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4539
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My awesome macropad! by @aatiesh | Stardance
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aatiesh
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T07:47:51Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a custom 4-key macropad using a Seeed Studio XIAO RP2040. The project involved designing a PCB in KiCad, creating a 3D-printed case in Fusion 360, assembling and soldering the hardware, and programming it with QMK firmware. The most challenging part was learning PCB design and setting up the firmware correctly. I am proud of successfully completing the entire design-to-build process. To test the project, connect it via USB-C and use VIA to verify and customize the key mappings.", "repo": "https://github.com/thelonMusk/mymacropad", "demo": ""}]...
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[{"post_id": 2007, "ts": "2026 [{"post_id": 2007, "ts": "2026-06-04T09:03:50Z", "hours": 0.3344, "text": "My first macpad"}]...
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Title: My awesome macropad! by @aatiesh | Stardanc Title: My awesome macropad! by @aatiesh | Stardance
Devlogs:
My first macpad
Ships:
I built a custom 4-key macropad using a Seeed Studio XIAO RP2040. The project involved designing a PCB in KiCad, creating a 3D-printed case in Fusion 360, assembling and soldering the hardware, and programming it with QMK firmware. The most challenging part was learning PCB design and setting up the firmware correctly. I am proud of successfully completing the entire design-to-build process. To test the project, connect it via USB-C and use VIA to verify and customize the key mappings....
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1792850008.3735645
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1792936408.3735645
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25109
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Into the cosmos by @tejaswa | Stardance
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tejaswa
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3
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124.31
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2584
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T04:20:51Z", "hours": 54.0, "multiplier": 19.58, "payout": 1259, "blessing": "neutral", "text": "INTO THE COSMOS This is the game i have designed with inspiration from Spaceflight sim and Kerbal Space program, i wanted to capture the total freedom of roaming in space without the stress of designing a space vehicle for hours just for it to crash into a million pieces. I wanted to make a chill relaxing game that people can come back home after a long day of work to, boot it up and have fun just roaming the eternal space without stressing out. Im quiet proud of how im capturing this vision of mine and im very happy with what im making. Heres some information of what i added this ship: I’ve basically been adding a bunch of systems that I’ve wanted in the game for a while, and the game is starting to feel a lot more like an actual sandbox now. First thing, I finally added electricity. This is probably one of the systems I’m most interested in because now I can actually start making more things depend on power instead of everything magically working forever. This also gives me a lot more stuff I can do with spacecraft and bases in the future. I also added scraps and scrap refining. You can now collect scraps while exploring and actually do something with them instead of them just being random useless objects. I’ve also added the material processing system around this, so scraps can be refined into materials that can actually be used to build useful buildings. This is going to become a much bigger system later on. ROVERS ARE FINALLY HERE You can now actually drive around on planets instead of just landing there and leaving. I really wanted this because the planets were starting to feel a little pointless once you landed on them. Now you can actually get out there and explore the surface properly. I’ve also added planet properties. Planets now have their own properties which means I can start making different planets actually matter instead of them just being randomly generated balls you land on. There’s a lot I can do with this later, especially with resources and exploration. I also did a pretty big overhaul on the visuals. The ambiance shaders have been improved and I’ve added a bunch of new stuff to make the planets and space itself look better. black holes now also have a hidden easter egg…. Ive also given every planet a beautiful atmosphere And yes. Mudfish I don’t know why. They’re still stupid. They just walk around on planets doing absolutely nothing useful. But honestly the universe felt too empty without them so I’m keeping them. A lot of this update was also spent doing optimization because some of the newer systems were starting to get pretty heavy. I’ve been going through different parts of the game and trying to make everything run better without completely murdering the visuals. Overall this update is probably one of the biggest changes to the game so far. And I still have a stupid amount of things I want to add. https://www.youtube.com/watch?v=ZZg3blASmgc This is the link to the youtube video if you dont have time to review the game PLEASE check it out and rate the project I read and appreciate every single one of you reviewing this game, please be as informative as you can be as this is one of the biggest games ive worked on till now, thx and have fun playing the game", "repo": "https://github.com/tejaswa4692/IntoTheCosmos", "demo": "https://tejaswa7692.itch.io/into-the-cosmos"}, {"ship_num": 2, "ts": "2026-07-08T12:04:25Z", "hours": 46.0, "multiplier": 19.75, "payout": 1084, "blessing": "neutral", "text": "Into the Cosmos Join Boney on a journey across the endless cosmos, where every horizon hides another world waiting to be discovered. Launch into the unknown, weave between glowing nebulae, drift past impossible black holes, and set foot on planets no one has ever seen before. Build observatories to mark your path through the stars, refuel your rocket, deploy satellites into orbit, and keep pushing farther into the infinite. And when the day is finally over, come relax with Boney and lose yourself among the stars for a while. I’ve always loved games like Kerbal Space Program and Spaceflight Simulator, but I wanted something where you could jump straight into flying without spending hours designing the perfect rocket first. The result is a sandbox space game built around realistic orbital mechanics, exploration, and simply enjoying the journey. The universe is procedurally generated, meaning there is always another unique planet waiting somewhere beyond the next launch. Every expedition can take you somewhere completely new, and every observatory you build becomes another milestone in your adventure. Satellites aren’t just for show either. Launch them into orbit, revisit them later, and use them as your eyes in the sky while you continue expanding your reach across the universe. If you’re new to orbital mechanics, don’t worry. The game includes detailed instructions, an optional on-screen keybind guide, and a full in-game settings menu that lets you tweak graphics and performance to match your hardware. Whether you’re playing on a high-end gaming PC or something much more modest, I spent a lot of time optimizing the project so as many people as possible could enjoy it smoothly. There is one place, however, that lies farther than anywhere you were ever meant to reach. Most people will never find it. Those who do usually don’t come back with an explanation. I call it The Farlands. Whether it’s a bug, a feature, or something else entirely is for you to decide. I built this game in Godot 4.6.2, spending countless hours refining the physics, procedural generation, shaders, rendering, UI, and gameplay systems. Every optimization, every visual effect, and every mechanic was added with one goal in mind: making space feel like a place you can get lost in for hours without realizing where the time went. So fuel up, trust your trajectory, and see just how far Boney can go. If you decide to give the game a try, I’d really appreciate a detailed review afterwards. The feedback I received on my last project genuinely helped shape this game into what it is today, and I’d love to hear what you think could be improved, what you enjoyed, and what you’d like to see added next. If you enjoy the project, consider starring the GitHub repository and liking the YouTube video. It really helps more people discover the game and motivates me to keep building and improving it. So fuel up, trust your trajectory, and see just how far Boney can go.", "repo": "https://github.com/tejaswa4692/IntoTheCosmos", "demo": "https://tejaswa7692.itch.io/into-the-cosmos"}, {"ship_num": 3, "ts": "2026-06-30T14:45:22Z", "hours": 14.0, "multiplier": 17.81, "payout": 241, "blessing": "neutral", "text": "I made Into the Cosmos, a realistic 3D spaceflight sandbox inspired by Kerbal Space Program and Spaceflight Simulator. The game lets players jump straight into the mission and experience realistic orbital rather than spend hours designing the rocket just for it to fail when launching. This is a relaxing and fun game where players can just sit back and enjoy the physics and thrill of sending rockets to space. The biggest challenge was making somewhat realistic physics with enjoyable gameplay. Getting the gravity, RCS controls, and spacecraft handling to feel both snappy and fun to play with without absolutely broken, writing so many lines of code, and deciding on how im gonna be approaching some problems was quiet fun, i have a lot of fun designing it, i used to go to bed thinking what ill be adding to the game tommrow. I’m most proud of achieving the relaxing experience I originally envisioned. Im quiet glad i was able to fianlly have a direction towards my game and have an idea of what i wanted. And the gameplay is quiet fun aswell, i found myself “playtesting” my games just having fun slamming the rocket into planets, doing interplanetary missions. Setting satellite in different planets To test the project, I recommend reading the in-game controls and instructions first. They explain the basics of reaching orbit and make the experience much more enjoyable.", "repo": "https://github.com/tejaswa4692/IntoTheCosmos", "demo": "https://tejaswa7692.itch.io/into-the-cosmos"}]...
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[{"post_id": 54490, "ts": "202 [{"post_id": 54490, "ts": "2026-08-25T14:44:08Z", "hours": 0.6006, "text": "SHOUT OUT TO @253_Mathilde_IYKYK For starters i made a lil script so that if a rocket is in the SOI of a planet and then it scans near it by pressing F it shows all the necessary details about the planet, currently they are obvious details but i will work on making them useful. I have a few ideas of what i can do with it Now to the important part @253_Mathilde_IYKYK recommended me to add a song they like SO I ADDED IT TO THE GAME Hope yall like it :) (Sorry for not including video idk why stardance was bugging and throwing error when i was tryna upload a video)"}, {"post_id": 53590, "ts": "2026-08-24T06:27:00Z", "hours": 1.7239, "text": "BOOMBOX!!1! , macondo marketing team too good Last night i spent unhealthy amount of time watching ig posts of macondo on hackclub ig, I lowk feel insane amount of fomo and i wanted to go so bad The songs they used in the marketing reels are still stuck in my head So as any reasonable person would, I added a boombox in my game with with my fav songs from the reels they made @zach PLES FLY ME IN NEXT IRL HC EVENT PLES IM BROKE"}, {"post_id": 51670, "ts": "2026-08-21T14:03:35Z", "hours": 1.3228, "text": "IM RICH!!11!! 2080 sd and top 10 in multi I got all positive reviews from yall and i apprciate every single one of u for rating my project. I have finally added scrap mines to the game, i had already made the 3d model for them i just thought they didnt fit in the game but since im adding automation and electricity to the game i think this would be a great addition. Currently they produce 10 scraps, copper, iron per 10 seconds so 1/ sec i will later randomize this and give them weights, im js too lazy cuz of this clg n shi istg Good thing is tho tmr im going home That does mean my work on hardware projects will start again That being said i need you to give me more recommendation for the game, the reviews didn’t give me any ideas or unique views what i could add to my game."}, {"post_id": 49072, "ts": "2026-08-17T17:51:03Z", "hours": 2.0336, "text": "In these 2 hours i have lost all my sanity But finally the factorio like supply/demand electricity mesh finally works First i thought of using recursion to spread the electricity through every single tower But then i ran into a problem where towers interconnected so to fix that i passed a self parameter that didnt seem to help. Then i decided to make towers only connect once (which was a disaster and brought its own set of bugs) and that to tremendously failed So finally i decided upon a global mesh chain architecture where all the nodes in a chain have similar looking list, and whenever an appliance is connected to it the chain just iterates through its connected devices, This in turn brings the time complexity down to O(n) and makes everything a whole lot more efficient. Finally this is done Currently only the tesla charger works with this new logic, later i will add other electric appliances to this mesh network aswell and give them watt draw Few things to keep in mind, Currently 1 generator makes 50kW and one vehicle charger consumes 40W, If the demand isnt satisfied every node in mesh rejects the connection until the demand IS satisfied I know this might feel stupid for some people but this is only done as a feature so you dont overload the electronics in space"}, {"post_id": 48779, "ts": "2026-08-17T09:55:49Z", "hours": 2.4833, "text": "TESLA SUPER CHARGING So for starters i forgot to tell yall that i DIDNT get slimed by senior my clg department helped me and scared tf outta bro and i got to fight bro too And in this update i added set battery capacity to rovers They use supercapacitors to store charge so that means they can be charged and discharged for eternity Then i added charging stations to the game and made them use power grid electricity. I think players might abuse electricity by only placing 1 generator to power an entire city so i will be implementing complex wattage draw logic like they have in factorio to get some supply/demand action rolling. Then i worked on implementing save game in the game and i failed terribly (this will be a hurdle for later) I spent like solid half an hour trying to implement it just for my save file to be completely empty Idk whats going wrong but i will eventually figure it out. For now tho i will be working on factorio like supply/demand logic for electricity wish me luck"}, {"post_id": 48283, "ts": "2026-08-16T16:23:11Z", "hours": 2.1503, "text": "Some really cool additions For starters today i implemented a little list at bottom of the screen that can be used to store the coordinates of player rn Yall might be wondering what tis could be used for, But i have something really cool cooking up in my head lets hope i am able to express it properly. EXPRESSING MY LOVE OF YAGI ANTENNAS I ADDED A YAGI ANTENNA TO THE GAME!1!!! It has a search feature that looks around for strongest signal and then does nothing But in future i will be making a whole mechanic out of this. Then i made a little web release it butchered the visuals i worked hard on. Its okay tho cuz i added a warning label like last time on that release too. Linked the web release as playable link for the game I want YOU to tell me what should i add to this game as im running into a roadblock where i dont know what i could add for the electrical update for the game that would actually be a useful addition, Comment down below to drop your ideas the best one will make it into the game"}, {"post_id": 47469, "ts": "2026-08-15T12:12:27Z", "hours": 4.2428, "text": "YAYAYAYAYAYA 3RD SHIP INCOMING In the first 2 hours i logged i worked on making the 3d models as refined as possible and made them look good by referring to astroneer as someone commented on my game Also made multiple 3d models for the electric pole and finally used the one that sat right with me. Made a new 3d model for generator and upgrade station aswell In the next 2 hours i made minor tweaks and fixed satellite bugs along with updating the help menu with newer control code, also was thinking of implementing a scrap mine but dropped that idea (maybe later ships) Then i added a little keytip marker near the refinery and chest of observatory to aid the player. Added a bunch of sounds to the electronics of the game and now it sounds a whole lot better (also reduced the main music) FINALLY TIME TO SHIP Thnx to all of the support on this proj i wont disappoint yall at all with future ships"}, {"post_id": 46499, "ts": "2026-08-13T19:09:37Z", "hours": 1.13, "text": "I was aiming for 3 hours today but i lowk got in a fight with a senior in my clg and bro is threatening me to slime me tmr it might be wraps for me gng Putting the sliming part aside, today i made the 3D models for a generator concept (or actual thing) i found online of what they use in space. The i did sm audio editing to have a whrrrrrrrrrrrr looped sound effect and it was quiet easy to make a whrrrrrrrrrr loop, easier than i imagined. Then i added another sound and layered both ontop of each other and now it genuinely sounds kinda peak After that i made the electricity spread across all the electric poles, heres the code for that if body.is_in_group(\"tower\"): towers_closest.append(body) create_lines(body.location_to_connect_wire_to) if has_electricity_running: body.has_electricity_running = true elif body.is_in_group(\"electrical_appliance\"): if body.connected == false: towers_closest.append(body) create_lines(body.location_to_connect_wire_to) body.connected = true if body.is_in_group(\"generator\"): has_electricity_running = true for i in towers_closest: if i.is_in_group(\"tower\"): i.has_electricity_running = true I might lowk be taking AI’s job in writing bad code, they should make a me gpt in which i reply with shit code that DOES work. I also visualized the flow of electricity by hiding/showing a random cylindrical mesh that shows if it has elec flowing through it. Tmr ill be redoing ALL the icons cuz currently they look straight dookey, and also fixing the UI, then if i have time give observatory and everything an electric connection and make them so they dont work without it. This was all i worked on today, yall pray for me lets hope i dont get slimed tmr ."}, {"post_id": 45792, "ts": "2026-08-12T14:42:25Z", "hours": 6.0336, "text": "LETS GO IM FINALLY UNBANNED Unban stuff aside, time to explain the devlog even tho being unbanned feels great and i have insane amount of motivation to work on my proj now In past idk however weeks ive been working on 2 major things, first is that ive finally listened to the last ship reviewers and added upgrades for rocket, with custom 3d models for each rocket tier. currently it uses a separate key to open close the menu which is bad but ill fix later Also only the rockets fuel attribute is updated when you upgrade a rocket so ill fix that too. Also after the ban i was working on electronics update for my game, i have implemented electric poles, 50Kv Generators for now, i am going towards direction of factorio im afraid, but i dont wnana make it very grind-y so ill keep that in mind (hopefully) For future i will be adding better UI/UX its currently embarrassingly bad rn (even tho my degree is Computer science and Design) So yeah that will need a massive revamp Also id like to give a shout out to water #Freewater #heaintdonunwrong"}, {"post_id": 40560, "ts": "2026-08-04T06:09:37Z", "hours": 1.4125, "text": "After getting falsely accused for fraud for using the godot wakatime extension and getting a heart attack I have finally added little homes for these skinny dookeys I hate, HATE behavior trees with every cell in my body I hate to admit but i did take help of claude chat to help me set this shi up, it was js the free version tho so we good. I added so like normally it ran away from player if it sensed one near, but now if the player is close by and it has a home near it runs to that and hides in the home, and if player is far enough it emerges back out. Ill move on to adding more entities now rather than polishing these dudes, i think from the final game i wont even keep them in cuz how ugly and weird they are Aye free me bro i aint do nothing wrong, fix the wakatime extension fr"}, {"post_id": 39489, "ts": "2026-08-02T13:55:59Z", "hours": 1.7764, "text": "REALLY NICE ADDITIONS Ive finally added some life to the game. I have added these weird mudfishes inspired by those weird furless cats. These mud fishes aren’t stupid tho, i ___have implemented a proper behavior tree to them, Each one of them has their own set of actions. Normally like minecraft mobs they roam around look around the world, but if a player is near their vicinity, they RUN away from the player protecting them. Currently i have no clue what ill use them for, but one thing is for sure that they have really nice skin I wonder what will happen to it in the near future Really happy by this addition tbh, the world was getting kinda lonely, this was important, in next updates ill be adding colonies of these things mounds and their homes, along with their baby variant."}, {"post_id": 38887, "ts": "2026-08-01T13:38:58Z", "hours": 1.4058, "text": "Man i hate making 3D models Not my best work yet, but refinery is done, After several iterations, getting inspo from pinterest and then ditching it and drawing one in back of the class, im finally set on a design, it looks pretty good as of rn. (its not) I fixed a bug where the text was glitching out when i tried to craft scraps, and now it works as it should. The logic is perfect for how it should act in game and im hoping i dont have to touch it again in future to fix it. That being said ofcourse ill be making the 3D model better, But for now i just wanna focus on programming stuff and making the loop right. We can always make it prettier later . Im unfortunately still not home and i still have to survive in this godforsaken room, but hopefully ill be home soon as ill get my appli signed to go home, And then ill be working on both this and the plane together"}, {"post_id": 37473, "ts": "2026-07-30T07:46:37Z", "hours": 4.0967, "text": "Finally a devlog after several days of straight struggle For starters ill tell yall why it took me so long I lowk changed places and i live alone in a room now, i had to shift and living conditions here are absolute hell I somehow survive without going wild due to all the bs ive been facing recently. My productivity has taken a severe hit, a feature like this took me way too much time to complete than it should’ve. That being said i did wander off in different directions cuz i was lowk clueless which direction i should take this game (i still havent decided ) In this devlog i added advanced material processing and advanced materials to the game, with a minecraft furnace like cooking mechanics, i made the logic quiet efficient and refined, its not my best work but it can always be better later. I js hope this eternal torture ends and i finally get to have better living conditions. istg ive been boiled alive, breathing is a struggle in this place Ill keep serving yall with most banger updates so keep me followed, this game is gonna be the next big thing lowk Now i will be makig the 3d model for refinery, before this i made a failure ahh model in whcih i js made a complete simithing room inside a space bubble 😭 Gotta make something better than that so time to lock in"}, {"post_id": 35113, "ts": "2026-07-26T10:39:31Z", "hours": 2.3589, "text": "OKAYAYAYAYAYA UPDATE TIME I have graves implemented in the game now, after careful consideration about which direction i wanna take my game towards, i think graves would be a nice addition without disrespecting the procedural nature of the game. I want to make this game very lore heavy while being fully open world and giving the remote in players hands. I dont wnana confine them with thick story plot, or tedious tasks. Nor do i wanna make the game absolutely boring and pointless. The “Rot” i talk about is a cosmic disease the players universe is going through, unexplainable things are happening, weird inter dimensional gates are popping up at random places, everything is near extension. Im not sure about the role of player in all this tho, i will figure something out tho, i wont disappoint yall thats my promise. Also i worked a bit more on a weird bug where items were being placed not where the raycast was supposed to hit. Also I will be removing the inventory system entirely and just rely on blueprint building aspect lmk if yall think thats a good idea Also shout out to hackclub for getting me so much stuff i really love every single one of yall ❤️ Also progress on this game will go back to high now as i wont be home to work on my plen."}, {"post_id": 32900, "ts": "2026-07-22T11:12:22Z", "hours": 2.2856, "text": "OKAKAKAYAYAY some more cool additions for exploration aspect for the gam I added an arrow that points towards a set direction, which also changes its with respect to how far the rocket is from that point Also I FINALLY FIXED THE WATER WALKING SOUND ISSUE!!!1!!! Turns out it was quiet easy, i was just too stupid and over complicating it, a simple rewrite fixed everything. For next update i will be adding findable clues, maps, coordinates left out to rot by a “past explorer” that you find across the universe, this is gonna require a bit of time and skill but i can deliver that easy with some time Again progress is a bit slow cuz im actively working on my biggest endurance aircraft but i will keep tis game updated nonetheless, and in future u might even find it on steam who knows"}, {"post_id": 31916, "ts": "2026-07-20T18:18:16Z", "hours": 1.595, "text": "AYEEEYEYYE UPDATE ON THE PEAKEST GAME Made a really smart decision and got rid of the ugly hotbar like menu to place items, now da gam has a nice build menu in which most of the time was spent in making my code more cleaner. But it works now, it looks way more clean and immersive. Instead of relying on hardcoded information for items, i finally made a global that can handle all of that, idk why i didnt do that earlier. About the sound engine, i genuinely hate it a lot, i will be redoing it from scratch and figure out wtf is wrong with it Sorry for slow progress, i dont have much time till im at home so im tryna maximise the time i spend on my rc plen, ples follow it aswell"}, {"post_id": 30554, "ts": "2026-07-18T07:09:50Z", "hours": 1.0953, "text": "Oh i did manage to fix the water walking loop a lil more, its not perfect, but i dont understand whats going on. so ill just work on that later Anyways thats that, big changes i made are that now to place observatories or rovers you need to have a specific amount of scrap on you, i will be turning this into a full fledged build menu so its more appealing, and i will have this menu as a quick hotbar to place blueprints of items. I find this gameloop satisfying as it takes away the management hassle and this game is supposed to be relaxing. And bro how long IS the queue my bambu is STILL not shipped Sorry for slow updates on this project, currently working my ass off irl on the UAV project of mine as i have a deadline to finish it. If i did manage to get a good rep towards this proj, ill be taking the reviewers advice and hosting this game on steam. That developer grant might come in handy ngl"}, {"post_id": 29586, "ts": "2026-07-16T16:53:16Z", "hours": 3.3417, "text": "AYEEEEEE DEVLOG TIME So today i redid the observatory 3d model, gave it some clean nasa textures, its not upto my standards but its getting there, also fixed that stupid atmosphere bug now everything looks insanely better. Added a planet to the launch screen to flex aswell, i think it looks awesome there. Oh and also i tried to add water walking sound but am failing miserably but worry not as i will be reworking the soundengine too later Taking a moment to give a shout out to my followers who motivated me to work on tis more also HM all the reviewers who gave incredibly nice feedback"}, {"post_id": 28757, "ts": "2026-07-15T07:07:48Z", "hours": 3.0931, "text": "HOLEE SHIT, ADDED INSANE STUFF TO MY GAME IT LOOKS SO BEAUTIFUL NOW, I CANT BELIVE IT So, for starters, since yesterday I have been learning shaders. I fixed that shitty atmosphere shader that I translated from someone else’s shader to Godot. I had to make a lot of changes to it to get it working properly for my game. ALSO I MADE A SICK ASS WATER SHADER FOR PLANETS TO HAVE. Then I REWROTE THE PLANET GENERATION SCRIPT. Now each planet has unique properties like: Ambient temperature Water availability Air density, which determines water availability too I also tried adding comets and comet trails to the game, but failed tremendously. Oh, and also, dont go near the black hole. OH AND I GOT MY PAYOUT, AND I GOT THE BAMBULAB A1 MINI. THIS DAY JUST KEEPS GETTING BETTER"}, {"post_id": 27829, "ts": "2026-07-13T18:30:42Z", "hours": 3.1256, "text": "Devlog #idk Didn’t get a ton of new content added today, but I spent most of the time cleaning up annoying bugs and polishing the game. The biggest fix was the rocket explosion system. There was a bug where the rocket would slam into the ground at over 300 m/s … and just refuse to explode. I rewrote the logic, and it’s finally behaving properly. I also started modeling the mothership . It honestly looks like absolute dookey right now, but it’ll do as a placeholder. 