did learn a lot. I’ve learned Java, so coding in C# wasn’t too bad, it just took me a bit to figure out how Unity works. After that, I was smooth sailing besides for issues with the jump mechanic (very important for a platformer ik but the plinko level interfered with it and caused some jumps to not register), the plinko mechanic itself, the snow falling and dissipating when it hits an object, and figuring out how to use the canvas/camera/lighting mechanics. But once I figured out the basics, I was pretty much set ❤️🔥 FEEDBACK IS ALWAYS APPRECIATED also heres a video of me “speedrunning the whole game” (theres ur playthrough i wanted to attach it here but it wouldnt let me): https://vimeo.com/1236899085?share=copy&fl=sv&fe=ci (srry for the bad quality its a screen recording go play it yourself 🥹)...
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1793155954.709059
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1793242354.709059
|
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12099
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Trident Events by @itsartsign | Stardance
|
itsartsign
|
0
|
5.86
|
0
|
[]
|
[{"post_id": 6123, "ts": "2026 [{"post_id": 6123, "ts": "2026-06-10T09:17:50Z", "hours": 0.6036, "text": "DEVLOG #8: Ouch, that hurts! I added a Roles system (PARTICIPANT, SPECTATOR, STAFF, ADMIN) as well as setRole(Player player, Role role) , getPlayers(Role role) and updateState(Player player) You now automatically get assigned spectator on death and participant on event start. This system is still very primative and I will adjust how roles are managed in the future as required. Challenges: I spent 10 minutes debugging because of a typo in my messages.yml causing the showTitle() to fail because of an invalid message. I’m going to add null saftey to my MessageManager to return some error if a configuration value is null, to help me catch these earlier in the future. Todo: Role Displaynames Add displaynames to the roles in the config (For use in chat formatting. This will be difficult as I will need a raw text as well as a stylised one) Update Chat Formatting to use actual roles Setup staff role permissions"}, {"post_id": 6065, "ts": "2026-06-10T06:04:05Z", "hours": 1.0464, "text": "DEVLOG #7: OOOO Shiny I’ve added a lot of stuff in one hour! MESSAGES UPDATE You can now use predefined placeholders in the messages.yml in the format of {index} . These are replaced by predetermined variables. CHAT FORMATTING Chat formatting has been added! I plan to implement a placeholder for the users role soon, right now it’s just hard-coded in the messages file as PARTICIPANT <username> ▶ <message> SUBCOMMANDS: EXTENDED Added tab completion to the subcommand’s subcommands! More specifically the kit actions are auto completed now. ROLES PREP Began preparation for event roles (Participant, Spectator, Staff, Admin). All this means so far is adding an enum BUG FIXES Fixed some bugs, most notably where my messages file would take two restarts to overwrite the updated version due to me initializing my file too soon."}, {"post_id": 6014, "ts": "2026-06-10T02:38:35Z", "hours": 0.9817, "text": "DEVLOG #6: Kits II Implemented tab completion for the kits sub commands sub commands. Added kit deletion and kit listing as well. Next steps are recoding the Tab Completer in preperation for the phase management system"}, {"post_id": 5875, "ts": "2026-06-09T20:39:00Z", "hours": 0.4983, "text": "DEVLOG #5: Hey, where are my items? I’ve added a functioning kits system to the plugin! You can now save your inventory including armor and offhand slot as a kit by using /event kit save <name> , and load a kit by using /event kit get <name> . Kits are saved to /kits/<kit>.yml in my plugins data folder. It has support for enchants, custom display names, and persistent data container data."}, {"post_id": 5489, "ts": "2026-06-09T09:18:35Z", "hours": 0.3453, "text": "DEVLOG #4: %placeholders% I’ve implemented a PlaceholderAPI integration to the project, with current expansions containing %event_state% , and `%event_version%. I plan to implement placeholders for things such as border sizes, times, etc."}, {"post_id": 5453, "ts": "2026-06-09T07:34:23Z", "hours": 0.9225, "text": "DEVLOG #3: Messages, messages, and more messages Implemented a messages.yml for storing the messages used in the plugin, as well as a /event reload subcommand to reload the configuration. I will eventually move MessagesManager.java to a dedicated ConfigurationManager when I require more files, but for now it works fine. I also tidied up the formatting and pushed my changes to the github."}, {"post_id": 5366, "ts": "2026-06-09T03:22:25Z", "hours": 0.3489, "text": "DEVLOG #2: Commands! I created a BaseCommand.java to contain the code for the base /event command, as well as a simple tab completer for the arguments. I also started work on the EventManager which will hold values such as the event state."}, {"post_id": 5314, "ts": "2026-06-09T01:37:32Z", "hours": 0.7567, "text": "DEVLOG #1: Event State I’ve added an enum to store all of the event states. I had to learn how to use and create enums in Java for this, and they will be very useful in future development."}, {"post_id": 4746, "ts": "2026-06-08T06:11:04Z", "hours": 0.3536, "text": "DEVLOG #0: Setup Setup the initial plugin using the Paper template and shared the project on GitHub"}]...