3D modeling definitely isn’t my strongest skill, so I’m calling this version “good enough” for now. On the graphics side, I added a proper atmosphere around the planets, which makes them look much better. I also experimented with chromatic aberration , but it didn’t really fit the style of the game, so I ended up removing it. Huge thanks to @aloyak for the inspiration and some really helpful rendering tips. He showed me a much better way to increase the render distance without killing performance, so I’ll be implementing those improvements tomorrow. Also… I earned 1085 Stardust on my second ship. Not bad."}, {"post_id": 27157, "ts": "2026-07-12T13:40:03Z", "hours": 4.2947, "text": "OKAY so really cool changes First of all i fixed major inside stuff, instead of having 350 lines of gd script files in which i had to sift through to find the function i need, and then get overwhelmed later, i made everything modular, All the functions are Nodes in the scene that hold scripts. These scripts hold the functions that were earlier stored in the main .gd file, so now everything is a lot less cluttered and makes my life easier. I also did the same for the rocket scene as it was getting cluttered too. I added chests to the game where you can store items in (dont mind the invisible hotbar), They will be locations to store your items which will be scattered inside of observatories, im also thinking of redoing observatories as this model now looks ugly, and i think this has a lot more potential. Oh and also i have decided upon how im gonna make the player create an observatory, you land on a planet, collect scraps, them build an observatory, and then everything in observatory would cost the player X amount of scraps, also abandoned motherships will also provide the player upgrades for rocket. I got 3 ratings which im thrilled about, but also kinda sad because the reviewers prolly playing the itch release of the game and not the actual one but eh i think its fine, as long as my game is peak. Next ill be working on making an actual 3d model for the mothership"}, {"post_id": 26683, "ts": "2026-07-11T16:52:12Z", "hours": 2.1936, "text": "Designed the actual model for the rover, im pretty happy with how it turned out, i think ill keep it. tweaked the settings for the rover to get it just right, the only problem im facing is that due to the curvature of the planet, rover js flys off n start orbiting at high speed, i gotta add down force to tis i think. I removed the inventory cuz it was too wonky, i think ill have a hotbar and a backpack like peak, i think thatll be more immersive than having a stupid inventory. (this is totally not because i went rabid trying to implement it)"}, {"post_id": 26423, "ts": "2026-07-11T06:30:37Z", "hours": 2.1986, "text": "So i changed the Help UI of the game, made it look a lil better than that roblox ahh UI, Added mother stations to the game where u can get rocket upgrades, im slowly trying to figure out the game loop, itll be that you are a lonely astronaut in eternal void of space, your kind has been extinct, these ships are abandoned u can repair them and get a specific upgrade from each of them. Also i made the web version available too, its been 3 days and ive been sitting at 0 ratings just demotivated the hell out of me, the quality of graphics and gameplay is butchered but i had made that clear in the itch page, lets hope people rate it now"}, {"post_id": 25881, "ts": "2026-07-10T11:24:42Z", "hours": 5.6075, "text": "Working on making the game loop more fun, Im thinking ill be taking the game towards single player base building story mode type of game, I made a web version cuz i had 0 reviews after 2 days, the web version isnt good at all but its make do, I added rovers to the game now too its insanely fun driving them around the planet and having fun, i will be adding more stuff to the game, inventory system turns out is way harder than i expected so ill do that later. Enjoy this clip of the game"}, {"post_id": 25202, "ts": "2026-07-09T09:33:14Z", "hours": 2.2953, "text": "Made major game optimizations, Am adding a proper inventory system with crafting, I have designed inventory with crafting in past for my cooking game shouldn’t be that hard, But doing it in preexisting is a bit of a challenge. I have implemented a simple hotbar and item system in the game, I also used Godots IK nodes to control the bones, and god damm was it useful, this might come in handy in future. Switch to this camera does make it look a lot better"}, {"post_id": 24651, "ts": "2026-07-08T11:38:24Z", "hours": 0.5031, "text": "Okay just fixed another tiny bug, im glad i checked it, when i select the satellite for an observatory, the UI doesn’t open again, so it made it impossible to refuel, i fixed that by giving an option to control satellite now. I think im set for the ship now, i reccomplied the binaries, the readme is ready to, along with the latest youtube video https://youtu.be/RQmEh_rwnzQ"}, {"post_id": 24598, "ts": "2026-07-08T09:44:34Z", "hours": 4.72, "text": "Final devlog before ship. I have polished the UI, remade the boney 3d model, Fixed observatory logic, made other tiny gamebreaking improvements, Also i have fixed animations for boney, added a jump animation. Major change is 3rd Person camera now, which makes the whole experince even more immersive. I have playtested it several times, im kinda nervous and hoping it works perfectly as it is on my machine."}, {"post_id": 24288, "ts": "2026-07-07T19:13:44Z", "hours": 4.7478, "text": "Getting the project production-ready. I’ve finally added local storage for the settings menu, so your graphics and gameplay preferences now persist between sessions instead of resetting every time you launch the game. A lot of people mentioned in the last devlog that they couldn’t figure out the controls, so I added a “Show Keybinds” toggle in the settings menu (press ESC to open it). It displays the controls on-screen whenever you need them. I also found a pretty game-breaking bug, so I’m documenting it here for future me: If you’re mounted in the rocket, enable Show Keybinds, and then hit Apply, the player can no longer unmount from the rocket. I’ll be fixing that later. I spent some time messing around with Godot’s built-in graphics settings and realized I’d completely forgotten to enable anti-aliasing. Turning it on made a huge difference, the game looks so much cleaner now. As you can see, I’ve also added a fuel gauge for the rocket. It helps sell the whole “claiming and exploring planets” vibe. I also changed observatories so each planet can only have one. Another gameplay change is that you now have to visit an observatory to dock a satellite onto your rocket instead of doing it anywhere. Finally, I changed how world persistence works. If your rocket crashes and you reset the game, any observatories you’ve already built will still be there instead of disappearing."}, {"post_id": 24002, "ts": "2026-07-07T08:55:54Z", "hours": 4.1525, "text": "Today i have just started refining the 2/3 stage gameplay i made it so you cant just spam sattelites wherever you want, but instead you have to get them docked on your rocket at the research center. I made the ugly loading screen a little better, i will fix it even more by designing custom graphics for it I revamped the 3d model for the research facility, it has interior and the infamous meme toilet where little boneys take a dookie in unison. (This will be a feature in 3/3 version of the game) Currently i have fixed some more gamebreaking bug where the ui just straight up didnt work, turns out it was due to my own stupidity of forgetting to hide an transparent panel in the scene tree."}, {"post_id": 23577, "ts": "2026-07-06T16:46:05Z", "hours": 4.7711, "text": "SO, Im now starting to add everything people complained about or found annoying in my first ship, Someone pointed out i had made the help but the help i made didnt tell what keybinds to use, so i have designed a dynamically UI screen to add guide for button keypress, it was a bit of a tedious job but its done now. Since i understand that not everyone has a good computer, (I have an RTX4050 with Ryzen 7 AMD Ryzen 7 7435HS CPU with 24 gigs of ram so i cant rely on my laptop to be an average computer) but i know not everyone has these specs so i took the time to code more settings in the settings section, now i can select the major factors of FPS drop in this game. Also i redid the noise the planets used, the noise textures is used before if you see from earlier videos looks very choppy, unrealistic and creative, now it looks a LOT better. Currently i haven’t added keybinds UI for the rocket, which ill add later, I will be making a ship soon after fixing more bugs that i delayed for later."}, {"post_id": 23362, "ts": "2026-07-06T09:04:28Z", "hours": 7.4369, "text": "Finally the biggest change ever yet, this took me HOURS of rewriting debugging fixing weird glitches, tried to even recompile Godot at one point, But its done, A truly frame efficient infinite procedural planet generation with randomness and seed integrated in it, this took so much of my sanity, so many broken hairs, but finally i am able to perfectly get it working at 144fps and around 11ms average frame time. I also optimized the rock generation even more to take advantage of godots multi threading capabilities to take the load off the main thread to generate the chunks for rocks. Current limitations of this architecture are not the architecture but the godot engine itself, as it uses 16 bit floats to keep track of transform, so if you’re like 100,000 units away from your home planet you start facing very weird glitches, I personally think im gonna keep this glitch in the game as i have no idea how these glitches will affect the gameplay, its like minecraft farlands, i want to see how the world generation breaks, and i dont want to stop the player from experiencing that aswell. Its not that idk how to fix this, if i recompile godot to use double instead of float i can extend the range of the farlands way beyond that, but its just the matter of personal preference. I have quiet insane ideas and directions for this project now that ive came so far, its kinda funny how all this became what it is just because i wanted to control a rocket in space."}, {"post_id": 22728, "ts": "2026-07-05T09:44:51Z", "hours": 4.8342, "text": "ABSOLUTELY INSANE ADDITIONS FOR MY GAME THIS TIME. First of all my first ship was finally reviewed so i read all the reviews and made a mental note of all of them, they were all positive and im very happy people resonate with my project so i appreciate everyone who wrote a very thoughtful review for me i thank you all a lot. Now in the technical part of the game: I finally fixed my nebula raymarched shader, now it actually has volume and you can go inside it and it looks absolutely ethereal. Reviews told me that they would love it if the planets had more details, so details i added, i made a VERY efficient chunking pipeline to scatter debries, and whatever i want on the planet mesh, i am being able to have the whole planet populated with no noticeable drop to performance. I made the script in a way that its a module, so in case if i ever want a planet with vegetation or trees, i can just drop the 3d obj file for that mesh and boom ill have a proper chunk based scatter for that mesh. I tested the chunks using debug cubes and it works perfectly as it should. I also added spacewalking to the game, you can genuinely just float in the space and enjoy the view from the outside, this was quiet easy but its an addition that i shouldve added a long time ago. Also ive finally added randomly generated textures for planet surfaces, these dont look AS realistic rn, but im sure after changing a few parameters and adding proper debrie 3d models, it’ll look absolutely astonishing. From the reviews i read that i didn’t add any help for what keys to use and genuinely thats on me im too stupid so in future ship ill 100% fix that Also ive added a feature where you can currently place observatories on planets and use them to control the satellites, This is just for now as for future ill make the player do stuff on the planet first to have their base setup, I dont wanna complicate it too much as this is supposed to be a relaxing game, but i think this much is necessary. Ive also 3d modeled a tiny astronaut along with his animations and im calling the player boney, i have decided on boney’s lore yet but i can assure yall one thing, it will be insanely deep, and there will be clues for it all around the game, you just have to notice it. I also have massively optimised the star spawning shader, i am able to have 10s of thousands stars on the screen without having any frame drops at all, i used GPU instancing for this and this is genuinely black magic, I also used GPU bill boarding to help aid the performance even more. Removed the unnecessary calculations and now the sky is denser than ever. I also herd people wanted me to make a web release for it as the download process was quiet tedious, but i think 2 devlogs ago you can see me in godots compatibility mode, it BUTCHERED the visuals completely so i dont think i can bring myself to do that after spending so much time writing complex shaders. TODO: Add wormholes, infinite planet generation, coordinate system."}, {"post_id": 22073, "ts": "2026-07-04T10:05:33Z", "hours": 5.02, "text": "Okay this devogg im glad to announce i have successfully fixed that bug in last devlog which i told yall about, this devlog i added a lot of visual eye candy changes, and a few more functional changes. For starters i added a settings menu and a homepage so users with low end devices can change the settings accordingly, these settings will obviously be updated as the game updates. Secondly, ive added GPU instanced particles all around the player to give to the eyecandy factor of the game. Thirdly i added black holes and their custom ray marched shader to them, they also have the stretch effect of light when u go near them like how they describe “spaghettification” in encyclopedias. I also added ray marched nebula in aswell, they currently dont serve a specific purpose apart from the eyecandy factor, but to be fair not everything has to have a purpose as this is just a relaxing chill game. I also changed the music to a different royalty free music, i was genuinely so tired of listening to that track on loop it was driving me crazy."}, {"post_id": 21430, "ts": "2026-07-03T11:40:44Z", "hours": 5.1097, "text": "I have genuinely lost hairs, sanity and life, i have this insanely annoying gamebreaking bug. Currently if the world has more than 1 active gravity source, the satellite doesnt perfectly orbit the planet it should be orbiting, after a while it looses velocity and crashes, this is absolutely gamebreaking as the main concept of the game is gravity. I have tried so many fixes, managed to break the game multiple times, but in the end i think i have a clue of whats going on, when i introduced SOI for each planet, the orbit was still terminating with a crash on the planet, i had made it so that if the body is outside the sphere of influence,it sets the gravity influence from that planet to 0, but even if im in my own sphere, i still somehow crash, i initially thought that the other planets might be attracting the satellite, but i think its the floating point calculations that are messing the orbit up, currently i have no clue how ill fix it but ik ill figure something out. If you guys have any idea what it could be please comment i lowk need all the ideas i can get Anyways i fixed the satellite observatory logic, refined it a bit more, ran tests, tried to implement multiplayer but stopped cuz other bugs got overwhelming. I think ill focus more on designing a nice clean UI now rather than bug fix, which ill do later, cuz they do say “make it exist first, make it perfect later”."}, {"post_id": 20673, "ts": "2026-07-02T10:15:08Z", "hours": 4.4403, "text": "Devlog 8 of my epic space game: Following the trend of making a relaxing space sim game with multiplayer, i added quiet a lot of stuff this devlog, i first of all laid a foundation for future, redid all the buggy code, made all the functions future proof, and then i added observatories, proper satellite controller, and made the satellites be able to control with their respective observatory, now the player can spawn satellites, send them to space or go on a mission, come land back and control the sattelite they have sent to the space. In future ill be adding dynamic and unique planets that will be randomly generated eveytime you log into the game."}, {"post_id": 19227, "ts": "2026-06-30T14:21:37Z", "hours": 0.8425, "text": "DEVLOG 7 OF INTO THE COSMOS This devlog i made some really important additions of a help menu for newer players, i find this quiet important as making an orbit around the planet is quiet hard, so i handdrew some quick informative help guide that can help you quickstart. Also finally ready for my ship #1, i have setup the readme, and made a release for this project, Also uploaded a lil youtube video cuz the guide said so."}, {"post_id": 18501, "ts": "2026-06-29T17:48:37Z", "hours": 1.6342, "text": "Devlog 6 of my epic space game: This update i added quiet a bunch of stuff i was excited to add. First of all major addition, A Satellite, you can carry it from your rocket, take it it in your low planetary orbit and release it in there, itll keep orbiting the planet if you made your orbit right. RCS and thrust with VFX for the satellite this was essential as real life satellites also have this feature and im trying to nail reality as much as i can with this project Finally a better camera, now camera can switch between 2 registered entities, and the selected entity will only be controlled by the camera so thats pretty neat. In the video i showcase the rocket, the satellite, satellite boosters and rcs, landing the rocket, rendezvous with the satellite back again (not really but eh lets just call it that) For future im planning to add redocking (its gonna be very hard to do it in game tho), the game is actually quiet hard its not as simple to create orbits, if the user doesnt have the knowledge of how orbits are made then itll be quiet hard for them to understand that, so for the final release ill also be making a little tutorial. The video is 1.5x btw"}, {"post_id": 18150, "ts": "2026-06-29T05:15:37Z", "hours": 2.8544, "text": "Devlog 5 of my epic space travel game: Finally added more stuff i was delaying to add RCS thrusters effects, now rcs thrusters also have a thrust cone like the main booster Really nice explpsion vfx, now the explosion doesnt look like a low effort particle, its multilayered particles now with sound effects Balanced the game a bit as currently landing was quiet hard, so i fixed that Game is coming together really well, personally i spend a lot of time playing it myself so i know its a banger project, Moving forward i will be adding satellites, save states, fuel system, multi stage rockets, production level graphics to the game. (not posting video as they dont do as well)"}, {"post_id": 17045, "ts": "2026-06-27T17:51:18Z", "hours": 2.4083, "text": "Devlog for my awesome space game, so today i remade the 3d model for the rocket which i was dreading to do but finally got it off, the insane part is that i added a really nice vfx trail instead of kiddie looking particle trail for the rocket, this one looks like an actual thruster and the real deal. Also added music this time around, i tried to add thruster sound but that wasnt working so left that for some other day. tommrow i think ill add proper 3d models for planets and make a replica mini solar system (not ours) The vfx look so sick tho i cant have enough of them"}, {"post_id": 16377, "ts": "2026-06-26T17:33:15Z", "hours": 1.7225, "text": "KSP style sandbox game: Okay so a lot happened since last time, firstly i switched to arch linux as my daily os, and in the game i added planets, RCS, realistic gravity. a planet is a datatype that has information of the mass and gravity scale of that planet, and it can attract the rocket object, also the cool part is you can have multiple planets and create really creative orbits around them, its almost like were actually in spacec Added RCS thrusters as landing on planets was impossible without it, rcs uses shift + wasdqe keys to move in all 3 axis, this makes it very playable but not extremely easy, in the video you can see i still haven’t got the total hang of it yet myself, but ik ill do. Ik i was gonna make a playable release today but due to me wiping windows thats gotta wait a while before it actually happens, For future plans i think ill add a proper environment that replicates space, have enhanced 3d models with HD textures, rcs particles and stuff, also an actual level to play around in."}, {"post_id": 15657, "ts": "2026-06-25T13:49:03Z", "hours": 2.7311, "text": "Okay game is coming along quiet awesome, i managed to make a proper 3d model this time, it has textures and an ugly ass nose cone which ill fix later, currently i made more quality of life changes, made the rocket more snappier, and made it so you can revive, added a lil bit of juice by adding explosion particles and revamped thrust particles as well. Somehow managed to break the entire camera script, but that was soon fixed too so the game is coming along quiet good. For the direction aspect, i currently think flying the rocket around the map is quiet fun ngl, watching me maneuver the landscape by trying to not hit anything in process, also added a moon map and made it similar to the moon by downloading the hightmap data and texture data from actual nasa, but i gave up on that cuz the low res one was trash and high res hightmap was like a bajillion gigabytes and aint nobody gonna download this game if its that big. I played around with different gravity settings and realised flying the rocket is quiet easy if youre on moon compared to earth (duh). So IF (big if) i add levels to it, this might be a hint of what theyll be, again i dont like level system as theyre not fun and u get tired of it soon, i might add multiplayer capabilities later with a python webserver running on the server machine so you can battle with your friends too, possibilities are endless, and ill serve yall good with this one. Like this project and follow me, in the next devlog ill release exe file for this project."}, {"post_id": 14983, "ts": "2026-06-24T10:25:23Z", "hours": 1.3406, "text": "Making an awesome godot game in which you control a rocket ship and you can basically do anything with it, currently i havent decided the direction i wanna take this game towards, i might make it into a demolition sandbox type game, a space exploration game, or a movement type game where you have to reach the destination, like that one cool math game. till now ive achieved Rigid body rocket with its yaw and pitch controls An animated rocket 3d model A test scene with kennys prototype textures A particle style thrust system In next devlog i might add sounds, explosions, and gasoline"}]...
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Title: Into the cosmos by @tejaswa | Stardance
De Title: Into the cosmos by @tejaswa | Stardance
Devlogs:
Making an awesome godot game in which you control a rocket ship and you can basically do anything with it, currently i havent decided the direction i wanna take this game towards, i might make it into a demolition sandbox type game, a space exploration game, or a movement type game where you have to reach the destination, like that one cool math game. till now ive achieved Rigid body rocket with its yaw and pitch controls An animated rocket 3d model A test scene with kennys prototype textures A particle style thrust system In next devlog i might add sounds, explosions, and gasoline
Okay game is coming along quiet awesome, i managed to make a proper 3d model this time, it has textures and an ugly ass nose cone which ill fix later, currently i made more quality of life changes, made the rocket more snappier, and made it so you can revive, added a lil bit of juice by adding explosion particles and revamped thrust particles as well. Somehow managed to break the entire camera script, but that was soon fixed too so the game is coming along quiet good. For the direction aspect, i currently think flying the rocket around the map is quiet fun ngl, watching me maneuver the landscape by trying to not hit anything in process, also added a moon map and made it similar to the moon by downloading the hightmap data and texture data from actual nasa, but i gave up on that cuz the low res one was trash and high res hightmap was like a bajillion gigabytes and aint nobody gonna download this game if its that big. I played around with different gravity settings and realised flying the rocket is quiet easy if youre on moon compared to earth (duh). So IF (big if) i add levels to it, this might be a hint of what theyll be, again i dont like level system as theyre not fun and u get tired of it soon, i might add multiplayer capabilities later with a python webserver running on the server machine so you can battle with your friends too, possibilities are endless, and ill serve yall good with this one. Like this project and follow me, in the next devlog ill release exe file for this project.
KSP style sandbox game: Okay so a lot happened since last time, firstly i switched to arch linux as my daily os, and in the game i added planets, RCS, realistic gravity. a planet is a datatype that has information of the mass and gravity scale of that planet, and it can attract the rocket object, also the cool part is you can have multiple planets and create really creative orbits around them, its almost like were actually in spacec Added RCS thrusters as landing on planets was impossible without it, rcs uses shift + wasdqe keys to move in all 3 axis, this makes it very playable but not extremely easy, in the video you can see i still haven’t got the total hang of it yet myself, but ik ill do. Ik i was gonna make a playable release today but due to me wiping windows thats gotta wait a while before it actually happens, For future plans i think ill add a proper environment that replicates space, have enhanced 3d models with HD textures, rcs particles and stuff, also an actual level to play around in.
Devlog for my awesome space game, so today i remade the 3d model for the rocket which i was dreading to do but finally got it off, the insane part is that i added a really nice vfx trail instead of kiddie looking particle trail for the rocket, this one looks like an actual thruster and the real deal. Also added music this time around, i tried to add thruster sound but that wasnt working so left that for some other day. tommrow i think ill add proper 3d models for planets and make a replica mini solar system (not ours) The vfx look so sick tho i cant have enough of them
Devlog 5 of my epic space travel game: Finally added more stuff i was delaying to add RCS thrusters effects, now rcs thrusters also have a thrust cone like the main booster Really nice explpsion vfx, now the explosion doesnt look like a low effort particle, its multilayered particles now with sound effects Balanced the game a bit as currently landing was quiet hard, so i fixed that Game is coming together really well, personally i spend a lot of time playing it myself so i know its a banger project, Moving forward i will be adding satellites, save states, fuel system, multi stage rockets, production level graphics to the game. (not posting video as they dont do as well)
Devlog 6 of my epic space game: This update i added quiet a bunch of stuff i was excited to add. First of all major addition, A Satellite, you can carry it from your rocket, take it it in your low planetary orbit and release it in there, itll keep orbiting the planet if you made your orbit right. RCS and thrust with VFX for the satellite this was essential as real life satellites also have this feature and im trying to nail reality as much as i can with this project Finally a better camera, now camera can switch between 2 registered entities, and the selected entity will only be controlled by the camera so thats pretty neat. In the video i showcase the rocket, the satellite, satellite boosters and rcs, landing the rocket, rendezvous with the satellite back again (not really but eh lets just call it that) For future im planning to add redocking (its gonna be very hard to do it in game tho), the game is actually quiet hard its not as simple to create orbits, if the user doesnt have the knowledge of how orbits are made then itll be quiet hard for them to understand that, so for the final release ill also be making a little tutorial. The video is 1.5x btw
DEVLOG 7 OF INTO THE COSMOS This devlog i made some really important additions of a help menu for newer players, i find this quiet important as making an orbit around the planet is quiet hard, so i handdrew some quick informative help guide that can help you quickstart. Also finally ready for my ship #1, i have setup the readme, and made a release for this project, Also uploaded a lil youtube video cuz the guide said so.