|
Title: Trident Events by @itsartsign | Stardance
Title: Trident Events by @itsartsign | Stardance
Devlogs:
DEVLOG #0: Setup Setup the initial plugin using the Paper template and shared the project on GitHub
DEVLOG #1: Event State I’ve added an enum to store all of the event states. I had to learn how to use and create enums in Java for this, and they will be very useful in future development.
DEVLOG #2: Commands! I created a BaseCommand.java to contain the code for the base /event command, as well as a simple tab completer for the arguments. I also started work on the EventManager which will hold values such as the event state.
DEVLOG #3: Messages, messages, and more messages Implemented a messages.yml for storing the messages used in the plugin, as well as a /event reload subcommand to reload the configuration. I will eventually move MessagesManager.java to a dedicated ConfigurationManager when I require more files, but for now it works fine. I also tidied up the formatting and pushed my changes to the github.
DEVLOG #4: %placeholders% I’ve implemented a PlaceholderAPI integration to the project, with current expansions containing %event_state% , and `%event_version%. I plan to implement placeholders for things such as border sizes, times, etc.
DEVLOG #5: Hey, where are my items? I’ve added a functioning kits system to the plugin! You can now save your inventory including armor and offhand slot as a kit by using /event kit save <name> , and load a kit by using /event kit get <name> . Kits are saved to /kits/<kit>.yml in my plugins data folder. It has support for enchants, custom display names, and persistent data container data.
DEVLOG #6: Kits II Implemented tab completion for the kits sub commands sub commands. Added kit deletion and kit listing as well. Next steps are recoding the Tab Completer in preperation for the phase management system
DEVLOG #7: OOOO Shiny I’ve added a lot of stuff in one hour! MESSAGES UPDATE You can now use predefined placeholders in the messages.yml in the format of {index} . These are replaced by predetermined variables. CHAT FORMATTING Chat formatting has been added! I plan to implement a placeholder for the users role soon, right now it’s just hard-coded in the messages file as PARTICIPANT <username> ▶ <message> SUBCOMMANDS: EXTENDED Added tab completion to the subcommand’s subcommands! More specifically the kit actions are auto completed now. ROLES PREP Began preparation for event roles (Participant, Spectator, Staff, Admin). All this means so far is adding an enum BUG FIXES Fixed some bugs, most notably where my messages file would take two restarts to overwrite the updated version due to me initializing my file too soon.
DEVLOG #8: Ouch, that hurts! I added a Roles system (PARTICIPANT, SPECTATOR, STAFF, ADMIN) as well as setRole(Player player, Role role) , getPlayers(Role role) and updateState(Player player) You now automatically get assigned spectator on death and participant on event start. This system is still very primative and I will adjust how roles are managed in the future as required. Challenges: I spent 10 minutes debugging because of a typo in my messages.yml causing the showTitle() to fail because of an invalid message. I’m going to add null saftey to my MessageManager to return some error if a configuration value is null, to help me catch these earlier in the future. Todo: Role Displaynames Add displaynames to the roles in the config (For use in chat formatting. This will be difficult as I will need a raw text as well as a stylised one) Update Chat Formatting to use actual roles Setup staff role permissions...