Devlog 8 of my epic space game: Following the trend of making a relaxing space sim game with multiplayer, i added quiet a lot of stuff this devlog, i first of all laid a foundation for future, redid all the buggy code, made all the functions future proof, and then i added observatories, proper satellite controller, and made the satellites be able to control with their respective observatory, now the player can spawn satellites, send them to space or go on a mission, come land back and control the sattelite they have sent to the space. In future ill be adding dynamic and unique planets that will be randomly generated eveytime you log into the game.
I have genuinely lost hairs, sanity and life, i have this insanely annoying gamebreaking bug. Currently if the world has more than 1 active gravity source, the satellite doesnt perfectly orbit the planet it should be orbiting, after a while it looses velocity and crashes, this is absolutely gamebreaking as the main concept of the game is gravity. I have tried so many fixes, managed to break the game multiple times, but in the end i think i have a clue of whats going on, when i introduced SOI for each planet, the orbit was still terminating with a crash on the planet, i had made it so that if the body is outside the sphere of influence,it sets the gravity influence from that planet to 0, but even if im in my own sphere, i still somehow crash, i initially thought that the other planets might be attracting the satellite, but i think its the floating point calculations that are messing the orbit up, currently i have no clue how ill fix it but ik ill figure something out. If you guys have any idea what it could be please comment i lowk need all the ideas i can get Anyways i fixed the satellite observatory logic, refined it a bit more, ran tests, tried to implement multiplayer but stopped cuz other bugs got overwhelming. I think ill focus more on designing a nice clean UI now rather than bug fix, which ill do later, cuz they do say “make it exist first, make it perfect later”.
Okay this devogg im glad to announce i have successfully fixed that bug in last devlog which i told yall about, this devlog i added a lot of visual eye candy changes, and a few more functional changes. For starters i added a settings menu and a homepage so users with low end devices can change the settings accordingly, these settings will obviously be updated as the game updates. Secondly, ive added GPU instanced particles all around the player to give to the eyecandy factor of the game. Thirdly i added black holes and their custom ray marched shader to them, they also have the stretch effect of light when u go near them like how they describe “spaghettification” in encyclopedias. I also added ray marched nebula in aswell, they currently dont serve a specific purpose apart from the eyecandy factor, but to be fair not everything has to have a purpose as this is just a relaxing chill game. I also changed the music to a different royalty free music, i was genuinely so tired of listening to that track on loop it was driving me crazy.
ABSOLUTELY INSANE ADDITIONS FOR MY GAME THIS TIME. First of all my first ship was finally reviewed so i read all the reviews and made a mental note of all of them, they were all positive and im very happy people resonate with my project so i appreciate everyone who wrote a very thoughtful review for me i thank you all a lot. Now in the technical part of the game: I finally fixed my nebula raymarched shader, now it actually has volume and you can go inside it and it looks absolutely ethereal. Reviews told me that they would love it if the planets had more details, so details i added, i made a VERY efficient chunking pipeline to scatter debries, and whatever i want on the planet mesh, i am being able to have the whole planet populated with no noticeable drop to performance. I made the script in a way that its a module, so in case if i ever want a planet with vegetation or trees, i can just drop the 3d obj file for that mesh and boom ill have a proper chunk based scatter for that mesh. I tested the chunks using debug cubes and it works perfectly as it should. I also added spacewalking to the game, you can genuinely just float in the space and enjoy the view from the outside, this was quiet easy but its an addition that i shouldve added a long time ago. Also ive finally added randomly generated textures for planet surfaces, these dont look AS realistic rn, but im sure after changing a few parameters and adding proper debrie 3d models, it’ll look absolutely astonishing. From the reviews i read that i didn’t add any help for what keys to use and genuinely thats on me im too stupid so in future ship ill 100% fix that Also ive added a feature where you can currently place observatories on planets and use them to control the satellites, This is just for now as for future ill make the player do stuff on the planet first to have their base setup, I dont wanna complicate it too much as this is supposed to be a relaxing game, but i think this much is necessary. Ive also 3d modeled a tiny astronaut along with his animations and im calling the player boney, i have decided on boney’s lore yet but i can assure yall one thing, it will be insanely deep, and there will be clues for it all around the game, you just have to notice it. I also have massively optimised the star spawning shader, i am able to have 10s of thousands stars on the screen without having any frame drops at all, i used GPU instancing for this and this is genuinely black magic, I also used GPU bill boarding to help aid the performance even more. Removed the unnecessary calculations and now the sky is denser than ever. I also herd people wanted me to make a web release for it as the download process was quiet tedious, but i think 2 devlogs ago you can see me in godots compatibility mode, it BUTCHERED the visuals completely so i dont think i can bring myself to do that after spending so much time writing complex shaders. TODO: Add wormholes, infinite planet generation, coordinate system.
Finally the biggest change ever yet, this took me HOURS of rewriting debugging fixing weird glitches, tried to even recompile Godot at one point, But its done, A truly frame efficient infinite procedural planet generation with randomness and seed integrated in it, this took so much of my sanity, so many broken hairs, but finally i am able to perfectly get it working at 144fps and around 11ms average frame time. I also optimized the rock generation even more to take advantage of godots multi threading capabilities to take the load off the main thread to generate the chunks for rocks. Current limitations of this architecture are not the architecture but the godot engine itself, as it uses 16 bit floats to keep track of transform, so if you’re like 100,000 units away from your home planet you start facing very weird glitches, I personally think im gonna keep this glitch in the game as i have no idea how these glitches will affect the gameplay, its like minecraft farlands, i want to see how the world generation breaks, and i dont want to stop the player from experiencing that aswell. Its not that idk how to fix this, if i recompile godot to use double instead of float i can extend the range of the farlands way beyond that, but its just the matter of personal preference. I have quiet insane ideas and directions for this project now that ive came so far, its kinda funny how all this became what it is just because i wanted to control a rocket in space.
SO, Im now starting to add everything people complained about or found annoying in my first ship, Someone pointed out i had made the help but the help i made didnt tell what keybinds to use, so i have designed a dynamically UI screen to add guide for button keypress, it was a bit of a tedious job but its done now. Since i understand that not everyone has a good computer, (I have an RTX4050 with Ryzen 7 AMD Ryzen 7 7435HS CPU with 24 gigs of ram so i cant rely on my laptop to be an average computer) but i know not everyone has these specs so i took the time to code more settings in the settings section, now i can select the major factors of FPS drop in this game. Also i redid the noise the planets used, the noise textures is used before if you see from earlier videos looks very choppy, unrealistic and creative, now it looks a LOT better. Currently i haven’t added keybinds UI for the rocket, which ill add later, I will be making a ship soon after fixing more bugs that i delayed for later.
Today i have just started refining the 2/3 stage gameplay i made it so you cant just spam sattelites wherever you want, but instead you have to get them docked on your rocket at the research center. I made the ugly loading screen a little better, i will fix it even more by designing custom graphics for it I revamped the 3d model for the research facility, it has interior and the infamous meme toilet where little boneys take a dookie in unison. (This will be a feature in 3/3 version of the game) Currently i have fixed some more gamebreaking bug where the ui just straight up didnt work, turns out it was due to my own stupidity of forgetting to hide an transparent panel in the scene tree.
Getting the project production-ready. I’ve finally added local storage for the settings menu, so your graphics and gameplay preferences now persist between sessions instead of resetting every time you launch the game. A lot of people mentioned in the last devlog that they couldn’t figure out the controls, so I added a “Show Keybinds” toggle in the settings menu (press ESC to open it). It displays the controls on-screen whenever you need them. I also found a pretty game-breaking bug, so I’m documenting it here for future me: If you’re mounted in the rocket, enable Show Keybinds, and then hit Apply, the player can no longer unmount from the rocket. I’ll be fixing that later. I spent some time messing around with Godot’s built-in graphics settings and realized I’d completely forgotten to enable anti-aliasing. Turning it on made a huge difference, the game looks so much cleaner now. As you can see, I’ve also added a fuel gauge for the rocket. It helps sell the whole “claiming and exploring planets” vibe. I also changed observatories so each planet can only have one. Another gameplay change is that you now have to visit an observatory to dock a satellite onto your rocket instead of doing it anywhere. Finally, I changed how world persistence works. If your rocket crashes and you reset the game, any observatories you’ve already built will still be there instead of disappearing.
Final devlog before ship. I have polished the UI, remade the boney 3d model, Fixed observatory logic, made other tiny gamebreaking improvements, Also i have fixed animations for boney, added a jump animation. Major change is 3rd Person camera now, which makes the whole experince even more immersive. I have playtested it several times, im kinda nervous and hoping it works perfectly as it is on my machine.
Okay just fixed another tiny bug, im glad i checked it, when i select the satellite for an observatory, the UI doesn’t open again, so it made it impossible to refuel, i fixed that by giving an option to control satellite now. I think im set for the ship now, i reccomplied the binaries, the readme is ready to, along with the latest youtube video https://youtu.be/RQmEh_rwnzQ
Made major game optimizations, Am adding a proper inventory system with crafting, I have designed inventory with crafting in past for my cooking game shouldn’t be that hard, But doing it in preexisting is a bit of a challenge. I have implemented a simple hotbar and item system in the game, I also used Godots IK nodes to control the bones, and god damm was it useful, this might come in handy in future. Switch to this camera does make it look a lot better
Working on making the game loop more fun, Im thinking ill be taking the game towards single player base building story mode type of game, I made a web version cuz i had 0 reviews after 2 days, the web version isnt good at all but its make do, I added rovers to the game now too its insanely fun driving them around the planet and having fun, i will be adding more stuff to the game, inventory system turns out is way harder than i expected so ill do that later. Enjoy this clip of the game
So i changed the Help UI of the game, made it look a lil better than that roblox ahh UI, Added mother stations to the game where u can get rocket upgrades, im slowly trying to figure out the game loop, itll be that you are a lonely astronaut in eternal void of space, your kind has been extinct, these ships are abandoned u can repair them and get a specific upgrade from each of them. Also i made the web version available too, its been 3 days and ive been sitting at 0 ratings just demotivated the hell out of me, the quality of graphics and gameplay is butchered but i had made that clear in the itch page, lets hope people rate it now
Designed the actual model for the rover, im pretty happy with how it turned out, i think ill keep it. tweaked the settings for the rover to get it just right, the only problem im facing is that due to the curvature of the planet, rover js flys off n start orbiting at high speed, i gotta add down force to tis i think. I removed the inventory cuz it was too wonky, i think ill have a hotbar and a backpack like peak, i think thatll be more immersive than having a stupid inventory. (this is totally not because i went rabid trying to implement it)
OKAY so really cool changes First of all i fixed major inside stuff, instead of having 350 lines of gd script files in which i had to sift through to find the function i need, and then get overwhelmed later, i made everything modular, All the functions are Nodes in the scene that hold scripts. These scripts hold the functions that were earlier stored in the main .gd file, so now everything is a lot less cluttered and makes my life easier. I also did the same for the rocket scene as it was getting cluttered too. I added chests to the game where you can store items in (dont mind the invisible hotbar), They will be locations to store your items which will be scattered inside of observatories, im also thinking of redoing observatories as this model now looks ugly, and i think this has a lot more potential. Oh and also i have decided upon how im gonna make the player create an observatory, you land on a planet, collect scraps, them build an observatory, and then everything in observatory would cost the player X amount of scraps, also abandoned motherships will also provide the player upgrades for rocket. I got 3 ratings which im thrilled about, but also kinda sad because the reviewers prolly playing the itch release of the game and not the actual one but eh i think its fine, as long as my game is peak. Next ill be working on making an actual 3d model for the mothership
Devlog #idk Didn’t get a ton of new content added today, but I spent most of the time cleaning up annoying bugs and polishing the game. The biggest fix was the rocket explosion system. There was a bug where the rocket would slam into the ground at over 300 m/s … and just refuse to explode. I rewrote the logic, and it’s finally behaving properly. I also started modeling the mothership . It honestly looks like absolute dookey right now, but it’ll do as a placeholder. 3D modeling definitely isn’t my strongest skill, so I’m calling this version “good enough” for now. On the graphics side, I added a proper atmosphere around the planets, which makes them look much better. I also experimented with chromatic aberration , but it didn’t really fit the style of the game, so I ended up removing it. Huge thanks to @aloyak for the inspiration and some really helpful rendering tips. He showed me a much better way to increase the render distance without killing performance, so I’ll be implementing those improvements tomorrow. Also… I earned 1085 Stardust on my second ship. Not bad.
HOLEE SHIT, ADDED INSANE STUFF TO MY GAME IT LOOKS SO BEAUTIFUL NOW, I CANT BELIVE IT So, for starters, since yesterday I have been learning shaders. I fixed that shitty atmosphere shader that I translated from someone else’s shader to Godot. I had to make a lot of changes to it to get it working properly for my game. ALSO I MADE A SICK ASS WATER SHADER FOR PLANETS TO HAVE. Then I REWROTE THE PLANET GENERATION SCRIPT. Now each planet has unique properties like: Ambient temperature Water availability Air density, which determines water availability too I also tried adding comets and comet trails to the game, but failed tremendously. Oh, and also, dont go near the black hole. OH AND I GOT MY PAYOUT, AND I GOT THE BAMBULAB A1 MINI. THIS DAY JUST KEEPS GETTING BETTER
AYEEEEEE DEVLOG TIME So today i redid the observatory 3d model, gave it some clean nasa textures, its not upto my standards but its getting there, also fixed that stupid atmosphere bug now everything looks insanely better. Added a planet to the launch screen to flex aswell, i think it looks awesome there. Oh and also i tried to add water walking sound but am failing miserably but worry not as i will be reworking the soundengine too later Taking a moment to give a shout out to my followers who motivated me to work on tis more also HM all the reviewers who gave incredibly nice feedback
Oh i did manage to fix the water walking loop a lil more, its not perfect, but i dont understand whats going on. so ill just work on that later Anyways thats that, big changes i made are that now to place observatories or rovers you need to have a specific amount of scrap on you, i will be turning this into a full fledged build menu so its more appealing, and i will have this menu as a quick hotbar to place blueprints of items. I find this gameloop satisfying as it takes away the management hassle and this game is supposed to be relaxing. And bro how long IS the queue my bambu is STILL not shipped Sorry for slow updates on this project, currently working my ass off irl on the UAV project of mine as i have a deadline to finish it. If i did manage to get a good rep towards this proj, ill be taking the reviewers advice and hosting this game on steam. That developer grant might come in handy ngl
AYEEEYEYYE UPDATE ON THE PEAKEST GAME Made a really smart decision and got rid of the ugly hotbar like menu to place items, now da gam has a nice build menu in which most of the time was spent in making my code more cleaner. But it works now, it looks way more clean and immersive. Instead of relying on hardcoded information for items, i finally made a global that can handle all of that, idk why i didnt do that earlier. About the sound engine, i genuinely hate it a lot, i will be redoing it from scratch and figure out wtf is wrong with it Sorry for slow progress, i dont have much time till im at home so im tryna maximise the time i spend on my rc plen, ples follow it aswell
OKAKAKAYAYAY some more cool additions for exploration aspect for the gam I added an arrow that points towards a set direction, which also changes its with respect to how far the rocket is from that point Also I FINALLY FIXED THE WATER WALKING SOUND ISSUE!!!1!!! Turns out it was quiet easy, i was just too stupid and over complicating it, a simple rewrite fixed everything. For next update i will be adding findable clues, maps, coordinates left out to rot by a “past explorer” that you find across the universe, this is gonna require a bit of time and skill but i can deliver that easy with some time Again progress is a bit slow cuz im actively working on my biggest endurance aircraft but i will keep tis game updated nonetheless, and in future u might even find it on steam who knows
OKAYAYAYAYAYA UPDATE TIME I have graves implemented in the game now, after careful consideration about which direction i wanna take my game towards, i think graves would be a nice addition without disrespecting the procedural nature of the game. I want to make this game very lore heavy while being fully open world and giving the remote in players hands. I dont wnana confine them with thick story plot, or tedious tasks. Nor do i wanna make the game absolutely boring and pointless. The “Rot” i talk about is a cosmic disease the players universe is going through, unexplainable things are happening, weird inter dimensional gates are popping up at random places, everything is near extension. Im not sure about the role of player in all this tho, i will figure something out tho, i wont disappoint yall thats my promise. Also i worked a bit more on a weird bug where items were being placed not where the raycast was supposed to hit. Also I will be removing the inventory system entirely and just rely on blueprint building aspect lmk if yall think thats a good idea Also shout out to hackclub for getting me so much stuff i really love every single one of yall ❤️ Also progress on this game will go back to high now as i wont be home to work on my plen.
Finally a devlog after several days of straight struggle For starters ill tell yall why it took me so long I lowk changed places and i live alone in a room now, i had to shift and living conditions here are absolute hell I somehow survive without going wild due to all the bs ive been facing recently. My productivity has taken a severe hit, a feature like this took me way too much time to complete than it should’ve. That being said i did wander off in different directions cuz i was lowk clueless which direction i should take this game (i still havent decided ) In this devlog i added advanced material processing and advanced materials to the game, with a minecraft furnace like cooking mechanics, i made the logic quiet efficient and refined, its not my best work but it can always be better later. I js hope this eternal torture ends and i finally get to have better living conditions. istg ive been boiled alive, breathing is a struggle in this place Ill keep serving yall with most banger updates so keep me followed, this game is gonna be the next big thing lowk Now i will be makig the 3d model for refinery, before this i made a failure ahh model in whcih i js made a complete simithing room inside a space bubble 😭 Gotta make something better than that so time to lock in
Man i hate making 3D models Not my best work yet, but refinery is done, After several iterations, getting inspo from pinterest and then ditching it and drawing one in back of the class, im finally set on a design, it looks pretty good as of rn. (its not) I fixed a bug where the text was glitching out when i tried to craft scraps, and now it works as it should. The logic is perfect for how it should act in game and im hoping i dont have to touch it again in future to fix it. That being said ofcourse ill be making the 3D model better, But for now i just wanna focus on programming stuff and making the loop right. We can always make it prettier later . Im unfortunately still not home and i still have to survive in this godforsaken room, but hopefully ill be home soon as ill get my appli signed to go home, And then ill be working on both this and the plane together
REALLY NICE ADDITIONS Ive finally added some life to the game. I have added these weird mudfishes inspired by those weird furless cats. These mud fishes aren’t stupid tho, i ___have implemented a proper behavior tree to them, Each one of them has their own set of actions. Normally like minecraft mobs they roam around look around the world, but if a player is near their vicinity, they RUN away from the player protecting them. Currently i have no clue what ill use them for, but one thing is for sure that they have really nice skin I wonder what will happen to it in the near future Really happy by this addition tbh, the world was getting kinda lonely, this was important, in next updates ill be adding colonies of these things mounds and their homes, along with their baby variant.
After getting falsely accused for fraud for using the godot wakatime extension and getting a heart attack I have finally added little homes for these skinny dookeys I hate, HATE behavior trees with every cell in my body I hate to admit but i did take help of claude chat to help me set this shi up, it was js the free version tho so we good. I added so like normally it ran away from player if it sensed one near, but now if the player is close by and it has a home near it runs to that and hides in the home, and if player is far enough it emerges back out. Ill move on to adding more entities now rather than polishing these dudes, i think from the final game i wont even keep them in cuz how ugly and weird they are Aye free me bro i aint do nothing wrong, fix the wakatime extension fr
LETS GO IM FINALLY UNBANNED Unban stuff aside, time to explain the devlog even tho being unbanned feels great and i have insane amount of motivation to work on my proj now In past idk however weeks ive been working on 2 major things, first is that ive finally listened to the last ship reviewers and added upgrades for rocket, with custom 3d models for each rocket tier. currently it uses a separate key to open close the menu which is bad but ill fix later Also only the rockets fuel attribute is updated when you upgrade a rocket so ill fix that too. Also after the ban i was working on electronics update for my game, i have implemented electric poles, 50Kv Generators for now, i am going towards direction of factorio im afraid, but i dont wnana make it very grind-y so ill keep that in mind (hopefully) For future i will be adding better UI/UX its currently embarrassingly bad rn (even tho my degree is Computer science and Design) So yeah that will need a massive revamp Also id like to give a shout out to water #Freewater #heaintdonunwrong
I was aiming for 3 hours today but i lowk got in a fight with a senior in my clg and bro is threatening me to slime me tmr it might be wraps for me gng Putting the sliming part aside, today i made the 3D models for a generator concept (or actual thing) i found online of what they use in space. The i did sm audio editing to have a whrrrrrrrrrrrr looped sound effect and it was quiet easy to make a whrrrrrrrrrr loop, easier than i imagined. Then i added another sound and layered both ontop of each other and now it genuinely sounds kinda peak After that i made the electricity spread across all the electric poles, heres the code for that if body.is_in_group("tower"): towers_closest.append(body) create_lines(body.location_to_connect_wire_to) if has_electricity_running: body.has_electricity_running = true elif body.is_in_group("electrical_appliance"): if body.connected == false: towers_closest.append(body) create_lines(body.location_to_connect_wire_to) body.connected = true if body.is_in_group("generator"): has_electricity_running = true for i in towers_closest: if i.is_in_group("tower"): i.has_electricity_running = true I might lowk be taking AI’s job in writing bad code, they should make a me gpt in which i reply with shit code that DOES work. I also visualized the flow of electricity by hiding/showing a random cylindrical mesh that shows if it has elec flowing through it. Tmr ill be redoing ALL the icons cuz currently they look straight dookey, and also fixing the UI, then if i have time give observatory and everything an electric connection and make them so they dont work without it. This was all i worked on today, yall pray for me lets hope i dont get slimed tmr .
YAYAYAYAYAYA 3RD SHIP INCOMING In the first 2 hours i logged i worked on making the 3d models as refined as possible and made them look good by referring to astroneer as someone commented on my game Also made multiple 3d models for the electric pole and finally used the one that sat right with me. Made a new 3d model for generator and upgrade station aswell In the next 2 hours i made minor tweaks and fixed satellite bugs along with updating the help menu with newer control code, also was thinking of implementing a scrap mine but dropped that idea (maybe later ships) Then i added a little keytip marker near the refinery and chest of observatory to aid the player. Added a bunch of sounds to the electronics of the game and now it sounds a whole lot better (also reduced the main music) FINALLY TIME TO SHIP Thnx to all of the support on this proj i wont disappoint yall at all with future ships
Some really cool additions For starters today i implemented a little list at bottom of the screen that can be used to store the coordinates of player rn Yall might be wondering what tis could be used for, But i have something really cool cooking up in my head lets hope i am able to express it properly. EXPRESSING MY LOVE OF YAGI ANTENNAS I ADDED A YAGI ANTENNA TO THE GAME!1!!! It has a search feature that looks around for strongest signal and then does nothing But in future i will be making a whole mechanic out of this. Then i made a little web release it butchered the visuals i worked hard on. Its okay tho cuz i added a warning label like last time on that release too. Linked the web release as playable link for the game I want YOU to tell me what should i add to this game as im running into a roadblock where i dont know what i could add for the electrical update for the game that would actually be a useful addition, Comment down below to drop your ideas the best one will make it into the game
TESLA SUPER CHARGING So for starters i forgot to tell yall that i DIDNT get slimed by senior my clg department helped me and scared tf outta bro and i got to fight bro too And in this update i added set battery capacity to rovers They use supercapacitors to store charge so that means they can be charged and discharged for eternity Then i added charging stations to the game and made them use power grid electricity. I think players might abuse electricity by only placing 1 generator to power an entire city so i will be implementing complex wattage draw logic like they have in factorio to get some supply/demand action rolling. Then i worked on implementing save game in the game and i failed terribly (this will be a hurdle for later) I spent like solid half an hour trying to implement it just for my save file to be completely empty Idk whats going wrong but i will eventually figure it out. For now tho i will be working on factorio like supply/demand logic for electricity wish me luck
In these 2 hours i have lost all my sanity But finally the factorio like supply/demand electricity mesh finally works First i thought of using recursion to spread the electricity through every single tower But then i ran into a problem where towers interconnected so to fix that i passed a self parameter that didnt seem to help. Then i decided to make towers only connect once (which was a disaster and brought its own set of bugs) and that to tremendously failed So finally i decided upon a global mesh chain architecture where all the nodes in a chain have similar looking list, and whenever an appliance is connected to it the chain just iterates through its connected devices, This in turn brings the time complexity down to O(n) and makes everything a whole lot more efficient. Finally this is done Currently only the tesla charger works with this new logic, later i will add other electric appliances to this mesh network aswell and give them watt draw Few things to keep in mind, Currently 1 generator makes 50kW and one vehicle charger consumes 40W, If the demand isnt satisfied every node in mesh rejects the connection until the demand IS satisfied I know this might feel stupid for some people but this is only done as a feature so you dont overload the electronics in space
IM RICH!!11!! 2080 sd and top 10 in multi I got all positive reviews from yall and i apprciate every single one of u for rating my project. I have finally added scrap mines to the game, i had already made the 3d model for them i just thought they didnt fit in the game but since im adding automation and electricity to the game i think this would be a great addition. Currently they produce 10 scraps, copper, iron per 10 seconds so 1/ sec i will later randomize this and give them weights, im js too lazy cuz of this clg n shi istg Good thing is tho tmr im going home That does mean my work on hardware projects will start again That being said i need you to give me more recommendation for the game, the reviews didn’t give me any ideas or unique views what i could add to my game.
BOOMBOX!!1! , macondo marketing team too good Last night i spent unhealthy amount of time watching ig posts of macondo on hackclub ig, I lowk feel insane amount of fomo and i wanted to go so bad The songs they used in the marketing reels are still stuck in my head So as any reasonable person would, I added a boombox in my game with with my fav songs from the reels they made @zach PLES FLY ME IN NEXT IRL HC EVENT PLES IM BROKE
SHOUT OUT TO @253_Mathilde_IYKYK For starters i made a lil script so that if a rocket is in the SOI of a planet and then it scans near it by pressing F it shows all the necessary details about the planet, currently they are obvious details but i will work on making them useful. I have a few ideas of what i can do with it Now to the important part @253_Mathilde_IYKYK recommended me to add a song they like SO I ADDED IT TO THE GAME Hope yall like it :) (Sorry for not including video idk why stardance was bugging and throwing error when i was tryna upload a video)
Ships:
I made Into the Cosmos, a realistic 3D spaceflight sandbox inspired by Kerbal Space Program and Spaceflight Simulator. The game lets players jump straight into the mission and experience realistic orbital rather than spend hours designing the rocket just for it to fail when launching. This is a relaxing and fun game where players can just sit back and enjoy the physics and thrill of sending rockets to space. The biggest challenge was making somewhat realistic physics with enjoyable gameplay. Getting the gravity, RCS controls, and spacecraft handling to feel both snappy and fun to play with without absolutely broken, writing so many lines of code, and deciding on how im gonna be approaching some problems was quiet fun, i have a lot of fun designing it, i used to go to bed thinking what ill be adding to the game tommrow. I’m most proud of achieving the relaxing experience I originally envisioned. Im quiet glad i was able to fianlly have a direction towards my game and have an idea of what i wanted. And the gameplay is quiet fun aswell, i found myself “playtesting” my games just having fun slamming the rocket into planets, doing interplanetary missions. Setting satellite in different planets To test the project, I recommend reading the in-game controls and instructions first. They explain the basics of reaching orbit and make the experience much more enjoyable.
Into the Cosmos Join Boney on a journey across the endless cosmos, where every horizon hides another world waiting to be discovered. Launch into the unknown, weave between glowing nebulae, drift past impossible black holes, and set foot on planets no one has ever seen before. Build observatories to mark your path through the stars, refuel your rocket, deploy satellites into orbit, and keep pushing farther into the infinite. And when the day is finally over, come relax with Boney and lose yourself among the stars for a while. I’ve always loved games like Kerbal Space Program and Spaceflight Simulator, but I wanted something where you could jump straight into flying without spending hours designing the perfect rocket first. The result is a sandbox space game built around realistic orbital mechanics, exploration, and simply enjoying the journey. The universe is procedurally generated, meaning there is always another unique planet waiting somewhere beyond the next launch. Every expedition can take you somewhere completely new, and every observatory you build becomes another milestone in your adventure. Satellites aren’t just for show either. Launch them into orbit, revisit them later, and use them as your eyes in the sky while you continue expanding your reach across the universe. If you’re new to orbital mechanics, don’t worry. The game includes detailed instructions, an optional on-screen keybind guide, and a full in-game settings menu that lets you tweak graphics and performance to match your hardware. Whether you’re playing on a high-end gaming PC or something much more modest, I spent a lot of time optimizing the project so as many people as possible could enjoy it smoothly. There is one place, however, that lies farther than anywhere you were ever meant to reach. Most people will never find it. Those who do usually don’t come back with an explanation. I call it The Farlands. Whether it’s a bug, a feature, or something else entirely is for you to decide. I built this game in Godot 4.6.2, spending countless hours refining the physics, procedural generation, shaders, rendering, UI, and gameplay systems. Every optimization, every visual effect, and every mechanic was added with one goal in mind: making space feel like a place you can get lost in for hours without realizing where the time went. So fuel up, trust your trajectory, and see just how far Boney can go. If you decide to give the game a try, I’d really appreciate a detailed review afterwards. The feedback I received on my last project genuinely helped shape this game into what it is today, and I’d love to hear what you think could be improved, what you enjoyed, and what you’d like to see added next. If you enjoy the project, consider starring the GitHub repository and liking the YouTube video. It really helps more people discover the game and motivates me to keep building and improving it. So fuel up, trust your trajectory, and see just how far Boney can go.
INTO THE COSMOS This is the game i have designed with inspiration from Spaceflight sim and Kerbal Space program, i wanted to capture the total freedom of roaming in space without the stress of designing a space vehicle for hours just for it to crash into a million pieces. I wanted to make a chill relaxing game that people can come back home after a long day of work to, boot it up and have fun just roaming the eternal space without stressing out. Im quiet proud of how im capturing this vision of mine and im very happy with what im making. Heres some information of what i added this ship: I’ve basically been adding a bunch of systems that I’ve wanted in the game for a while, and the game is starting to feel a lot more like an actual sandbox now. First thing, I finally added electricity. This is probably one of the systems I’m most interested in because now I can actually start making more things depend on power instead of everything magically working forever. This also gives me a lot more stuff I can do with spacecraft and bases in the future. I also added scraps and scrap refining. You can now collect scraps while exploring and actually do something with them instead of them just being random useless objects. I’ve also added the material processing system around this, so scraps can be refined into materials that can actually be used to build useful buildings. This is going to become a much bigger system later on. ROVERS ARE FINALLY HERE You can now actually drive around on planets instead of just landing there and leaving. I really wanted this because the planets were starting to feel a little pointless once you landed on them. Now you can actually get out there and explore the surface properly. I’ve also added planet properties. Planets now have their own properties which means I can start making different planets actually matter instead of them just being randomly generated balls you land on. There’s a lot I can do with this later, especially with resources and exploration. I also did a pretty big overhaul on the visuals. The ambiance shaders have been improved and I’ve added a bunch of new stuff to make the planets and space itself look better. black holes now also have a hidden easter egg…. Ive also given every planet a beautiful atmosphere And yes. Mudfish I don’t know why. They’re still stupid. They just walk around on planets doing absolutely nothing useful. But honestly the universe felt too empty without them so I’m keeping them. A lot of this update was also spent doing optimization because some of the newer systems were starting to get pretty heavy. I’ve been going through different parts of the game and trying to make everything run better without completely murdering the visuals. Overall this update is probably one of the biggest changes to the game so far. And I still have a stupid amount of things I want to add. https://www.youtube.com/watch?v=ZZg3blASmgc This is the link to the youtube video if you dont have time to review the game PLEASE check it out and rate the project I read and appreciate every single one of you reviewing this game, please be as informative as you can be as this is one of the biggest games ive worked on till now, thx and have fun playing the game...
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1792850006.8012064
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1792936406.8012064
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349
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Stardance Orbit by @keerthi | Stardance
|
keerthi
|
1
|
26.0
|
423
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T14:40:40Z", "hours": 26.0, "multiplier": 16.65, "payout": 423, "blessing": "neutral", "text": "This is a extention that improves the overall UI/UX of the stardance site to make it more easy for users to access. I had to learn scrapping a lottt before writing this.. but was pretty fun ngl.", "repo": "https://github.com/keerthi-officials/stardance-orbit", "demo": "https://github.com/keerthi-officials/stardance-orbit/releases/"}]...
|
[{"post_id": 4214, "ts": "2026 [{"post_id": 4214, "ts": "2026-06-07T13:30:26Z", "hours": 1.06, "text": "added tabs in home page to switch between following people’s devlogs, my devlogs and everyone devlogs"}, {"post_id": 4106, "ts": "2026-06-07T09:26:47Z", "hours": 0.8575, "text": "added readme file with all the features i have added in this extension & installation guide along with sm notes for better understanding of the extension"}, {"post_id": 4065, "ts": "2026-06-07T07:47:45Z", "hours": 0.4497, "text": "make the styles work for every light theme. previously the styles only worked for the catppuccin-latte light theme.. now the styles work for every light theme. added option to show light mode styles in custom themes depends on user!"}, {"post_id": 4023, "ts": "2026-06-07T06:12:21Z", "hours": 0.4872, "text": "added rearrangeable items in wishlist. also increase the quantity of each item (max 30)"}, {"post_id": 3675, "ts": "2026-06-06T18:42:18Z", "hours": 1.8106, "text": "added custom themes and fonts in the popup now you can customize what theme you want the stardance site to look like and what choose font u would like to use from 20+ fonts added 4 new themes too:- dark-plus, pastel, neon & high-contrast. also added auto saving drafts so that even if u reload the tab. what you have typed wont go away!"}, {"post_id": 3588, "ts": "2026-06-06T16:16:18Z", "hours": 1.1703, "text": "added quick-search, using Ctrl+K open a command menu where u can open pages/your projects with ease. you can also search up any project, any person and any post in the whole stardance site!"}, {"post_id": 3535, "ts": "2026-06-06T14:54:05Z", "hours": 0.2894, "text": "added overlay for shortcuts.."}, {"post_id": 3512, "ts": "2026-06-06T14:20:43Z", "hours": 1.3831, "text": "added the following shortcuts Home - alt + h Rate - alt + v Missions - alt + m Shop - alt + d Resources - alt + e Projects - alt + p Project 1 (what ever is the first project that comes in A-Z order) - alt + 1 Project 2 - alt + 2"}, {"post_id": 3442, "ts": "2026-06-06T11:50:35Z", "hours": 0.905, "text": "options to customize projects tab: grid and list alignment sort by: last updated, most devlogs, most hours, a-z"}, {"post_id": 3407, "ts": "2026-06-06T10:09:22Z", "hours": 0.7833, "text": "added number of words count and estimated time to read devlog. added collapse devlog option where user can collapse devlog so they can scroll thru feed section faster."}, {"post_id": 3384, "ts": "2026-06-06T08:56:05Z", "hours": 0.4122, "text": "added focus mode, which disables everything that might be distracting so u can write all ur ideas into the devlog!"}, {"post_id": 3215, "ts": "2026-06-06T01:20:25Z", "hours": 0.6861, "text": "what i added: pre-made devlog templates to type faster.. templates added: how it works: click on the dropdown that is placed above the post button and you will have 5 options to chose from. note: this devlog was also written with the help of a template"}, {"post_id": 2816, "ts": "2026-06-05T17:17:41Z", "hours": 0.8397, "text": "fixed sm bugs: in shop when u close a wishlisted item the shop item card still is activated. couldn’t figure it out first but it seems the problem was cuz i didnt update localstorage.. matched both the states now it works properly. also did sm button color fixes"}, {"post_id": 2780, "ts": "2026-06-05T16:10:55Z", "hours": 0.4817, "text": "added inline edit devlogs instead of redirecting to another page. heavily inspired by stardance-utils!"}, {"post_id": 2740, "ts": "2026-06-05T14:39:00Z", "hours": 1.3256, "text": "added light theme.. for who ever crazy enough to deal with that level of brightness.."}, {"post_id": 2695, "ts": "2026-06-05T12:04:47Z", "hours": 1.49, "text": "added a new theme called rose-pine.. also option to change between themes. changes applies almost instantly"}, {"post_id": 2056, "ts": "2026-06-04T11:02:30Z", "hours": 0.4669, "text": "improved time for extention to load and fixed looping issue. also added readme for better understanding of the extension"}, {"post_id": 2036, "ts": "2026-06-04T10:07:03Z", "hours": 0.7872, "text": "made the card ui better by disabling button if u dont get enough coins.. also removed that weird white color and replaced it with similar color to the bg"}, {"post_id": 2008, "ts": "2026-06-04T09:04:59Z", "hours": 0.8219, "text": "added the stardust prediction feature to the goals section in shop. also added cumulative and individual tabs for better understanding.."}, {"post_id": 1927, "ts": "2026-06-04T05:05:52Z", "hours": 1.5578, "text": "added stardust prediction to every project show page"}, {"post_id": 1465, "ts": "2026-06-03T14:53:01Z", "hours": 0.5347, "text": "in the shop page when ever you try to remove a wishlisted item by clicking on the x option it redirects to another page “/wishlist/:id”. i removed the redirecting and made the page only reload to show the change. i also added proper staring logic so that the wishlist gets updated in real-time i also added nice animation to turn the star yellow if its wishlisted and black if it isnt wishlisted"}, {"post_id": 1438, "ts": "2026-06-03T14:03:55Z", "hours": 1.3244, "text": "added goal items to shop page now by clicking on the star option you can see the progress u made to buy the item. todo: add predicting depending on how many hours done."}, {"post_id": 1367, "ts": "2026-06-03T11:12:58Z", "hours": 0.6736, "text": "added a progress bar to track how much more coins u need for that specific item. added this to all the shop items.. will update automatically when u get stardust"}, {"post_id": 743, "ts": "2026-06-02T11:32:32Z", "hours": 0.7617, "text": "added devlog inline… doesn’t work atm just a placeholder"}, {"post_id": 663, "ts": "2026-06-02T06:27:29Z", "hours": 1.5389, "text": "remove buttons and moved ship button. also by depending on turbo the changes made by this extention will apply way faster."}, {"post_id": 233, "ts": "2026-06-01T11:09:15Z", "hours": 0.5172, "text": "added better ui for the categories section in shop page…"}, {"post_id": 223, "ts": "2026-06-01T10:22:48Z", "hours": 2.1542, "text": "Created a basic extension using plasma. After experimenting a lot i made the shop page better. here are all the updates: i changed the layout of the shop updates orders and waitlist. moved them downwards to make it look better. updated the cards of shop items.. it was a test i made with ai, il update it soon and bring it back to normal.. i have also fixed the arrow keys in the new section of the shop page. made a button called order to redirect to a different page"}]...
|
Title: Stardance Orbit by @keerthi | Stardance
De Title: Stardance Orbit by @keerthi | Stardance
Devlogs:
Created a basic extension using plasma. After experimenting a lot i made the shop page better. here are all the updates: i changed the layout of the shop updates orders and waitlist. moved them downwards to make it look better. updated the cards of shop items.. it was a test i made with ai, il update it soon and bring it back to normal.. i have also fixed the arrow keys in the new section of the shop page. made a button called order to redirect to a different page
added better ui for the categories section in shop page…
remove buttons and moved ship button. also by depending on turbo the changes made by this extention will apply way faster.
added devlog inline… doesn’t work atm just a placeholder
added a progress bar to track how much more coins u need for that specific item. added this to all the shop items.. will update automatically when u get stardust
added goal items to shop page now by clicking on the star option you can see the progress u made to buy the item. todo: add predicting depending on how many hours done.
in the shop page when ever you try to remove a wishlisted item by clicking on the x option it redirects to another page “/wishlist/:id”. i removed the redirecting and made the page only reload to show the change. i also added proper staring logic so that the wishlist gets updated in real-time i also added nice animation to turn the star yellow if its wishlisted and black if it isnt wishlisted
added stardust prediction to every project show page
added the stardust prediction feature to the goals section in shop. also added cumulative and individual tabs for better understanding..
made the card ui better by disabling button if u dont get enough coins.. also removed that weird white color and replaced it with similar color to the bg
improved time for extention to load and fixed looping issue. also added readme for better understanding of the extension
added a new theme called rose-pine.. also option to change between themes. changes applies almost instantly
added light theme.. for who ever crazy enough to deal with that level of brightness..
added inline edit devlogs instead of redirecting to another page. heavily inspired by stardance-utils!
fixed sm bugs: in shop when u close a wishlisted item the shop item card still is activated. couldn’t figure it out first but it seems the problem was cuz i didnt update localstorage.. matched both the states now it works properly. also did sm button color fixes
what i added: pre-made devlog templates to type faster.. templates added: how it works: click on the dropdown that is placed above the post button and you will have 5 options to chose from. note: this devlog was also written with the help of a template
added focus mode, which disables everything that might be distracting so u can write all ur ideas into the devlog!
added number of words count and estimated time to read devlog. added collapse devlog option where user can collapse devlog so they can scroll thru feed section faster.
options to customize projects tab: grid and list alignment sort by: last updated, most devlogs, most hours, a-z
added the following shortcuts Home - alt + h Rate - alt + v Missions - alt + m Shop - alt + d Resources - alt + e Projects - alt + p Project 1 (what ever is the first project that comes in A-Z order) - alt + 1 Project 2 - alt + 2
added overlay for shortcuts..
added quick-search, using Ctrl+K open a command menu where u can open pages/your projects with ease. you can also search up any project, any person and any post in the whole stardance site!
added custom themes and fonts in the popup now you can customize what theme you want the stardance site to look like and what choose font u would like to use from 20+ fonts added 4 new themes too:- dark-plus, pastel, neon & high-contrast. also added auto saving drafts so that even if u reload the tab. what you have typed wont go away!
added rearrangeable items in wishlist. also increase the quantity of each item (max 30)
make the styles work for every light theme. previously the styles only worked for the catppuccin-latte light theme.. now the styles work for every light theme. added option to show light mode styles in custom themes depends on user!
added readme file with all the features i have added in this extension & installation guide along with sm notes for better understanding of the extension
added tabs in home page to switch between following people’s devlogs, my devlogs and everyone devlogs
Ships:
This is a extention that improves the overall UI/UX of the stardance site to make it more easy for users to access. I had to learn scrapping a lottt before writing this.. but was pretty fun ngl....
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1792850005.5274694
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1792936405.5274694
|
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192
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Website by @aaradhyarya_srivastava | Stardance
|
aaradhyarya_srivastava
|
1
|
20.0
|
332
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T15:17:01Z", "hours": 20.0, "multiplier": 16.83, "payout": 332, "blessing": "neutral", "text": "This is my own portfolio website made using three.js :D I obviously followed a tutorial but I also added a bunch of my own elements and customised the site to my own liking :D I made the music as well :) Overall I spent like 15 hours on this website and im really proud of it I will make changes over time but this seems like a good starting point NOTE: I spent 15 hours and not 20 hours on this for some reason time tracking seems to add another 5 hours to this", "repo": "https://github.com/lemonzwastaken/PortfolioWebsite", "demo": "https://portfolio-website-blush-seven-78.vercel.app/"}]...
|
[{"post_id": 48173, "ts": "202 [{"post_id": 48173, "ts": "2026-08-16T13:54:37Z", "hours": 0.9389, "text": "DEPLOYED IT Also made some small changes like changing the scroll bar, adding small transition animation, some levels of optimisation etc. Also fixed some errors that caused it to not deploy BUT Here’s the website if you are interested https://portfolio-website-blush-seven-78.vercel.app/"}, {"post_id": 47711, "ts": "2026-08-15T20:06:34Z", "hours": 2.7339, "text": "Almost finished with this website :D Here’s the changes made in this recent devlog Added animations to the entire website Added music and it remembers if you wanna play music or not (also i made the music 🆒 ) Small tweaks and bug fixes for better website experience :p (sorry for the bad audio quality obs was tweaking out)"}, {"post_id": 47432, "ts": "2026-08-15T11:18:18Z", "hours": 2.5728, "text": "Worked on mobile compatability for the website. Fixed the Here’s the list of changes done Main Page: Scaled the model, put the icons on the side and added labels Projects: Removed the 3D model so projects are visible clearly About me and Contact me: Scaled the text size so it fits mobile"}, {"post_id": 46836, "ts": "2026-08-14T11:15:42Z", "hours": 2.2803, "text": "A ton of changes made and stuff added Added Stuff: Added the contact me page and linked it with mailjs so contacting me can be done directly via mail Added another model to the front page Changes: Again changed the front page model basically removing the city cuz it looked bad Changed opacity of all images from 100 to 50 Changed the render model to include some more stuff like intensity giving me better control over lighting Changed the model behavior in about me page as well as the lighting Yeah well thats about it"}, {"post_id": 46591, "ts": "2026-08-13T22:40:24Z", "hours": 2.2661, "text": "Finished the about me page(atleast the layout) and added a home button to every page. On top of that I made some QOL changes like backgrounds are completely visible etc. gonna work on contact me page next and more animations"}, {"post_id": 45629, "ts": "2026-08-12T07:46:02Z", "hours": 8.9256, "text": "Finished the Main Page as well as the projects page for my portfolio website :D. The time logged is a little off, its actually supposed to be 5 hours ish but my time was logged into an archived project so . Anyways next im gonna work on About me page and QOL stuff"}]...
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Title: Website by @aaradhyarya_srivastava | Starda Title: Website by @aaradhyarya_srivastava | Stardance
Devlogs:
Finished the Main Page as well as the projects page for my portfolio website :D. The time logged is a little off, its actually supposed to be 5 hours ish but my time was logged into an archived project so . Anyways next im gonna work on About me page and QOL stuff
Finished the about me page(atleast the layout) and added a home button to every page. On top of that I made some QOL changes like backgrounds are completely visible etc. gonna work on contact me page next and more animations
A ton of changes made and stuff added Added Stuff: Added the contact me page and linked it with mailjs so contacting me can be done directly via mail Added another model to the front page Changes: Again changed the front page model basically removing the city cuz it looked bad Changed opacity of all images from 100 to 50 Changed the render model to include some more stuff like intensity giving me better control over lighting Changed the model behavior in about me page as well as the lighting Yeah well thats about it
Worked on mobile compatability for the website. Fixed the Here’s the list of changes done Main Page: Scaled the model, put the icons on the side and added labels Projects: Removed the 3D model so projects are visible clearly About me and Contact me: Scaled the text size so it fits mobile
Almost finished with this website :D Here’s the changes made in this recent devlog Added animations to the entire website Added music and it remembers if you wanna play music or not (also i made the music 🆒 ) Small tweaks and bug fixes for better website experience :p (sorry for the bad audio quality obs was tweaking out)
DEPLOYED IT Also made some small changes like changing the scroll bar, adding small transition animation, some levels of optimisation etc. Also fixed some errors that caused it to not deploy BUT Here’s the website if you are interested https://portfolio-website-blush-seven-78.vercel.app/
Ships:
This is my own portfolio website made using three.js :D I obviously followed a tutorial but I also added a bunch of my own elements and customised the site to my own liking :D I made the music as well :) Overall I spent like 15 hours on this website and im really proud of it I will make changes over time but this seems like a good starting point NOTE: I spent 15 hours and not 20 hours on this for some reason time tracking seems to add another 5 hours to this...