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My very own WebOS by @c0d3r_ | Stardance
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c0d3r_
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0.0
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0
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Title: My very own WebOS by @c0d3r_ | Stardance
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1792637552.9937184
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1793242352.9937184
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15344
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third person game by @moayed_jouini | Stardance
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moayed_jouini
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0
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0.0
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0
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Title: third person game by @moayed_jouini | Stard Title: third person game by @moayed_jouini | Stardance...
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1792637552.152127
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37469
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Trolley Chaos by @benMakesStuff | Stardance
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benMakesStuff
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1
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14.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T10:42:43Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a game innitially for one key but i didnt have the time to finish it properly so i have worked on it in stardance. You are a kid in a trolly running away from dogs and thats basically the whole game but if u read the readme u can see what im working on to make it better and im only shipping rn cus its in a good testing state but i dont want my hours wasted (like in terms of hackclub)", "repo": "https://github.com/benvelzul/Trolley-Chaos", "demo": "https://benvelzul.itch.io/trolley-chaos"}]...
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[{"post_id": 80023, "ts": "202 [{"post_id": 80023, "ts": "2026-10-16T00:24:39Z", "hours": 2.1394, "text": "Im finnaly locking in for this project cus i wanna finish it and ive got like 100000000000000000000000 million ideas so ye. I started with the map and i it will have a park, buildings, roads, and alleys and there is going to be like 3 more enemies u can see, u will need to pickup some stuff and then go to ur house (at the other side of the map) and once u get there u are rated depending how long u took to get there how many thing u got (groceries) and ye."}, {"post_id": 67865, "ts": "2026-09-14T04:34:27Z", "hours": 3.4139, "text": "I added the main page animation and everything to look better, and i also added a little sprite that moves from side to side."}, {"post_id": 32069, "ts": "2026-07-20T23:37:06Z", "hours": 4.9311, "text": "Made the game over screen, collisions with the dog, added score and high score and i also made my own font for it"}, {"post_id": 31562, "ts": "2026-07-20T02:17:04Z", "hours": 3.7867, "text": "Made the basic movement, obstacles, dog chasing and finished pixel art (looks amazing)"}]...
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Title: Trolley Chaos by @benMakesStuff | Stardance Title: Trolley Chaos by @benMakesStuff | Stardance
Devlogs:
Made the basic movement, obstacles, dog chasing and finished pixel art (looks amazing)
Made the game over screen, collisions with the dog, added score and high score and i also made my own font for it
I added the main page animation and everything to look better, and i also added a little sprite that moves from side to side.
Im finnaly locking in for this project cus i wanna finish it and ive got like 100000000000000000000000 million ideas so ye. I started with the map and i it will have a park, buildings, roads, and alleys and there is going to be like 3 more enemies u can see, u will need to pickup some stuff and then go to ur house (at the other side of the map) and once u get there u are rated depending how long u took to get there how many thing u got (groceries) and ye.
Ships:
I made a game innitially for one key but i didnt have the time to finish it properly so i have worked on it in stardance. You are a kid in a trolly running away from dogs and thats basically the whole game but if u read the readme u can see what im working on to make it better and im only shipping rn cus its in a good testing state but i dont want my hours wasted (like in terms of hackclub)...
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1793155951.7607365
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1793242351.7607365
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7615
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My first slack bot! by @Amina_The_Possum | Stardan My first slack bot! by @Amina_The_Possum | Stardance...
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Amina_The_Possum
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0.0
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Title: My first slack bot! by @Amina_The_Possum | Title: My first slack bot! by @Amina_The_Possum | Stardance...
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1792637551.309672
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1793242351.309672
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