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1792850004.3855026
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1792936404.3855026
|
|
17318
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RemOS (WebOS) by @pksmkwe26 | Stardance
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pksmkwe26
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1
|
3.0
|
18
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T09:12:14Z", "hours": 3.0, "multiplier": 5.99, "payout": 18, "blessing": "neutral", "text": "I made an WebOS (RemOS). I used shadcn_flutter package for ease UI library and Windows Function with the Snap-in Functionality As well, I’ve also used Flutter InAppWebView for the IFrame Support in Apps.", "repo": "https://github.com/kwe26/remos", "demo": "https://kwe26.github.io/remos/"}]...
|
[{"post_id": 9818, "ts": "2026 [{"post_id": 9818, "ts": "2026-06-16T08:13:06Z", "hours": 2.4719, "text": "Devlog #2 . I’ve added Startup Sound . Also Calculator App and Some WebView Apps such as Paint, Wikipedia and YouTube. . And an Top Bar just like in GNOME and such . And Also Clock Widget on Home Screen as well . Thanks"}, {"post_id": 7520, "ts": "2026-06-12T15:45:33Z", "hours": 0.5039, "text": "Devlog #1 RemOS an WebOS named after Rem from Re:Zero . . Using shadcn_flutter + Flutter for Window Widgets and it even supports Windows 11’s Snap-In like Feature. . Working on Other Elements Soon! . Thanks ;;3"}]...
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Title: RemOS (WebOS) by @pksmkwe26 | Stardance
De Title: RemOS (WebOS) by @pksmkwe26 | Stardance
Devlogs:
Devlog #1 RemOS an WebOS named after Rem from Re:Zero . . Using shadcn_flutter + Flutter for Window Widgets and it even supports Windows 11’s Snap-In like Feature. . Working on Other Elements Soon! . Thanks ;;3
Devlog #2 . I’ve added Startup Sound . Also Calculator App and Some WebView Apps such as Paint, Wikipedia and YouTube. . And an Top Bar just like in GNOME and such . And Also Clock Widget on Home Screen as well . Thanks
Ships:
I made an WebOS (RemOS). I used shadcn_flutter package for ease UI library and Windows Function with the Snap-in Functionality As well, I’ve also used Flutter InAppWebView for the IFrame Support in Apps....
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1792850003.4945626
|
1792936403.4945626
|
|
7511
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teto by @subhansh | Stardance
|
|
1
|
1.58
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-05T17:40:51Z", "hours": 1.0, "multiplier": 1.19, "payout": 1, "blessing": "neutral", "text": "made a slack bot with 25 commands!", "repo": "https://github.com/subhansh-dev/slack-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0B8W5WP5M5"}]...
|
[{"post_id": 5633, "ts": "2026 [{"post_id": 5633, "ts": "2026-06-09T14:39:48Z", "hours": 0.5764, "text": "okaaa shes completet and now responding fine !!!"}, {"post_id": 2421, "ts": "2026-06-04T21:54:00Z", "hours": 0.6633, "text": "wawawa created my first slack-bot meow"}]...
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Title: teto by @subhansh | Stardance
Devlogs:
waw Title: teto by @subhansh | Stardance
Devlogs:
wawawa created my first slack-bot meow
okaaa shes completet and now responding fine !!!
Ships:
made a slack bot with 25 commands!...
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1792850002.5892546
|
1792936402.5892546
|
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11152
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Smooth Upscaler by @DubbsPi | Stardance
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DubbsPi
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1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T21:02:28Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This took a while for me to figure out how to do. My goal to start was create a super simple sdf for a scene and solve it analytically, but that was being quite a pain. After a while, I found some nice values to put in that game a really nice result. Sadly, when I was coding it, I couldn’t figure out how to not have to reconstruct the entire scene for each pixel, because in theory I could cheat and only make nearby pixels. However, since it is a one step raymarch (or just an instant solve), the overhead of remaking every thing ended being quite negligible, and since the code is all branchless, it didn’t really care about doing that many ops.", "repo": "https://github.com/DubbsPi/Smooth-Upscaling-With-Smoothmin", "demo": "https://github.com/DubbsPi/Smooth-Upscaling-With-Smoothmin/blob/main/README.md"}]...
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[{"post_id": 14097, "ts": "202 [{"post_id": 14097, "ts": "2026-06-23T02:34:01Z", "hours": 0.2861, "text": "Somehow got it to work. Literally no clue how"}, {"post_id": 14085, "ts": "2026-06-23T02:10:41Z", "hours": 0.8639, "text": "Currently trying to get it to work properly. Gotta love shaders since this is the output for some reason"}]...
|
Title: Smooth Upscaler by @DubbsPi | Stardance
De Title: Smooth Upscaler by @DubbsPi | Stardance
Devlogs:
Currently trying to get it to work properly. Gotta love shaders since this is the output for some reason
Somehow got it to work. Literally no clue how
Ships:
This took a while for me to figure out how to do. My goal to start was create a super simple sdf for a scene and solve it analytically, but that was being quite a pain. After a while, I found some nice values to put in that game a really nice result. Sadly, when I was coding it, I couldn’t figure out how to not have to reconstruct the entire scene for each pixel, because in theory I could cheat and only make nearby pixels. However, since it is a one step raymarch (or just an instant solve), the overhead of remaking every thing ended being quite negligible, and since the code is all branchless, it didn’t really care about doing that many ops....
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1792850001.6963012
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1792936401.6963012
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28005
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Candy box by @flyingfish | Stardance
|
flyingfish
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1
|
13.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T04:03:16Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i only got about half way though this project before i realized i spent way to much time on it so i am just shipping what i have this is a smartie dispenser that shocks you if you try to get another one before waiting 1 hour", "repo": "https://github.com/dinotiger01/electric-candy-box", "demo": ""}]...
|
[{"post_id": 18943, "ts": "202 [{"post_id": 18943, "ts": "2026-06-30T03:50:27Z", "hours": 6.5839, "text": "so i was working on this and burned out 2 Arduinos and realized that i will never actually use this and i have put too much time in to it so i am just shipping what i currently have"}, {"post_id": 18118, "ts": "2026-06-29T04:01:12Z", "hours": 6.6525, "text": "i want the free sticker i am making a quick 2 day project to get the free sticker if you ship by Monday i have a really bad addiction to smarties so the plan is to make a box that dispenses smarties but then shocks you if you try to eat another one with out waiting fun design things: i gave it 2 buttons so it shocks tough your chest intend of your finger and hurts a lot more -i made a spring on the inside that stops smarties from just falling out -i made it print in 2 half’s to make printing easier"}]...
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Title: Candy box by @flyingfish | Stardance
Devlo Title: Candy box by @flyingfish | Stardance
Devlogs:
i want the free sticker i am making a quick 2 day project to get the free sticker if you ship by Monday i have a really bad addiction to smarties so the plan is to make a box that dispenses smarties but then shocks you if you try to eat another one with out waiting fun design things: i gave it 2 buttons so it shocks tough your chest intend of your finger and hurts a lot more -i made a spring on the inside that stops smarties from just falling out -i made it print in 2 half’s to make printing easier
so i was working on this and burned out 2 Arduinos and realized that i will never actually use this and i have put too much time in to it so i am just shipping what i currently have
Ships:
i only got about half way though this project before i realized i spent way to much time on it so i am just shipping what i have this is a smartie dispenser that shocks you if you try to get another one before waiting 1 hour...
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1792850000.5939636
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1792936400.5939636
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25369
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Oasis-Scan by @Drake | Stardance
|
Drake
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1
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6.0
|
31
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T18:58:17Z", "hours": 6.0, "multiplier": 4.96, "payout": 31, "blessing": "neutral", "text": "Oasis scan is a program that automatically detects all simple CVE’s on your computer (linux only). This was a local hackathon project I competed in so all my time is bunched up into one dev post and I’m sorry for that, for our demo link we include a custom .tech domain we used, feel free to try it out while it’s still up!", "repo": "https://github.com/duckmxx/oasis-scan/", "demo": "https://scanoasis.tech/"}]...
|
[{"post_id": 15234, "ts": "202 [{"post_id": 15234, "ts": "2026-06-24T18:55:45Z", "hours": 6.2792, "text": "Made Oasis-Scan for a hackathon projected so all my time is bunched up into one bit, what Oasis-Scan does is scan your computer for all existing CVE’s and shows you how you can be hacked and what issues exist within your computer"}]...
|
Title: Oasis-Scan by @Drake | Stardance
Devlogs:
Title: Oasis-Scan by @Drake | Stardance
Devlogs:
Made Oasis-Scan for a hackathon projected so all my time is bunched up into one bit, what Oasis-Scan does is scan your computer for all existing CVE’s and shows you how you can be hacked and what issues exist within your computer
Ships:
Oasis scan is a program that automatically detects all simple CVE’s on your computer (linux only). This was a local hackathon project I competed in so all my time is bunched up into one dev post and I’m sorry for that, for our demo link we include a custom .tech domain we used, feel free to try it out while it’s still up!...
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1792849999.7662003
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1792936399.7662003
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25457
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{Scratch so it doesnt count}Flappy Dragon Game by {Scratch so it doesnt count}Flappy Dragon Game by @ClairePoehner | Stardance...
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ClairePoehner
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1
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1.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T16:59:49Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a game where you have to navigate a dragon up and down to avoid hitting spires to collect score points. I am proud that you can use both space bar and clicking the screen as now it works on mobile as well as computer. I am also glad that I could program a “flapping” animation to the dragon when you click the screen or press space bar.", "repo": "https://github.com/clairepoehner-dot/Flappy---Dragon", "demo": "https://scratch.mit.edu/projects/1335387292"}]...
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[{"post_id": 15940, "ts": "202 [{"post_id": 15940, "ts": "2026-06-25T21:59:48Z", "hours": 0.3731, "text": "Game Over now plays a sound (Faint Courage by Toby Fox) when it shows up and Game Over is also now displayed when you hit the bottom of the screen and not just when you hit the spires :)"}, {"post_id": 15930, "ts": "2026-06-25T21:32:53Z", "hours": 0.6211, "text": "I made the basic mechanics for the game and it all works, now it is time for the fine tuning."}]...
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Title: {Scratch so it doesnt count}Flappy Dragon G Title: {Scratch so it doesnt count}Flappy Dragon Game by @ClairePoehner | Stardance
Devlogs:
I made the basic mechanics for the game and it all works, now it is time for the fine tuning.
Game Over now plays a sound (Faint Courage by Toby Fox) when it shows up and Game Over is also now displayed when you hit the bottom of the screen and not just when you hit the spires :)
Ships:
I made a game where you have to navigate a dragon up and down to avoid hitting spires to collect score points. I am proud that you can use both space bar and clicking the screen as now it works on mobile as well as computer. I am also glad that I could program a “flapping” animation to the dragon when you click the screen or press space bar....
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1792849998.9127493
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1792936398.9127493
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10158
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EdMod by @Sucrivore | Stardance
|
Sucrivore
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1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T21:08:25Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have make a modded client for EcoleDirect, permitting to add plugins to the ENT’s mobile apps. The difficult part was injecting sufficiently versatile code into the application to make all the plugins work.", "repo": "https://gitlab.com/edmod/bundle", "demo": "https://gitlab.com/edmod/patcher/-/releases"}]...
|
[{"post_id": 3785, "ts": "2026 [{"post_id": 3785, "ts": "2026-06-06T20:47:28Z", "hours": 0.3658, "text": "Added caching to plugins loading"}]...
|
Title: EdMod by @Sucrivore | Stardance
Devlogs:
A Title: EdMod by @Sucrivore | Stardance
Devlogs:
Added caching to plugins loading
Ships:
I have make a modded client for EcoleDirect, permitting to add plugins to the ENT’s mobile apps. The difficult part was injecting sufficiently versatile code into the application to make all the plugins work....
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1792849998.0552688
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1792936398.0552688
|
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28297
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Website by @lynop81 | Stardance
|
lynop81
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1
|
13.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-04T08:39:52Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this doesnt work on mobile yet sorry lol", "repo": "https://github.com/ruilyn/my-website", "demo": "https://ruilyn.github.io/my-website/index.html"}]...
|
[{"post_id": 22017, "ts": "202 [{"post_id": 22017, "ts": "2026-07-04T08:05:15Z", "hours": 1.9478, "text": "final devlog before i attempt to deploy and ship, made a proper menu + added placeholder pages to link buttons and navi to"}, {"post_id": 21914, "ts": "2026-07-04T02:59:09Z", "hours": 0.5733, "text": "page is coming together but theres still a lot more work to do"}, {"post_id": 21675, "ts": "2026-07-03T19:14:12Z", "hours": 0.9561, "text": "messed with layout more and added buttons"}, {"post_id": 21320, "ts": "2026-07-03T05:55:04Z", "hours": 0.4436, "text": "cortisol so high rn"}, {"post_id": 21279, "ts": "2026-07-03T03:53:28Z", "hours": 0.3369, "text": "scrolly text weeeee"}, {"post_id": 21226, "ts": "2026-07-03T01:55:19Z", "hours": 5.1689, "text": "added textures"}, {"post_id": 20530, "ts": "2026-07-02T04:34:34Z", "hours": 0.8697, "text": "made logo, next is the drawing for hero section (site layout is vertical but i mashed top and bottom into one photo so it’s viewable here)"}, {"post_id": 20403, "ts": "2026-07-02T00:08:49Z", "hours": 1.2178, "text": "big things are happening"}, {"post_id": 20362, "ts": "2026-07-01T22:51:05Z", "hours": 0.6981, "text": "did a lot of conceptualizing on paper before deciding on structure, made a quick skeleton to visualize stuff and play with space before i get real"}, {"post_id": 19805, "ts": "2026-07-01T06:08:01Z", "hours": 0.6764, "text": "probably going to spend a bulk of this project outside of vsc making assets and planning layout so i wont log much time but Whatever Maybe the real startdust were the friends we made along the way."}, {"post_id": 19686, "ts": "2026-07-01T02:25:36Z", "hours": 0.5397, "text": "website exists now"}]...
|
Title: Website by @lynop81 | Stardance
Devlogs:
w Title: Website by @lynop81 | Stardance
Devlogs:
website exists now
probably going to spend a bulk of this project outside of vsc making assets and planning layout so i wont log much time but Whatever Maybe the real startdust were the friends we made along the way.
did a lot of conceptualizing on paper before deciding on structure, made a quick skeleton to visualize stuff and play with space before i get real
big things are happening
made logo, next is the drawing for hero section (site layout is vertical but i mashed top and bottom into one photo so it’s viewable here)
added textures
scrolly text weeeee
cortisol so high rn
messed with layout more and added buttons
page is coming together but theres still a lot more work to do
final devlog before i attempt to deploy and ship, made a proper menu + added placeholder pages to link buttons and navi to
Ships:
this doesnt work on mobile yet sorry lol...
|
1792849996.9312756
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1792936396.9312756
|
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23352
|
My first slack bot! by @sandeep | Stardance
|
sandeep
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T03:36:24Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a feature-packed upgrade to the Slack Bot (Slacky Wacky) featuring: SQLite Conversational Memory for multi-turn chats. Slack Block Kit UI elements for interactive responses. A beautiful, minimal live web dashboard on Nest displaying API latency, uptime, database size, command usage, and system logs. Multimodal vision support (Groq Llama 3.2 11B Vision) to automatically analyze images uploaded to the channel. What was challenging: Correctly escaping client-side template literals embedded inside server-side backticks so they render correctly in the browser. What I’m proud of: Delivering a extremely clean, professional dashboard without typical AI dashboard hype.", "repo": "https://github.com/sandeepkurma9876-del/slacky-wacky", "demo": "https://hackclub.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 13396, "ts": "202 [{"post_id": 13396, "ts": "2026-06-21T22:45:52Z", "hours": 0.8242, "text": "I successfully built and deployed a massive upgrade to Slacky Wacky, adding four powerful new features! Here is exactly how I implemented them: Conversational Memory : I used better-sqlite3 to set up a lightweight database. When a user asks a question, the bot retrieves their last 10 messages so the Groq API has multi-turn context: const db = new Database ( ' chat_history.db ' ); db . exec ( \\ ` CREATE TABLE IF NOT EXISTS messages ( id INTEGER PRIMARY KEY AUTOINCREMENT, user_id TEXT, role TEXT, content TEXT ) \\` ); function getHistory(userId) { return db.prepare('SELECT role, content FROM messages WHERE user_id = ? ORDER BY id DESC LIMIT 10').all(userId).reverse(); } Block Kit UI : I refactored all responses into structured Slack Block Kit elements for a much cleaner look: await respond ({ blocks : [ { type : \" section \" , text : { type : \" mrkdwn \" , text : \\ `*Answer:* \\\\ n \\$ {groqAnswer} \\` } } ] }); Live Web Dashboard & Reverse Proxy : I integrated an Express server into index.js to log system metrics and API latency in real time. I then configured a custom reverse proxy domain ( sandeepkurma.hackclub.app ) inside the dashboard pointing to target port 3000 : app . get ( ' / ' , ( req , res ) => { res . send ( \\ `<h1>Slack Bot Live Dashboard</h1><p>Latest Latency: \\$ {latestLatency} ms</p> \\` ); }); Multimodal Image Support : I added logic to check for image file extensions (jpg, png, etc.) in the user’s message. If found, the bot automatically switches the model to ` llama-3.2-11b-vision-preview ` and formats the request content structure: const modelToUse = containsImage ? ' llama-3.2-11b-vision-preview ' : ' llama-3.3-70b-versatile ' ; Everything is fully verified, tested, and running 24/7 on my container!"}, {"post_id": 13352, "ts": "2026-06-21T21:24:37Z", "hours": 0.6667, "text": "I rigorously tested the active slash commands in Slack. All of them are running successfully on Nest 24/7!Tested:- /slacky-wacky-help -> Lists the commands and their usage successfully.- /slacky-wacky-fact -> Returns a random mind-blowing fun fact.The bot handles everything asynchronously using Socket Mode, and the responses are extremely fast! Everything is ready and fully verified."}, {"post_id": 13319, "ts": "2026-06-21T20:15:58Z", "hours": 1.1031, "text": "I built Slacky-Wacky, a fully custom Slack bot powered by the Llama 3.3 model from Groq! The bot handles interactive Slash commands through Socket Mode including:- /slacky-wacky-ask - An AI Q&A assistant to query Llama 3.3.- /slacky-wacky-status - Check system/bot status.- /slacky-wacky-help - Provide clear usage directions.- /slacky-wacky-joke - Tell funny developer jokes.- /slacky-wacky-fact - Share mind-blowing science & history facts.- /slacky-wacky-define - An interactive dictionary command.I resolved integration quirks like Bolt channel requirements, configured SSH keys for Nest, and successfully logged over 1 hour of development time to Hackatime!"}]...
|
Title: My first slack bot! by @sandeep | Stardance Title: My first slack bot! by @sandeep | Stardance
Devlogs:
I built Slacky-Wacky, a fully custom Slack bot powered by the Llama 3.3 model from Groq! The bot handles interactive Slash commands through Socket Mode including:- /slacky-wacky-ask - An AI Q&A assistant to query Llama 3.3.- /slacky-wacky-status - Check system/bot status.- /slacky-wacky-help - Provide clear usage directions.- /slacky-wacky-joke - Tell funny developer jokes.- /slacky-wacky-fact - Share mind-blowing science & history facts.- /slacky-wacky-define - An interactive dictionary command.I resolved integration quirks like Bolt channel requirements, configured SSH keys for Nest, and successfully logged over 1 hour of development time to Hackatime!
I rigorously tested the active slash commands in Slack. All of them are running successfully on Nest 24/7!Tested:- /slacky-wacky-help -> Lists the commands and their usage successfully.- /slacky-wacky-fact -> Returns a random mind-blowing fun fact.The bot handles everything asynchronously using Socket Mode, and the responses are extremely fast! Everything is ready and fully verified.
I successfully built and deployed a massive upgrade to Slacky Wacky, adding four powerful new features! Here is exactly how I implemented them: Conversational Memory : I used better-sqlite3 to set up a lightweight database. When a user asks a question, the bot retrieves their last 10 messages so the Groq API has multi-turn context: const db = new Database ( ' chat_history.db ' ); db . exec ( \ ` CREATE TABLE IF NOT EXISTS messages ( id INTEGER PRIMARY KEY AUTOINCREMENT, user_id TEXT, role TEXT, content TEXT ) \` ); function getHistory(userId) { return db.prepare('SELECT role, content FROM messages WHERE user_id = ? ORDER BY id DESC LIMIT 10').all(userId).reverse(); } Block Kit UI : I refactored all responses into structured Slack Block Kit elements for a much cleaner look: await respond ({ blocks : [ { type : " section " , text : { type : " mrkdwn " , text : \ `*Answer:* \\ n \$ {groqAnswer} \` } } ] }); Live Web Dashboard & Reverse Proxy : I integrated an Express server into index.js to log system metrics and API latency in real time. I then configured a custom reverse proxy domain ( sandeepkurma.hackclub.app ) inside the dashboard pointing to target port 3000 : app . get ( ' / ' , ( req , res ) => { res . send ( \ `<h1>Slack Bot Live Dashboard</h1><p>Latest Latency: \$ {latestLatency} ms</p> \` ); }); Multimodal Image Support : I added logic to check for image file extensions (jpg, png, etc.) in the user’s message. If found, the bot automatically switches the model to ` llama-3.2-11b-vision-preview ` and formats the request content structure: const modelToUse = containsImage ? ' llama-3.2-11b-vision-preview ' : ' llama-3.3-70b-versatile ' ; Everything is fully verified, tested, and running 24/7 on my container!
Ships:
I built a feature-packed upgrade to the Slack Bot (Slacky Wacky) featuring: SQLite Conversational Memory for multi-turn chats. Slack Block Kit UI elements for interactive responses. A beautiful, minimal live web dashboard on Nest displaying API latency, uptime, database size, command usage, and system logs. Multimodal vision support (Groq Llama 3.2 11B Vision) to automatically analyze images uploaded to the channel. What was challenging: Correctly escaping client-side template literals embedded inside server-side backticks so they render correctly in the browser. What I’m proud of: Delivering a extremely clean, professional dashboard without typical AI dashboard hype....
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1792849995.8010125
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1792936395.8010125
|
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24003
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Arduino snake by @robopugo | Stardance
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robopugo
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1
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2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T17:25:04Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made the snake game with 9 game modes to play with on the Arduino r4, then copied the code over to an online emulator, so you can test it out.", "repo": "https://github.com/no10123/arduino-snake/", "demo": ""}]...
|
[{"post_id": 13823, "ts": "202 [{"post_id": 13823, "ts": "2026-06-22T17:23:52Z", "hours": 0.4211, "text": "added a cheese and a hotdog game mode, image has list of all the current game modes."}, {"post_id": 13787, "ts": "2026-06-22T16:26:36Z", "hours": 0.6239, "text": "Added gameodes, img shows a game mode with 5 apples instead of 1, can be custom amount of apples on screen now."}, {"post_id": 13738, "ts": "2026-06-22T15:05:14Z", "hours": 1.0442, "text": "Designed the basic snake function of my game, thinking of twists / gameodes to make it more unique"}]...
|
Title: Arduino snake by @robopugo | Stardance
Dev Title: Arduino snake by @robopugo | Stardance
Devlogs:
Designed the basic snake function of my game, thinking of twists / gameodes to make it more unique
Added gameodes, img shows a game mode with 5 apples instead of 1, can be custom amount of apples on screen now.
added a cheese and a hotdog game mode, image has list of all the current game modes.
Ships:
I made the snake game with 9 game modes to play with on the Arduino r4, then copied the code over to an online emulator, so you can test it out....
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1792849993.1292648
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1792936393.1292648
|
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30254
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Echo - Hackathon Subbmission by @adamrcm | Stardan Echo - Hackathon Subbmission by @adamrcm | Stardance...
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adamrcm
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1
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2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T03:56:27Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Echo, this was used for AMDXlablab.ai using firework’s api in order to process any short clip video (30s-2m) and create multiple captions regarding such. Its fairly simple, didn’t spend much time. AI was only used for the back-end and debugging.", "repo": "https://github.com/adamrcm/Echo", "demo": "https://adamrcm.github.io/Echo/"}]...
|
[{"post_id": 28047, "ts": "202 [{"post_id": 28047, "ts": "2026-07-14T02:13:03Z", "hours": 2.4253, "text": "Final submission/showcase"}]...
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Title: Echo - Hackathon Subbmission by @adamrcm | Title: Echo - Hackathon Subbmission by @adamrcm | Stardance
Devlogs:
Final submission/showcase
Ships:
Echo, this was used for AMDXlablab.ai using firework’s api in order to process any short clip video (30s-2m) and create multiple captions regarding such. Its fairly simple, didn’t spend much time. AI was only used for the back-end and debugging....
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1792849992.2894175
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1792936392.2894175
|
|
1500
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Pokemon Slack Bot by @Sahild | Stardance
|
Sahild
|
1
|
2.0
|
10
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T02:29:08Z", "hours": 2.0, "multiplier": 5.88, "payout": 10, "blessing": "neutral", "text": "I created a slack bot with a pokemon theme. It uses pokeapi.co with these commands: Available Commands: / pb-pokemonfact [pokemon name or id] - Get a fun fact about a Pokémon. Example: /pb-pokemonfact pikachu / pb-berrydeets [berry name] - Get a fun fact about a Berry. Example: /pb-berrydeets oran / pb-list-berries - List all the berries you can ask about with /pb-berrydeets / pb-ping - Check the bot’s latency I was so excited and loved how this project turned out!", "repo": "https://github.com/sahilchess/pokemon-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0BAGHD8MGT"}]...
|
[{"post_id": 581, "ts": "2026- [{"post_id": 581, "ts": "2026-06-02T02:27:49Z", "hours": 0.5367, "text": "done!"}, {"post_id": 415, "ts": "2026-06-01T20:19:32Z", "hours": 0.7072, "text": "Nest Approved in like 10 minutes? Yo ts is tuff. finished up the pokemon deatails and need to fine tune it. May add a few more or maybe will call it done. idk yet"}, {"post_id": 369, "ts": "2026-06-01T18:31:40Z", "hours": 0.7611, "text": "Git Push aint working bruh. Will add pokemon facts later"}]...
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Title: Pokemon Slack Bot by @Sahild | Stardance
D Title: Pokemon Slack Bot by @Sahild | Stardance
Devlogs:
Git Push aint working bruh. Will add pokemon facts later
Nest Approved in like 10 minutes? Yo ts is tuff. finished up the pokemon deatails and need to fine tune it. May add a few more or maybe will call it done. idk yet
done!
Ships:
I created a slack bot with a pokemon theme. It uses pokeapi.co with these commands: Available Commands: / pb-pokemonfact [pokemon name or id] - Get a fun fact about a Pokémon. Example: /pb-pokemonfact pikachu / pb-berrydeets [berry name] - Get a fun fact about a Berry. Example: /pb-berrydeets oran / pb-list-berries - List all the berries you can ask about with /pb-berrydeets / pb-ping - Check the bot’s latency I was so excited and loved how this project turned out!...
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1792849991.1228702
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1792936391.1228702
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21783
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Portfolio by @mbr | Stardance
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mbr
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1
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9.0
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113
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T12:48:50Z", "hours": 9.0, "multiplier": 12.02, "payout": 113, "blessing": "neutral", "text": "For my first shipped project I created my personal web portfolio. I added three pages, an “about me” page, a “projects” page and the main one, that brings you to the other two. I’m relatively proud of how it turned out because my HTML and CSS skills weren’t very good. I hope I am able to keep it updated and that this project acts as a starting point for my dev career.", "repo": "https://github.com/marcbr23/marcbr23.github.io", "demo": "https://marcbr23.github.io/"}]...
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[{"post_id": 15029, "ts": "202 [{"post_id": 15029, "ts": "2026-06-24T12:36:15Z", "hours": 0.8411, "text": "Final adjustments before shipping. I corrected some issues with the file paths and the fonts. The website is ready to ship."}, {"post_id": 14975, "ts": "2026-06-24T09:58:51Z", "hours": 4.4319, "text": "Just completed my web portfolio! Obviously, it should be constantly updated, but the initial version is complete. I finished the projects page and made it (more or less) usable for other devices. What’s new breakdown: Completed the projects page. Made it usable for different devices. What’s next: Shipping! Polish the code Periodical updates"}, {"post_id": 13802, "ts": "2026-06-22T16:57:26Z", "hours": 3.5508, "text": "First Cool Advancements I have finished the main page of my web portfolio (for now!). The main page is divided in two sides that bring you to a “project showcase” page and to an “About Me” page. The “About Me” page is also quite complete. What’s new breakdown: Added hover animations on different elements. Polished the overall look. About me page. What’s next: Making the website usable for different devices. Making the “projects page”"}, {"post_id": 12511, "ts": "2026-06-20T13:06:54Z", "hours": 0.665, "text": "I have started developing my web portfolio."}]...
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Title: Portfolio by @mbr | Stardance
Devlogs:
I h Title: Portfolio by @mbr | Stardance
Devlogs:
I have started developing my web portfolio.
First Cool Advancements I have finished the main page of my web portfolio (for now!). The main page is divided in two sides that bring you to a “project showcase” page and to an “About Me” page. The “About Me” page is also quite complete. What’s new breakdown: Added hover animations on different elements. Polished the overall look. About me page. What’s next: Making the website usable for different devices. Making the “projects page”
Just completed my web portfolio! Obviously, it should be constantly updated, but the initial version is complete. I finished the projects page and made it (more or less) usable for other devices. What’s new breakdown: Completed the projects page. Made it usable for different devices. What’s next: Shipping! Polish the code Periodical updates
Final adjustments before shipping. I corrected some issues with the file paths and the fonts. The website is ready to ship.
Ships:
For my first shipped project I created my personal web portfolio. I added three pages, an “about me” page, a “projects” page and the main one, that brings you to the other two. I’m relatively proud of how it turned out because my HTML and CSS skills weren’t very good. I hope I am able to keep it updated and that this project acts as a starting point for my dev career....
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1792849989.981618
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1792936389.981618
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16944
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Pong by @infinite_silly | Stardance
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infinite_silly
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1
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23.0
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63
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-27T18:01:56Z", "hours": 23.0, "multiplier": 2.78, "payout": 63, "blessing": "neutral", "text": "I built a version of Pong using the Rust game engine Bevy! Bevy is a modular game engine that uses the ECS (Entity, Component, System) paradigm to run games. I followed the TaintedCoders pong tutorial ( https://taintedcoders.com/bevy/tutorials/pong-tutorial ) which let me create a basic pong game with no UI, end, or varied physics. I added randomised collision angles, changed how the AI moved so that it wasn’t perfect at the game, added start and end screens with randomised end messages, and more. There are versions for Apple Silicon Macs, Windows, Linux, and a web playable version.", "repo": "https://github.com/KaonQuantum/bevy-pong", "demo": "https://kaonquantum.github.io/bevy-pong/"}]...
|
[{"post_id": 35917, "ts": "202 [{"post_id": 35917, "ts": "2026-07-27T17:49:00Z", "hours": 1.4794, "text": "Finally got a working desktop release!!! The project is finally done! There were so many issues with this as I had no experience with Github actions or making executables with Rust!"}, {"post_id": 34874, "ts": "2026-07-25T22:55:48Z", "hours": 1.1764, "text": "#Finished Web Demo for Pong I had to do a lot of workflow debugging for this."}, {"post_id": 31340, "ts": "2026-07-19T17:29:25Z", "hours": 3.0556, "text": "End Screens, Colours, and Paddle Collisions This devlog marks the nearing of the end of this project. I made these changes a week ago, but was unable to find time to write a devlog before I went off-grid. Here are the main changes: End Screen I added an end screen with a randomised end message based off of who won (9 messages each) and a Restart button that uses a lot of the same code as the start screen. I also realised that 10 goals was a lot and quite slow, so I dropped it down to 5. Colours I fixed the colour palette by finally swapping the background colour to something within the grand palette. Collisions Hopefully, this is the last collision issue. If the ball hit the top/bottom of a paddle while the paddle had the same v_y direction as the ball, the ball would still swap v_y direction and go DOWN/UP, so this is hopefully taken care of. It doesn’t matter how fast the ball goes because if it hits the top/bottom of a paddle, the point is already lost. The next devlog will probably be with all the build files and such."}, {"post_id": 26248, "ts": "2026-07-10T22:23:03Z", "hours": 1.8286, "text": "Time Delay, Adaptive AI, and Bevy Update Here’s what I’ve done: The AI previously would only move if the ball was a minimum distance away, and it would outpace the ball, stop, the ball would get away, it would outpace it again, and so on because the adaptive AI was increasing speeds. Now it only changes it’s velocity every 0.1s The adaptive AI was also mediocre, so I dropped it and raised the paddle speed. It was really just an AI nerf. I upgraded from Bevy 0.18.1 to 0.19.0 This came with some changes to text and layouts 0.18.1: let font = asset_server.load(\"fonts/PixelifySans-Regular.ttf\"); let label = ( Text::new(\"Start\"), TextFont { font, font_size: 40., ..default() }, TextColor(Color::BLACK), ); 0.19.0: let font = asset_server.load(\"fonts/PixelifySans-Regular.ttf\"); let label = ( Text::new(\"Start\"), TextFont { font: FontSource::Handle(font), font_size: FontSize::Px(40.), ..default() }, TextColor(Color::BLACK), ); among others."}, {"post_id": 25773, "ts": "2026-07-10T07:13:13Z", "hours": 7.1089, "text": "Added a Start Screen and did some Debugging! So I’ve continued improving pong, and here’s what I’ve done since the last devlog. Fine-Tuned Adaptivity Added a Start Screen!!! Fixed Ball Velocity Magnitude Issues (annoying Pythagorean theorem math, and I like math) Made the font Pixelify Sans for the new start button and the scoreboard. There are only two more things I need to do before shipping! [] Make the AI a time delay instead of a space delay Right now the AI moves when the ball is a certain distance from the paddle. This makes it jittery when it is fast due to adaptivity I want to make it only check the ball’s position every second of half-second or so. -This will hopefully eliminate jitter [] Make an end and restart screen The game should end at 10 points It will probably have “Game Over” for a loss and “You Win” for a, you guessed it, a win."}, {"post_id": 13916, "ts": "2026-06-22T20:25:40Z", "hours": 3.2844, "text": "Finished the tutorial and working on my own mods! I started this as a way to learn how to use the basics of 2D game dev with Bevy before I make my Chrome Dino clone Gleebo Run (I know, so original). Continuing this project will help me grasp more of the basics. I Added: AI nerfs Randomness to collisions and ball respawns Ball respawns towards the scoring player Adaptive difficulty AI To Add Game Finish (10 points I think) Start and end screens To Fix New clipping & collision issues Jittery AI paddle Ball velocity magnitude non-consistency issues"}, {"post_id": 8221, "ts": "2026-06-13T17:53:01Z", "hours": 4.83, "text": "I finished step 17 of the tutorial!"}]...
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Title: Pong by @infinite_silly | Stardance
Devlog Title: Pong by @infinite_silly | Stardance
Devlogs:
I finished step 17 of the tutorial!
Finished the tutorial and working on my own mods! I started this as a way to learn how to use the basics of 2D game dev with Bevy before I make my Chrome Dino clone Gleebo Run (I know, so original). Continuing this project will help me grasp more of the basics. I Added: AI nerfs Randomness to collisions and ball respawns Ball respawns towards the scoring player Adaptive difficulty AI To Add Game Finish (10 points I think) Start and end screens To Fix New clipping & collision issues Jittery AI paddle Ball velocity magnitude non-consistency issues
Added a Start Screen and did some Debugging! So I’ve continued improving pong, and here’s what I’ve done since the last devlog. Fine-Tuned Adaptivity Added a Start Screen!!! Fixed Ball Velocity Magnitude Issues (annoying Pythagorean theorem math, and I like math) Made the font Pixelify Sans for the new start button and the scoreboard. There are only two more things I need to do before shipping! [] Make the AI a time delay instead of a space delay Right now the AI moves when the ball is a certain distance from the paddle. This makes it jittery when it is fast due to adaptivity I want to make it only check the ball’s position every second of half-second or so. -This will hopefully eliminate jitter [] Make an end and restart screen The game should end at 10 points It will probably have “Game Over” for a loss and “You Win” for a, you guessed it, a win.
Time Delay, Adaptive AI, and Bevy Update Here’s what I’ve done: The AI previously would only move if the ball was a minimum distance away, and it would outpace the ball, stop, the ball would get away, it would outpace it again, and so on because the adaptive AI was increasing speeds. Now it only changes it’s velocity every 0.1s The adaptive AI was also mediocre, so I dropped it and raised the paddle speed. It was really just an AI nerf. I upgraded from Bevy 0.18.1 to 0.19.0 This came with some changes to text and layouts 0.18.1: let font = asset_server.load("fonts/PixelifySans-Regular.ttf"); let label = ( Text::new("Start"), TextFont { font, font_size: 40., ..default() }, TextColor(Color::BLACK), ); 0.19.0: let font = asset_server.load("fonts/PixelifySans-Regular.ttf"); let label = ( Text::new("Start"), TextFont { font: FontSource::Handle(font), font_size: FontSize::Px(40.), ..default() }, TextColor(Color::BLACK), ); among others.
End Screens, Colours, and Paddle Collisions This devlog marks the nearing of the end of this project. I made these changes a week ago, but was unable to find time to write a devlog before I went off-grid. Here are the main changes: End Screen I added an end screen with a randomised end message based off of who won (9 messages each) and a Restart button that uses a lot of the same code as the start screen. I also realised that 10 goals was a lot and quite slow, so I dropped it down to 5. Colours I fixed the colour palette by finally swapping the background colour to something within the grand palette. Collisions Hopefully, this is the last collision issue. If the ball hit the top/bottom of a paddle while the paddle had the same v_y direction as the ball, the ball would still swap v_y direction and go DOWN/UP, so this is hopefully taken care of. It doesn’t matter how fast the ball goes because if it hits the top/bottom of a paddle, the point is already lost. The next devlog will probably be with all the build files and such.
#Finished Web Demo for Pong I had to do a lot of workflow debugging for this.
Finally got a working desktop release!!! The project is finally done! There were so many issues with this as I had no experience with Github actions or making executables with Rust!
Ships:
I built a version of Pong using the Rust game engine Bevy! Bevy is a modular game engine that uses the ECS (Entity, Component, System) paradigm to run games. I followed the TaintedCoders pong tutorial ( https://taintedcoders.com/bevy/tutorials/pong-tutorial ) which let me create a basic pong game with no UI, end, or varied physics. I added randomised collision angles, changed how the AI moved so that it wasn’t perfect at the game, added start and end screens with randomised end messages, and more. There are versions for Apple Silicon Macs, Windows, Linux, and a web playable version....
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1792849988.8266242
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1792936388.8266242
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7599
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Task Manager by @elijahkott | Stardance
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elijahkott
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1
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4.0
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10
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T21:42:02Z", "hours": 4.0, "multiplier": 2.42, "payout": 10, "blessing": "neutral", "text": "I made a simple task manager in Rust as a first Rust project. I was proud that I was able to pretty quickly pick up Rust. What was challenging was implementing Rust code that I’ve never seen to make this project work. Also, testing the project on all platforms. You can use both the terminal commands and the TUI to use the project.", "repo": "https://github.com/LijKott/task-manager/tree/master", "demo": "https://crates.io/crates/task-manager-kotter"}]...
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[{"post_id": 3837, "ts": "2026 [{"post_id": 3837, "ts": "2026-06-06T21:55:41Z", "hours": 1.9919, "text": "TUI is done, tsk is live So last time I had the CLI working. Today I finished the TUI and shipped the whole thing. Getting ratatui going was interesting. It doesn’t work like anything I’ve done before. Instead of just printing stuff, you’ve got a loop that redraws the whole screen every time you press a key. You also have to set up and tear down the terminal manually. If you don’t, your terminal just breaks after you exit. Took me a second to get my head around it but once it clicked it made sense. The TUI has two modes, Normal and Adding. Normal is where you scroll around and do things to tasks. Adding turns the bottom bar into a text input where you type your task and hit Enter. I think using enums for that was pretty clean. I added two things that weren’t in the original plan. A reset command that wipes everything and brings the IDs back to 1, and making the done button a toggle instead of one way. The toggle was annoying, but in the end it worked out fine. The problem was that I forgot to update the function’s name to the updated one. Small thing but it tripped me up. After that, I published to crates.io as task-manager-kotter (tsk) because task-manager was already taken. Then I set up GitHub Actions to build binaries for Linux, Windows, and Mac automatically when I push a tag. Hit a permissions error first try, so I had to go into the repo settings and flip on read/write for workflows. After that I programmed the yml file wrong, so it would merge the binaries instead of having them seperate. I fixed that, and it worked, all three binaries showed up in the release. What’s working Full TUI with scrolling, adding, toggling, deleting, and resetting cargo install tsk works Prebuilt binaries on GitHub Releases for all three platforms"}, {"post_id": 3062, "ts": "2026-06-05T23:10:22Z", "hours": 1.9483, "text": "I got the core database and CLI working Built the foundation today for my SQLite task store and a working CLI with four commands: add, list, done, and delete. You can actually add tasks and check them off from the terminal now. What’s working cargo run – add “buy milk” cargo run – list Output: 1: buy milk [ ] cargo run – done 1 cargo run – list Output: 1: buy milk [x] The stack is rusqlite for SQLite (with the bundled feature so there are no system deps), clap for argument parsing with the derive macro, and chrono for timestamps. The project is split into models.rs, db.rs, commands.rs, and main.rs. These keep the database logic completely separate from the CLI wiring. One thing that tripped me up: Rust’s ownership model means you can’t just pass a Connection willy nilly, you have to borrow it with &Connection everywhere. Took a few compiler errors to get the hang of it, but now it makes sense. Next up Building the TUI with ratatui so you can navigate tasks without typing commands. After that: publishing to crates.io and updating the README."}]...
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Title: Task Manager by @elijahkott | Stardance
De Title: Task Manager by @elijahkott | Stardance
Devlogs:
I got the core database and CLI working Built the foundation today for my SQLite task store and a working CLI with four commands: add, list, done, and delete. You can actually add tasks and check them off from the terminal now. What’s working cargo run – add “buy milk” cargo run – list Output: 1: buy milk [ ] cargo run – done 1 cargo run – list Output: 1: buy milk [x] The stack is rusqlite for SQLite (with the bundled feature so there are no system deps), clap for argument parsing with the derive macro, and chrono for timestamps. The project is split into models.rs, db.rs, commands.rs, and main.rs. These keep the database logic completely separate from the CLI wiring. One thing that tripped me up: Rust’s ownership model means you can’t just pass a Connection willy nilly, you have to borrow it with &Connection everywhere. Took a few compiler errors to get the hang of it, but now it makes sense. Next up Building the TUI with ratatui so you can navigate tasks without typing commands. After that: publishing to crates.io and updating the README.
TUI is done, tsk is live So last time I had the CLI working. Today I finished the TUI and shipped the whole thing. Getting ratatui going was interesting. It doesn’t work like anything I’ve done before. Instead of just printing stuff, you’ve got a loop that redraws the whole screen every time you press a key. You also have to set up and tear down the terminal manually. If you don’t, your terminal just breaks after you exit. Took me a second to get my head around it but once it clicked it made sense. The TUI has two modes, Normal and Adding. Normal is where you scroll around and do things to tasks. Adding turns the bottom bar into a text input where you type your task and hit Enter. I think using enums for that was pretty clean. I added two things that weren’t in the original plan. A reset command that wipes everything and brings the IDs back to 1, and making the done button a toggle instead of one way. The toggle was annoying, but in the end it worked out fine. The problem was that I forgot to update the function’s name to the updated one. Small thing but it tripped me up. After that, I published to crates.io as task-manager-kotter (tsk) because task-manager was already taken. Then I set up GitHub Actions to build binaries for Linux, Windows, and Mac automatically when I push a tag. Hit a permissions error first try, so I had to go into the repo settings and flip on read/write for workflows. After that I programmed the yml file wrong, so it would merge the binaries instead of having them seperate. I fixed that, and it worked, all three binaries showed up in the release. What’s working Full TUI with scrolling, adding, toggling, deleting, and resetting cargo install tsk works Prebuilt binaries on GitHub Releases for all three platforms
Ships:
I made a simple task manager in Rust as a first Rust project. I was proud that I was able to pretty quickly pick up Rust. What was challenging was implementing Rust code that I’ve never seen to make this project work. Also, testing the project on all platforms. You can use both the terminal commands and the TUI to use the project....
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1792849987.9820256
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1792936387.9820256
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24773
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The Herptionary: a Guide to all things Herps by @F The Herptionary: a Guide to all things Herps by @FrogDude | Stardance...
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FrogDude
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1
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8.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T20:41:13Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a multi-page site that: -Calls to a free dictionary API and can display results -Allows multi-page navigation -Has a cool frog logo lol Do I plan on implementing more features, including my own API that works for my intended purpose in the future? yes. Do I have a somewhat working product and need a break? also yes. Please enjoy my 7+ hours of crying over VS code. If you want to save me from API purgatory, feel free to DM and ask to help out or add a pull request/add to my repository! I would LOVE for this to be a group project. Max out o7", "repo": "https://github.com/FrogDude7856/Herptionary", "demo": "https://herptionary.max-walthamsajdak.workers.dev/"}]...
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[{"post_id": 45989, "ts": "202 [{"post_id": 45989, "ts": "2026-08-12T20:35:38Z", "hours": 2.4997, "text": "Herptionary Devlog 006: I give up, I have something functional kinda, lets ship that So… I disappeared for a bit… I left town for like a month for college visits and supporting a family member in travel. Looking at my API troubles with a fresh set of eyes really did not help, but y’know what? I tried. I failed. But the website does function and I did manage to get it to send requests to a free dictionary API and actually return something, so I am okay with putting this temporarily on the backburner while I learn more about website building and shipping it for hopefully enough stardust to not show my name with every visit. Changes: Added python file that will hopefully be the basis of my custom API in the future Added “progress” warnings to all pages left unfinished this ship; will add more text and write the articles soon hopefully Added logo to header “how did you spend two hours on this?” I spent most of that struggling to get an API working, installing extensions, testing the site, and reloading VScode so many times I think i have the button pattern burned into my brain. Someday I will succeed at this. That day is not today."}, {"post_id": 26153, "ts": "2026-07-10T19:36:51Z", "hours": 0.9958, "text": "WE HAVE A LOGO!!!! Not much else to note; been working on trying to get a basic API up and running and failing miserably, which is what the time is. I did try to track the two hours I spent working on this logo but lapse broke - twice - so that’s gone out the window. But. Frog book :) (To the one dude in the slack who said the snake was cooler: yes, but it looks TERRIBLE vectored lol)"}, {"post_id": 23841, "ts": "2026-07-07T00:45:34Z", "hours": 1.5669, "text": "Devlog 4: WE’RE ON THE WEB!!! The Herptionary is officially online! And formatted properly! What I did: Redid my file organizaton so Cloudflare would recognize it as an actual site Put it on Cloudflare Fixed a bunch of issues, including the footer being stuck to the top of the screen on the dictionary and the header not being a header. What’s next: Build an API for all the herp terms I want to add Vector my logo (to be revealed next devlog!) Write the Reptiles landing page"}, {"post_id": 18792, "ts": "2026-06-30T00:20:16Z", "hours": 1.1706, "text": "Herptionary Devlog 3: simplified, but at what cost So, instead of building 26 letter-based pages and crying over file organization, I bit the bullet and found a tutorial on how to make the site access an API and retrieve a definition from somewhere else (thank you codingartistweb.com). The formatting is still off, but now that I am actually using a CSS stylesheet I should only have to do this once and then all my pages should be formatted properly. I am hoping that building an API from scratch does not require me to work with a fourth coding language, especially since I will have to eventually build three of them (one for the dictionary itself, and one each for reptile and amphibian searches), but for testing purposes I am currently using a free online dictionary API thing that came with the tutorial. It doesn’t have all the terms I am planning on including, so I can’t keep it that and skip building an API, but it is funny to search swear words while I am making sure that I didn’t break it while reformatting my site. I love my tadpole stage website :)"}, {"post_id": 15265, "ts": "2026-06-24T19:41:39Z", "hours": 1.4561, "text": "Herptionary Devlog 2 So I had to redo my file organization TWICE to get it to work and make sense but I HAVE PAGE NAVIGATION WORKING!!! What I Did: Added several home and landing pages, including the Dictionary Home Page and an About Us page Linked (and re-linked) images to the site for proper display of visual data Set up page navigation, including a functioning link in the header (to be replaced with an image) Cried over file organization BUTTONS!!! I HAVE BUTTONS AND THEY WORK!!! Next Steps: Build the main Dictionary pages (…oh. 26 letter pages ALONE. I may have bitten off more than I can chew guys) Figure out how to make a wiki-esque edit system to make expanding the site to multiple people a LOT easier when I need help actually filling in the dictionary Ask if I can count graphic design time as hours spent on this project before I learn a new vector design system Develop a wiki-esque source system so I don’t have to link every single ^# credit by hand"}, {"post_id": 15017, "ts": "2026-06-24T12:21:46Z", "hours": 0.2925, "text": "Herptionary Devlog 1 So I happen to be an aspiring herpetologist (amphibian and reptile scientist). Much to my annoyance, some guy in the 1200s decided my favorite creatures in the world were “monsterous” and grouped them together, and now everyone is afraid of them. So, I’m gonna put my other interest to work and fix that! What I did: Set up the workspace, hackatime, etc. for my first true coding project Made my first few (VERY basic) pages in HTML. Made bug/error/incorrect info reporting google form for when I do get this on the web. Next Steps: Figure out how to link pages Find hosting stuff Graphic Design? (Screenshot attached: a quick build of my homepage)"}]...
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Title: The Herptionary: a Guide to all things Herp Title: The Herptionary: a Guide to all things Herps by @FrogDude | Stardance
Devlogs:
Herptionary Devlog 1 So I happen to be an aspiring herpetologist (amphibian and reptile scientist). Much to my annoyance, some guy in the 1200s decided my favorite creatures in the world were “monsterous” and grouped them together, and now everyone is afraid of them. So, I’m gonna put my other interest to work and fix that! What I did: Set up the workspace, hackatime, etc. for my first true coding project Made my first few (VERY basic) pages in HTML. Made bug/error/incorrect info reporting google form for when I do get this on the web. Next Steps: Figure out how to link pages Find hosting stuff Graphic Design? (Screenshot attached: a quick build of my homepage)
Herptionary Devlog 2 So I had to redo my file organization TWICE to get it to work and make sense but I HAVE PAGE NAVIGATION WORKING!!! What I Did: Added several home and landing pages, including the Dictionary Home Page and an About Us page Linked (and re-linked) images to the site for proper display of visual data Set up page navigation, including a functioning link in the header (to be replaced with an image) Cried over file organization BUTTONS!!! I HAVE BUTTONS AND THEY WORK!!! Next Steps: Build the main Dictionary pages (…oh. 26 letter pages ALONE. I may have bitten off more than I can chew guys) Figure out how to make a wiki-esque edit system to make expanding the site to multiple people a LOT easier when I need help actually filling in the dictionary Ask if I can count graphic design time as hours spent on this project before I learn a new vector design system Develop a wiki-esque source system so I don’t have to link every single ^# credit by hand
Herptionary Devlog 3: simplified, but at what cost So, instead of building 26 letter-based pages and crying over file organization, I bit the bullet and found a tutorial on how to make the site access an API and retrieve a definition from somewhere else (thank you codingartistweb.com). The formatting is still off, but now that I am actually using a CSS stylesheet I should only have to do this once and then all my pages should be formatted properly. I am hoping that building an API from scratch does not require me to work with a fourth coding language, especially since I will have to eventually build three of them (one for the dictionary itself, and one each for reptile and amphibian searches), but for testing purposes I am currently using a free online dictionary API thing that came with the tutorial. It doesn’t have all the terms I am planning on including, so I can’t keep it that and skip building an API, but it is funny to search swear words while I am making sure that I didn’t break it while reformatting my site. I love my tadpole stage website :)
Devlog 4: WE’RE ON THE WEB!!! The Herptionary is officially online! And formatted properly! What I did: Redid my file organizaton so Cloudflare would recognize it as an actual site Put it on Cloudflare Fixed a bunch of issues, including the footer being stuck to the top of the screen on the dictionary and the header not being a header. What’s next: Build an API for all the herp terms I want to add Vector my logo (to be revealed next devlog!) Write the Reptiles landing page
WE HAVE A LOGO!!!! Not much else to note; been working on trying to get a basic API up and running and failing miserably, which is what the time is. I did try to track the two hours I spent working on this logo but lapse broke - twice - so that’s gone out the window. But. Frog book :) (To the one dude in the slack who said the snake was cooler: yes, but it looks TERRIBLE vectored lol)
Herptionary Devlog 006: I give up, I have something functional kinda, lets ship that So… I disappeared for a bit… I left town for like a month for college visits and supporting a family member in travel. Looking at my API troubles with a fresh set of eyes really did not help, but y’know what? I tried. I failed. But the website does function and I did manage to get it to send requests to a free dictionary API and actually return something, so I am okay with putting this temporarily on the backburner while I learn more about website building and shipping it for hopefully enough stardust to not show my name with every visit. Changes: Added python file that will hopefully be the basis of my custom API in the future Added “progress” warnings to all pages left unfinished this ship; will add more text and write the articles soon hopefully Added logo to header “how did you spend two hours on this?” I spent most of that struggling to get an API working, installing extensions, testing the site, and reloading VScode so many times I think i have the button pattern burned into my brain. Someday I will succeed at this. That day is not today.
Ships:
I made a multi-page site that: -Calls to a free dictionary API and can display results -Allows multi-page navigation -Has a cool frog logo lol Do I plan on implementing more features, including my own API that works for my intended purpose in the future? yes. Do I have a somewhat working product and need a break? also yes. Please enjoy my 7+ hours of crying over VS code. If you want to save me from API purgatory, feel free to DM and ask to help out or add a pull request/add to my repository! I would LOVE for this to be a group project. Max out o7...
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1792849986.85425
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1792936386.85425
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19035
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Eschatia by @sahajk | Stardance
|
sahajk
|
1
|
6.0
|
89
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T22:55:05Z", "hours": 6.0, "multiplier": 16.59, "payout": 89, "blessing": "neutral", "text": "Eschatia is a narrated deep-zoom explorer for James Webb Space Telescope imagery. Pick any of 20 cosmic destinations and you get a cinematic transition into a full gigapixel viewer. The images are up to 14,500 pixels wide, streamed in tiles directly from ESA’s servers so nothing heavy loads upfront. Each destination has hand-written narration, four clickable hotspot markers pinned to specific features in the image, and human-scale comparisons that put the numbers in context. The most challenging part was the hotspot coordinate system. Pins have to stay locked to specific points in the image regardless of zoom level or pan position, which required a custom proximity detection pass on the viewer’s canvas. To test it: open the link, click any destination card, and zoom in. Hit the cinematic button at the bottom of any viewer to enter ambient mode.", "repo": "https://github.com/sahajkhandelwal1/eschatia", "demo": "https://eschatia.vercel.app/"}]...
|
[{"post_id": 14720, "ts": "202 [{"post_id": 14720, "ts": "2026-06-23T22:35:35Z", "hours": 0.9517, "text": "Eschatia: Devlog 4 The last major addition has been made to eschatia, which is ambient mode. Every destination now has a cinematic screensaver you can enter from the viewer. When in this mode, the image slowly drifts across the screen while a generative audio drone plays underneath. The drone is three notes tuned to an open fifth chord, breathing in and out on a 25-second cycle. It sounds like how being in space probably feels. From the Explore page, “Drift anywhere” chains destinations together automatically, fading to black between them every 15 seconds. I built it as a classroom screensaver feature pretty much. That brings the full feature list to 20 narrated deep-zoom destinations, interactive hotspots on every image, human-scale comparisons, a live feed of JWST observations from NASA’s archive, and an ambient mode."}, {"post_id": 13568, "ts": "2026-06-22T06:40:25Z", "hours": 1.3711, "text": "Eschatia: Devlog 3 Just made a big update. Eschatia now has 20 destinations with points of interest, increased from the original 10. The Discoveries page is also now live, and the landing page has been adjusted in its ui. The Discoveries page pulls live data from NASA’s JWST archive and surfaces the 40 most recent science observations in Eschatia’s visual language. Getting the API working took several rounds of debugging. The endpoint I expected returned a 404, the response structure was different from the documentation, and the edge function couldn’t read environment variables until I switched runtimes. The landing page starfield got rebuilt from scratch. The original was 200 CSS-animated divs. The new one is a canvas animation where stars fly toward the viewer from a central vanishing point, like warping through space. I tried star trails first but they made the background too noisy, so I pulled them back to crisp dots which ended up looking cleaner anyway. eschatia.vercel.app"}, {"post_id": 12344, "ts": "2026-06-20T04:20:03Z", "hours": 1.7325, "text": "Eschatia: Devlog 2 The images on eschatia are now spatially interactive. Users can now click on glowing pins on the viewer and get detailed information of that part of the image. 6/10 images are complete with the hotspots and information, along with comparisons. I also created the Explore page to show all 10 of the possible destinations. Most of this phase went smoothly, but I spent forever trying to fix the back button from the viewer. Every time I would click it, the home page was left with a black overlay, and it took me a long time to track down the issue. The problem was that the viewer had its own cleanup process when shutting down, and it was conflicting with another component that was trying to reference the viewer as it was disappearing. 4 of the destinations still need content, and then after that, I need to create a live discovery feed and do some more checks before I can ship an MVP."}, {"post_id": 11114, "ts": "2026-06-18T05:43:26Z", "hours": 1.4503, "text": "Eschatia: Devlog 1 NASA’s James Webb Space Telescope has some of the most detailed images of the universe ever taken, but the best experience for those who are not scientists is only the JPEG image with a caption. The idea of Eschatia is to create a more interactive way to view these images in the web portal, where users can pick a destination and get full information and narration about the JWST’s greatest images in plain English. Before writing any code, I spent some time figuring out what info NASA made available to developers. I was able to find huge images on ESA’s servers with key images like the Carina Nebula available with over 100 megapixels and metadata. This made it really easy to make the experience interactive, as users can zoom into these images deeply without the quality being compromised. Finding this was the major change that made the whole project possible without any custom infrastructure, etc. After I started building, the trickiest part to figure out was an entry transition. When you click a destination card, the app captures the card’s exact position on screen and animates it expanding to fill the entire viewport before cutting to the viewer. Making it smooth was difficult, and it’s still not perfect yet, but I will improve it after the initial MVP of the product with all the features has been created. The website skeleton, transition, and viewer with some images are all live right now at eschatia.vercel.app There is a full viewer and narration for 3 of the destinations. Next up is making the images more interactive with clickable regions that have more narration, and adding in more images that viewers can view, along with making sure that all the buttons on the website work."}]...
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Title: Eschatia by @sahajk | Stardance
Devlogs:
E Title: Eschatia by @sahajk | Stardance
Devlogs:
Eschatia: Devlog 1 NASA’s James Webb Space Telescope has some of the most detailed images of the universe ever taken, but the best experience for those who are not scientists is only the JPEG image with a caption. The idea of Eschatia is to create a more interactive way to view these images in the web portal, where users can pick a destination and get full information and narration about the JWST’s greatest images in plain English. Before writing any code, I spent some time figuring out what info NASA made available to developers. I was able to find huge images on ESA’s servers with key images like the Carina Nebula available with over 100 megapixels and metadata. This made it really easy to make the experience interactive, as users can zoom into these images deeply without the quality being compromised. Finding this was the major change that made the whole project possible without any custom infrastructure, etc. After I started building, the trickiest part to figure out was an entry transition. When you click a destination card, the app captures the card’s exact position on screen and animates it expanding to fill the entire viewport before cutting to the viewer. Making it smooth was difficult, and it’s still not perfect yet, but I will improve it after the initial MVP of the product with all the features has been created. The website skeleton, transition, and viewer with some images are all live right now at eschatia.vercel.app There is a full viewer and narration for 3 of the destinations. Next up is making the images more interactive with clickable regions that have more narration, and adding in more images that viewers can view, along with making sure that all the buttons on the website work.
Eschatia: Devlog 2 The images on eschatia are now spatially interactive. Users can now click on glowing pins on the viewer and get detailed information of that part of the image. 6/10 images are complete with the hotspots and information, along with comparisons. I also created the Explore page to show all 10 of the possible destinations. Most of this phase went smoothly, but I spent forever trying to fix the back button from the viewer. Every time I would click it, the home page was left with a black overlay, and it took me a long time to track down the issue. The problem was that the viewer had its own cleanup process when shutting down, and it was conflicting with another component that was trying to reference the viewer as it was disappearing. 4 of the destinations still need content, and then after that, I need to create a live discovery feed and do some more checks before I can ship an MVP.
Eschatia: Devlog 3 Just made a big update. Eschatia now has 20 destinations with points of interest, increased from the original 10. The Discoveries page is also now live, and the landing page has been adjusted in its ui. The Discoveries page pulls live data from NASA’s JWST archive and surfaces the 40 most recent science observations in Eschatia’s visual language. Getting the API working took several rounds of debugging. The endpoint I expected returned a 404, the response structure was different from the documentation, and the edge function couldn’t read environment variables until I switched runtimes. The landing page starfield got rebuilt from scratch. The original was 200 CSS-animated divs. The new one is a canvas animation where stars fly toward the viewer from a central vanishing point, like warping through space. I tried star trails first but they made the background too noisy, so I pulled them back to crisp dots which ended up looking cleaner anyway. eschatia.vercel.app
Eschatia: Devlog 4 The last major addition has been made to eschatia, which is ambient mode. Every destination now has a cinematic screensaver you can enter from the viewer. When in this mode, the image slowly drifts across the screen while a generative audio drone plays underneath. The drone is three notes tuned to an open fifth chord, breathing in and out on a 25-second cycle. It sounds like how being in space probably feels. From the Explore page, “Drift anywhere” chains destinations together automatically, fading to black between them every 15 seconds. I built it as a classroom screensaver feature pretty much. That brings the full feature list to 20 narrated deep-zoom destinations, interactive hotspots on every image, human-scale comparisons, a live feed of JWST observations from NASA’s archive, and an ambient mode.
Ships:
Eschatia is a narrated deep-zoom explorer for James Webb Space Telescope imagery. Pick any of 20 cosmic destinations and you get a cinematic transition into a full gigapixel viewer. The images are up to 14,500 pixels wide, streamed in tiles directly from ESA’s servers so nothing heavy loads upfront. Each destination has hand-written narration, four clickable hotspot markers pinned to specific features in the image, and human-scale comparisons that put the numbers in context. The most challenging part was the hotspot coordinate system. Pins have to stay locked to specific points in the image regardless of zoom level or pan position, which required a custom proximity detection pass on the viewer’s canvas. To test it: open the link, click any destination card, and zoom in. Hit the cinematic button at the bottom of any viewer to enter ambient mode....
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1792849985.7068372
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1792936385.7068372
|
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11914
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PixelSwerve by @pxverkso | Stardance
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pxverkso
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1
|
13.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-09T17:53:13Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "PXLSWRV is a Swerve Drive module powered by REV-A301 Motors. Swerve Drive is also called an independent wheel steering system. It works by having 2 independent motors for steering and driving. Overall, the most challenging part during this project was figuring out how to package everything into a small form factor. The reason I wanted a small form factor was so it could actually have an advantage over other compact holonomic drivetrain systems (i.e. mecanum). I think the thing I’m most proud of (and the significance of the project) was that I failed numerous times to design a swerve drive in the past 2 years. This was my 3rd attempt at a swerve drive and I was able to learn so much about coaxial effects, packaging, and what it takes to create a clean design. All the parts used in this project are in the CAD Link, accessible through the ReadMe in the source code or accessed through the Try Project button. Unfortunately, this project will not be able to be built as of 6/9/26 due to the REV-A301 Motor being officially released in 2027. Thank you for taking interest in my project!", "repo": "https://github.com/pxverkso/pxlswrv-a301-", "demo": ""}]...
|
[{"post_id": 5717, "ts": "2026 [{"post_id": 5717, "ts": "2026-06-09T16:45:32Z", "hours": 1.43, "text": "Devlog #4 PxlSwrv using A301 Motors I’m now basically done with this project. Today I just inverted the master module so I could create a beautiful 4 wheel configuration. Everything is sorted and awesome so it’s ready to be shipped now!"}, {"post_id": 5346, "ts": "2026-06-09T02:38:26Z", "hours": 3.2836, "text": "Devlog #3 PxlSwrv Using A301 Motors So I’m posting this on the same day as DevLog #2 since I was bored and just decided to get the rendering and finishing touches out of the way. I spent most of my time refining the details in the model to make it look presentable. I also did more organizing on the files so you can now sort through screws, hardware, and custom made parts. Check it out on the Onshape link! Also this is my first time really putting in effort on a render so I hope yall like it :)"}, {"post_id": 5227, "ts": "2026-06-08T22:47:33Z", "hours": 4.8547, "text": "Devlog #2 PxlSwrv Using A301 Motors I got a lot more done today than I was expecting to get done. I finished the full v1 assembly and every part lines up and works perfectly. I also organized all the parts neatly into folder so now it’s ready for public access! Tomorrow, I’ll work on the promotion component and render it using Fusion 360 to make it look extra nice :) Don’t expect this to be the last version as I want to keep creating new and more innovative drivetrains in the future!"}, {"post_id": 4720, "ts": "2026-06-08T04:42:54Z", "hours": 2.9647, "text": "Devlog #1 PxlSwrv using A301 Motors Today I was able to get used to the new First Tech Challenge A301 Motors which will soon be releasing in 2027. I first started by making an adapter from the A301’s 15T Spine to the Gobilda 8mm REX Shaft, a shaft collar, and a basic axle. Then I sketched up a nice base for the swerve drive to take form on. I attached motors and a bearing. I finally created the spinning pod’s base, wheel, and tires. Tomorrow I’ll be working on creating a way for the wheel to move using one of the motors attached on the base."}]...
|
Title: PixelSwerve by @pxverkso | Stardance
Devlo Title: PixelSwerve by @pxverkso | Stardance
Devlogs:
Devlog #1 PxlSwrv using A301 Motors Today I was able to get used to the new First Tech Challenge A301 Motors which will soon be releasing in 2027. I first started by making an adapter from the A301’s 15T Spine to the Gobilda 8mm REX Shaft, a shaft collar, and a basic axle. Then I sketched up a nice base for the swerve drive to take form on. I attached motors and a bearing. I finally created the spinning pod’s base, wheel, and tires. Tomorrow I’ll be working on creating a way for the wheel to move using one of the motors attached on the base.
Devlog #2 PxlSwrv Using A301 Motors I got a lot more done today than I was expecting to get done. I finished the full v1 assembly and every part lines up and works perfectly. I also organized all the parts neatly into folder so now it’s ready for public access! Tomorrow, I’ll work on the promotion component and render it using Fusion 360 to make it look extra nice :) Don’t expect this to be the last version as I want to keep creating new and more innovative drivetrains in the future!
Devlog #3 PxlSwrv Using A301 Motors So I’m posting this on the same day as DevLog #2 since I was bored and just decided to get the rendering and finishing touches out of the way. I spent most of my time refining the details in the model to make it look presentable. I also did more organizing on the files so you can now sort through screws, hardware, and custom made parts. Check it out on the Onshape link! Also this is my first time really putting in effort on a render so I hope yall like it :)
Devlog #4 PxlSwrv using A301 Motors I’m now basically done with this project. Today I just inverted the master module so I could create a beautiful 4 wheel configuration. Everything is sorted and awesome so it’s ready to be shipped now!
Ships:
PXLSWRV is a Swerve Drive module powered by REV-A301 Motors. Swerve Drive is also called an independent wheel steering system. It works by having 2 independent motors for steering and driving. Overall, the most challenging part during this project was figuring out how to package everything into a small form factor. The reason I wanted a small form factor was so it could actually have an advantage over other compact holonomic drivetrain systems (i.e. mecanum). I think the thing I’m most proud of (and the significance of the project) was that I failed numerous times to design a swerve drive in the past 2 years. This was my 3rd attempt at a swerve drive and I was able to learn so much about coaxial effects, packaging, and what it takes to create a clean design. All the parts used in this project are in the CAD Link, accessible through the ReadMe in the source code or accessed through the Try Project button. Unfortunately, this project will not be able to be built as of 6/9/26 due to the REV-A301 Motor being officially released in 2027. Thank you for taking interest in my project!...
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1792849984.8477986
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1792936384.8477986
|
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8824
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Personal site by @Wiktorxd_1 | Stardance
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Wiktorxd_1
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1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T07:39:51Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Simple personal website! and uh… it has a watchlist, skills, projects and music tab :D thats.. all!", "repo": "https://github.com/Wiktorxd-1/website/", "demo": "https://wiktorxd-1.dev/"}]...
|
[{"post_id": 13571, "ts": "202 [{"post_id": 13571, "ts": "2026-06-22T06:52:22Z", "hours": 5.8461, "text": "Site is mostly finished, just need to improve status fetching"}]...
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Title: Personal site by @Wiktorxd_1 | Stardance
D Title: Personal site by @Wiktorxd_1 | Stardance
Devlogs:
Site is mostly finished, just need to improve status fetching
Ships:
Simple personal website! and uh… it has a watchlist, skills, projects and music tab :D thats.. all!...
|
1792849984.0006368
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1792936384.0006368
|
|
46998
|
Personal Portfolio Website by @silvonik | Stardanc Personal Portfolio Website by @silvonik | Stardance...
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silvonik
|
2
|
11.0
|
66
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T10:12:05Z", "hours": 2.0, "multiplier": 2.33, "payout": 6, "blessing": "neutral", "text": "I made my own Personal Portfolio Website to showcase all of my complete projects, it took me about 25 days to build everything but it took a month entirely if we include me learning how to make a website. I only found out about Stardance halfway through the websites development so thats why there are so few devlogs. The most challenging part on making the project was the CSS and setting up the domains, I HATED the CSS because it takes so much time, but Im proud of the finished result of the website and im defnitely going to make more in the future. If you want to check the website out press the “try project” button, and if it doesn’t work search up edwardmare.com in your search engine.", "repo": "https://github.com/Silvonik/EdwardMare.github.io", "demo": "https://edwardmare.com"}, {"ship_num": 2, "ts": "2026-08-14T18:18:50Z", "hours": 9.0, "multiplier": 6.99, "payout": 60, "blessing": "neutral", "text": "I made my own Personal Portfolio Website to showcase all of my complete projects, it took me about 25 days to build everything but it took a month entirely if we include me learning how to make a website. I only found out about Stardance halfway through the websites development so thats why there are so few devlogs. The most challenging part on making the project was the CSS and setting up the domains, I HATED the CSS because it takes so much time, but Im proud of the finished result of the website and im defnitely going to make more in the future. If you want to check the website out press the “try project” button, and if it doesn’t work search up edwardmare.com in your search engine.", "repo": "https://github.com/Silvonik/EdwardMare.github.io", "demo": "https://edwardmare.com"}]...
|
[{"post_id": 67258, "ts": "202 [{"post_id": 67258, "ts": "2026-09-13T10:09:47Z", "hours": 1.6469, "text": "Added a new Project inside hardware called Macropad."}, {"post_id": 52540, "ts": "2026-08-22T18:18:24Z", "hours": 0.7622, "text": "Added a new Project inside hardware called Modded GBAs."}, {"post_id": 47065, "ts": "2026-08-14T18:03:36Z", "hours": 0.5789, "text": "Finished Last bits and pieces BUT I FINIALLY FINISHEDD!!!"}, {"post_id": 46829, "ts": "2026-08-14T11:00:52Z", "hours": 2.1508, "text": "Today I locked in and Finished all the project pages, it was pretty time consuming but im glad i finished all the writing. now i just need to do some finishing touches and im FINISHED!!!"}, {"post_id": 46483, "ts": "2026-08-13T18:34:53Z", "hours": 2.7186, "text": "Finished All the Games pages In Projects section and modified the home and fixed the footer"}, {"post_id": 46010, "ts": "2026-08-12T21:30:52Z", "hours": 2.2783, "text": "Almost Finished Gary’s Theft Auto 6’s page and added a footer to the website. As I’m working on the Gary’s Theft Auto 6’s page and building the design and layout of what every projects page will look like so after i finish this page it should get easier for the next ones."}, {"post_id": 45688, "ts": "2026-08-12T10:41:34Z", "hours": 0.8294, "text": "Fixed Mobile Bugs and Added More Pages To The Projects Section"}]...
|
Title: Personal Portfolio Website by @silvonik | S Title: Personal Portfolio Website by @silvonik | Stardance
Devlogs:
Fixed Mobile Bugs and Added More Pages To The Projects Section
Almost Finished Gary’s Theft Auto 6’s page and added a footer to the website. As I’m working on the Gary’s Theft Auto 6’s page and building the design and layout of what every projects page will look like so after i finish this page it should get easier for the next ones.
Finished All the Games pages In Projects section and modified the home and fixed the footer
Today I locked in and Finished all the project pages, it was pretty time consuming but im glad i finished all the writing. now i just need to do some finishing touches and im FINISHED!!!
Finished Last bits and pieces BUT I FINIALLY FINISHEDD!!!
Added a new Project inside hardware called Modded GBAs.
Added a new Project inside hardware called Macropad.
Ships:
I made my own Personal Portfolio Website to showcase all of my complete projects, it took me about 25 days to build everything but it took a month entirely if we include me learning how to make a website. I only found out about Stardance halfway through the websites development so thats why there are so few devlogs. The most challenging part on making the project was the CSS and setting up the domains, I HATED the CSS because it takes so much time, but Im proud of the finished result of the website and im defnitely going to make more in the future. If you want to check the website out press the “try project” button, and if it doesn’t work search up edwardmare.com in your search engine.
I made my own Personal Portfolio Website to showcase all of my complete projects, it took me about 25 days to build everything but it took a month entirely if we include me learning how to make a website. I only found out about Stardance halfway through the websites development so thats why there are so few devlogs. The most challenging part on making the project was the CSS and setting up the domains, I HATED the CSS because it takes so much time, but Im proud of the finished result of the website and im defnitely going to make more in the future. If you want to check the website out press the “try project” button, and if it doesn’t work search up edwardmare.com in your search engine....
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1792849982.8263133
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1792936382.8263133
|
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54196
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Linguistics Evolution Simulator by @Altruistic_Eag Linguistics Evolution Simulator by @Altruistic_Eagle | Stardance...
|
Altruistic_Eagle
|
1
|
7.53
|
63
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-29T17:23:34Z", "hours": 7.0, "multiplier": 8.54, "payout": 63, "blessing": "neutral", "text": "I made a rudimentary linguistics evolution simulation!", "repo": "https://github.com/AltruisticEagle/Linguistics_Evolution_Simulator", "demo": "https://pypi.org/project/linguistics-evolution-simulator/"}]...
|
[{"post_id": 58091, "ts": "202 [{"post_id": 58091, "ts": "2026-08-30T13:22:02Z", "hours": 0.2681, "text": "Some more fixes to the pipx install process; should be good now."}, {"post_id": 57624, "ts": "2026-08-29T20:36:28Z", "hours": 0.2581, "text": "Had to ship it again due to PyPI not working that well."}, {"post_id": 57483, "ts": "2026-08-29T17:15:31Z", "hours": 0.5639, "text": "The readme has been completed, and so has the packaging. Shipping… let’s see how it goes! My first time doing this."}, {"post_id": 57395, "ts": "2026-08-29T15:11:15Z", "hours": 0.3161, "text": "And that’s the final version! I like it, it’s iterating, it’s producing reasonable words. I’ll keep the plague as a feature. I wanted it to be a more probable event once the population gets too large to prevent endless 10-word iterations. By the math of exponential decay, you should end up with 1/6~1/7th of the population at the end of the chain to make each cycle not too crazy."}, {"post_id": 57377, "ts": "2026-08-29T14:40:10Z", "hours": 0.7689, "text": "We’re entering the final debugging phase! I think the iteration is mostly fine now, so I’ll debug and then ship. Small quality-of-life fixes."}, {"post_id": 57332, "ts": "2026-08-29T13:27:03Z", "hours": 0.2847, "text": "Oops… I just killed 1500 people"}, {"post_id": 56974, "ts": "2026-08-29T00:52:07Z", "hours": 1.1836, "text": "Now you don’t need to break your eyes comparing back and forth to see what words were modified. I’ll make a list of them, but now you know how many changed. I’ve also added era-specific changes! When you go from antiquity to the medieval era, you’ll see the last 5 words of the sequence (I designated those “era-specific” words) change."}, {"post_id": 56346, "ts": "2026-08-28T02:47:23Z", "hours": 0.7519, "text": "And WE’VE GOT ITERATION! See? There’s words steadily changing! Tomorrow at a godly hour, I’ll make the changes section show what events “happened” and what words changed, and I’ll make the word generation/mutation system better. Right now it’s just replacing random letters almost - this is one of the rare functions I used some AI help for. Then we’ll get to implementing the harder grammar evolution and eventually maybe even sentences."}, {"post_id": 56321, "ts": "2026-08-28T01:47:18Z", "hours": 0.5342, "text": "So, I wrote a function that generates “words”! Although the way I did them with syllables, I just realized, makes the words feel somewhat Japanese…"}, {"post_id": 56300, "ts": "2026-08-28T00:59:20Z", "hours": 0.4664, "text": "Getting closer to getting the word buckets done! I now have a concrete list of things to do, so let’s try to hurry the process. I’ve been fiddling with the jsons for too long."}, {"post_id": 56283, "ts": "2026-08-28T00:00:27Z", "hours": 0.5986, "text": "And we’re getting on the path to getting iteration done! I’ve still spent the vast majority of my time in the json files instead of the code, but so long as I can finally jury-rig up a dashboard and get the iteration features done tonight, tomorrow will be somewhat of a cakewalk. Let’s resolve this bottleneck!"}, {"post_id": 55343, "ts": "2026-08-27T02:50:34Z", "hours": 0.6094, "text": "And we’ve gotten a basic situation up! Next things I’ll have to do is log the evolution, but that’s for tomorrow."}, {"post_id": 55314, "ts": "2026-08-27T01:52:21Z", "hours": 1.3136, "text": "Alright, first ever devlog! I’m on the first hour of the linguistics game I’m making. It’s definitely a bit more complicated than I would expect, because all I did this hour was write out a mountain of paper and whisper to GPT about how I’m supposed to initialise the civilisation whose language we’re evolving. Scope for this game is important, somewhat because I’m a linguistics enthusiast who knows too much from watching RobWords and Tom Scott. Anyhow, I’ve finally got a good idea and I’m going to finish it tonight - the pipeline goes geography –> resources + mobility, with some quirky cultural features to be added later. Let’s see if this works!"}]...
|
Title: Linguistics Evolution Simulator by @Altruis Title: Linguistics Evolution Simulator by @Altruistic_Eagle | Stardance
Devlogs:
Alright, first ever devlog! I’m on the first hour of the linguistics game I’m making. It’s definitely a bit more complicated than I would expect, because all I did this hour was write out a mountain of paper and whisper to GPT about how I’m supposed to initialise the civilisation whose language we’re evolving. Scope for this game is important, somewhat because I’m a linguistics enthusiast who knows too much from watching RobWords and Tom Scott. Anyhow, I’ve finally got a good idea and I’m going to finish it tonight - the pipeline goes geography –> resources + mobility, with some quirky cultural features to be added later. Let’s see if this works!
And we’ve gotten a basic situation up! Next things I’ll have to do is log the evolution, but that’s for tomorrow.
And we’re getting on the path to getting iteration done! I’ve still spent the vast majority of my time in the json files instead of the code, but so long as I can finally jury-rig up a dashboard and get the iteration features done tonight, tomorrow will be somewhat of a cakewalk. Let’s resolve this bottleneck!
Getting closer to getting the word buckets done! I now have a concrete list of things to do, so let’s try to hurry the process. I’ve been fiddling with the jsons for too long.
So, I wrote a function that generates “words”! Although the way I did them with syllables, I just realized, makes the words feel somewhat Japanese…
And WE’VE GOT ITERATION! See? There’s words steadily changing! Tomorrow at a godly hour, I’ll make the changes section show what events “happened” and what words changed, and I’ll make the word generation/mutation system better. Right now it’s just replacing random letters almost - this is one of the rare functions I used some AI help for. Then we’ll get to implementing the harder grammar evolution and eventually maybe even sentences.
Now you don’t need to break your eyes comparing back and forth to see what words were modified. I’ll make a list of them, but now you know how many changed. I’ve also added era-specific changes! When you go from antiquity to the medieval era, you’ll see the last 5 words of the sequence (I designated those “era-specific” words) change.
Oops… I just killed 1500 people
We’re entering the final debugging phase! I think the iteration is mostly fine now, so I’ll debug and then ship. Small quality-of-life fixes.
And that’s the final version! I like it, it’s iterating, it’s producing reasonable words. I’ll keep the plague as a feature. I wanted it to be a more probable event once the population gets too large to prevent endless 10-word iterations. By the math of exponential decay, you should end up with 1/6~1/7th of the population at the end of the chain to make each cycle not too crazy.
The readme has been completed, and so has the packaging. Shipping… let’s see how it goes! My first time doing this.
Had to ship it again due to PyPI not working that well.
Some more fixes to the pipx install process; should be good now.
Ships:
I made a rudimentary linguistics evolution simulation!...
|
1792849981.6763916
|
1792936381.6763916
|
|
15595
|
lilshark !!! by @kingkev | Stardance
|
kingkev
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T23:32:01Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "oh so I made a bot that gives some random marine-related facts. it was both my first hackclub project and my first interaction with github. i tried my best, it was fun especially the idea of connecting it to ocean life. the facts are handwritten so they are not too many, but still :D", "repo": "https://github.com/Lunaa133/stardance_hackclub_slackbot", "demo": "https://hackclub.enterprise.slack.com/archives/C0BTZBJ31CM"}]...
|
[{"post_id": 9198, "ts": "2026 [{"post_id": 9198, "ts": "2026-06-15T13:16:32Z", "hours": 0.4114, "text": "my first stardance projectt / slackbot"}]...
|
Title: lilshark !!! by @kingkev | Stardance
Devlo Title: lilshark !!! by @kingkev | Stardance
Devlogs:
my first stardance projectt / slackbot
Ships:
oh so I made a bot that gives some random marine-related facts. it was both my first hackclub project and my first interaction with github. i tried my best, it was fun especially the idea of connecting it to ocean life. the facts are handwritten so they are not too many, but still :D...
|
1792849980.7894049
|
1792936380.7894049
|
|
56748
|
Book by @FurkanHasanusta | Stardance
|
FurkanHasanusta
|
1
|
22.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T14:49:47Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’m Furkan, a 9th-grade student and self-taught developer. Today I’m shipping Book Tracker (kitap.furkanhasanusta.com), a full-stack web app I built from scratch to turn messy bookshelves into an interactive, shared reading habit. The Problem At home, we have hundreds of physical books scattered across shelves. Over time, it became a total mess: My sister and I would buy the same book twice by mistake because neither of us knew what was already at home. We would read the same book at different paces, but had no way to track our own pages without dog-earing the book or using sticky notes. Goodreads felt bloated, cluttered with ads, and didn’t solve the physical shelf problem at home. I wanted something clean, private, fast, and actually fun to use with family and friends. So instead of just looking for an app, I decided to build one. What It Does & Why It’s Fun to Use Here are the features I built to solve our everyday reading problems: Barcode / ISBN Auto-Fill: Nobody wants to type page counts, publishers, and upload cover images by hand. I wired up the Google Books API so you just enter the title or ISBN, hit search, and all metadata and cover art pop in automatically. One Book, Multiple Readers: A physical book only exists once on our shelf, so it only exists once in the database. But each person in the house tracks their own progress, gives their own 1–5 star rating, and writes their own private notes. Focus Timer & Reading Speed: When I sit down to read, my phone is a huge distraction. I added a built-in timer with 25-minute Pomodoro, 45-minute Deep Reading, and open Stopwatch modes. When you stop the timer, you enter what page you started and ended on, and the app calculates your reading speed (pages per hour). Buddy Reads & Anti-Spoiler Discussions: When my friends and I read the same book, we can create a shared reading challenge with a target date and daily page goals. There’s a discussion board for leaving thoughts and reactions on specific pages—and if another person hasn’t reached that page yet, the system locks the comment behind a spoiler warning so the plot isn’t ruined! Reading Queue & Wishlist: An “Up Next” queue you can easily reorder with up/down arrows, plus a wishlist with price estimations so we know how much budget we need before buying. Stats & Streak Dashboards: Visualized with Chart.js—monthly page/book breakdowns over the last 12 months, category pie charts, favorite authors, and a daily streak counter that keeps you accountable. Quote Cards: You can save favorite lines as you read and turn them into styled quote cards ready to copy and share. Installable as an App (PWA): It’s fully responsive, has a custom dark theme, and works as an installable Progressive Web App with a bottom navigation bar on mobile phones. Tech Stack Under the Hood I wanted to learn how real-world enterprise apps are built, so I went deep into the .NET ecosystem: Backend: C# with ASP.NET Core 10 MVC Database: Microsoft SQL Server with Entity Framework Core 10 (Code-First approach with automatic migration runs on deployment) Frontend: Clean Vanilla JavaScript, CSS3 with CSS custom properties (variables) for dark mode, and HTML5 (no heavy JS frontend framework bloat) Testing: 18 automated unit tests written with xUnit and EF Core In-Memory database Data Visualization: Chart.js Try It Out! (Live Demo) The project is live right now! If you want to poke around, start a reading timer, check out the analytics, or see how the buddy read system works: Link: kitap.furkanhasanusta.com Username: test Password: test I would love to get your thoughts, brutal feedback, or suggestions on what I should add", "repo": "https://github.com/furkanhasanusta/book-tracker", "demo": "https://kitap.furkanhasanusta.com"}]...
|
[{"post_id": 62238, "ts": "202 [{"post_id": 62238, "ts": "2026-09-05T14:41:48Z", "hours": 8.6439, "text": "There was a lot of issue about the user management but it works by now."}, {"post_id": 61763, "ts": "2026-09-04T20:28:27Z", "hours": 0.7028, "text": "Last adjustments for server"}, {"post_id": 61132, "ts": "2026-09-03T21:42:48Z", "hours": 0.4592, "text": "added readme.md"}, {"post_id": 60125, "ts": "2026-09-02T09:22:26Z", "hours": 8.8756, "text": "Now I can see my statistics I can create reading sessions and also look at my wishlist. I finished this project."}, {"post_id": 59191, "ts": "2026-08-31T20:50:47Z", "hours": 1.5144, "text": "Now I can add books functionaly and also edit them too"}, {"post_id": 59091, "ts": "2026-08-31T18:28:04Z", "hours": 1.4519, "text": "I made a prototype for tracking my daily reading. I will be able to add my friends and read togheter etc. at the end of the project. But today I just made the UI for my website. Only down side of this project is unfortuneatly its Turkish but I make this for my self so there is no problem."}]...
|
Title: Book by @FurkanHasanusta | Stardance
Devlo Title: Book by @FurkanHasanusta | Stardance
Devlogs:
I made a prototype for tracking my daily reading. I will be able to add my friends and read togheter etc. at the end of the project. But today I just made the UI for my website. Only down side of this project is unfortuneatly its Turkish but I make this for my self so there is no problem.
Now I can add books functionaly and also edit them too
Now I can see my statistics I can create reading sessions and also look at my wishlist. I finished this project.
added readme.md
Last adjustments for server
There was a lot of issue about the user management but it works by now.
Ships:
I’m Furkan, a 9th-grade student and self-taught developer. Today I’m shipping Book Tracker (kitap.furkanhasanusta.com), a full-stack web app I built from scratch to turn messy bookshelves into an interactive, shared reading habit. The Problem At home, we have hundreds of physical books scattered across shelves. Over time, it became a total mess: My sister and I would buy the same book twice by mistake because neither of us knew what was already at home. We would read the same book at different paces, but had no way to track our own pages without dog-earing the book or using sticky notes. Goodreads felt bloated, cluttered with ads, and didn’t solve the physical shelf problem at home. I wanted something clean, private, fast, and actually fun to use with family and friends. So instead of just looking for an app, I decided to build one. What It Does & Why It’s Fun to Use Here are the features I built to solve our everyday reading problems: Barcode / ISBN Auto-Fill: Nobody wants to type page counts, publishers, and upload cover images by hand. I wired up the Google Books API so you just enter the title or ISBN, hit search, and all metadata and cover art pop in automatically. One Book, Multiple Readers: A physical book only exists once on our shelf, so it only exists once in the database. But each person in the house tracks their own progress, gives their own 1–5 star rating, and writes their own private notes. Focus Timer & Reading Speed: When I sit down to read, my phone is a huge distraction. I added a built-in timer with 25-minute Pomodoro, 45-minute Deep Reading, and open Stopwatch modes. When you stop the timer, you enter what page you started and ended on, and the app calculates your reading speed (pages per hour). Buddy Reads & Anti-Spoiler Discussions: When my friends and I read the same book, we can create a shared reading challenge with a target date and daily page goals. There’s a discussion board for leaving thoughts and reactions on specific pages—and if another person hasn’t reached that page yet, the system locks the comment behind a spoiler warning so the plot isn’t ruined! Reading Queue & Wishlist: An “Up Next” queue you can easily reorder with up/down arrows, plus a wishlist with price estimations so we know how much budget we need before buying. Stats & Streak Dashboards: Visualized with Chart.js—monthly page/book breakdowns over the last 12 months, category pie charts, favorite authors, and a daily streak counter that keeps you accountable. Quote Cards: You can save favorite lines as you read and turn them into styled quote cards ready to copy and share. Installable as an App (PWA): It’s fully responsive, has a custom dark theme, and works as an installable Progressive Web App with a bottom navigation bar on mobile phones. Tech Stack Under the Hood I wanted to learn how real-world enterprise apps are built, so I went deep into the .NET ecosystem: Backend: C# with ASP.NET Core 10 MVC Database: Microsoft SQL Server with Entity Framework Core 10 (Code-First approach with automatic migration runs on deployment) Frontend: Clean Vanilla JavaScript, CSS3 with CSS custom properties (variables) for dark mode, and HTML5 (no heavy JS frontend framework bloat) Testing: 18 automated unit tests written with xUnit and EF Core In-Memory database Data Visualization: Chart.js Try It Out! (Live Demo) The project is live right now! If you want to poke around, start a reading timer, check out the analytics, or see how the buddy read system works: Link: kitap.furkanhasanusta.com Username: test Password: test I would love to get your thoughts, brutal feedback, or suggestions on what I should add...
|
1792849979.6804087
|
1792936379.6804087
|
|
27785
|
Future OS by @Slear69_githud | Stardance
|
Slear69_githud
|
2
|
46.0
|
113
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T11:32:24Z", "hours": 45.0, "multiplier": 3.84, "payout": 113, "blessing": "neutral", "text": "FutureOS ok this is my web os project . inspired by cyberpunk this is my first time using html or js so there are alots of thinks that i did the wrong way. fornow : there is about ,browser , notes , file manger, music player ,settings and a calculator THE CODE : fill thinks that look ai but they not in the project most of the time i just do the styel of thinks like text in the div in html but at the and i saw that you can do this .music img { margin-top: 30px; margin-left: 60px; align-items: center; top : 50% ; left: 40%; width: 320px; height: 320px; object-fit: cover; } for the example this are the images for the music palyer now stuff that is with ai becous i didnt know how to do it const toolbars = document.getElementById(“bar”); const musice = document.getElementById(“music”); function updateToolbar() { if (!toolbars) return; toolbars.innerHTML = “”; const windows = [ { id: “windollswell”, icon: “image/about.png” }, { id: “windollsnote”, icon: “image/note.png” }, { id: “windollfiles”, icon: “image/folder.png” }, { id: “windollbrow”, icon: “image/brow.png” } ]; // Loop through all windows for (let i = 0; i < windows.length; i++) { const el = document.getElementById(windows[i].id); if (window.getComputedStyle(el).display != \"none\") { toolbars.innerHTML += `<div class=\"folder-wrapper\"><img src=\"${windows[i].icon}\" id=\"welcomeopen\" alt=\"icon\"></div>`; } } } so this is not all with ai i changed fill thinks but mthe tolbar logic i got from ai ok other thinks to prove almost no ai used is the open and close function this is streat from the tutorial the same for the draging i want to give credits to alots of people in stack overflow What is in the setting: clock settings : 1. color 2.position 3.size 4.visibility wallpapers: two videos and two images themes: 1. you can change the color of the app 2. font color 3.bar color calendar settings : 1. 3 color changes to the dates background and buttons 2.position 3.visabelity Calendar : the code for the calendar is not mine it from a tutorial here is the link: https://youtu.be/OcncrLyddAs?si=N9Ys0o3P3Y71J769 also the toll bar is working but you can not use the icons that appear to open the app it just to show you that you’ve minimized it if you minimize it will keep the position the state of the app the buttons: red button - full close blue button - minimize", "repo": "https://github.com/slear69/WEB_OS", "demo": "https://cyberpunkos.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-07T22:16:46Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "for now this is evry asset is from google i wont explain much just so everyone know there is a sandevistan i love yall and yha see you later ^_^", "repo": "https://github.com/slear69/WEB_OS", "demo": "https://cyberpunkos.vercel.app/"}]...
|
[{"post_id": 45676, "ts": "202 [{"post_id": 45676, "ts": "2026-08-12T10:05:14Z", "hours": 9.4072, "text": "New stuff now we have a calendar a working toolbar the icons dosent do much the blue close but just minimize it and keep the stuff like position opened screen and so on the red button closes it fully .also now there is settings for the calendar"}, {"post_id": 39952, "ts": "2026-08-03T09:04:16Z", "hours": 11.4172, "text": "added settings now 1. now you can change the settings of the clock - color , position , size , and visibility 2. you can change the wallpaper to 2 different videos and images 3. Theme - you can change the color of the icons to red , change the font and the color of the toolbar ik that a lot of time for some settings but i had to fix some thinks before the settings and also now you can close the music player and open it"}, {"post_id": 33527, "ts": "2026-07-23T15:36:37Z", "hours": 23.9814, "text": "the code is difrent now"}, {"post_id": 24375, "ts": "2026-07-07T21:55:41Z", "hours": 0.0333, "text": "code"}, {"post_id": 22400, "ts": "2026-07-04T21:22:50Z", "hours": 0.1333, "text": "changed the music player and fixed the clock now it visible"}, {"post_id": 21384, "ts": "2026-07-03T09:14:02Z", "hours": 0.7617, "text": "devlog 1 - the basics so for now i have the bare minimum my OS is more windolls based . There are only 3 apps with a music player in the corner . Recently like a month ago i watched cyberpunk edgerunners so i thought why don’t i make it based on it . In the music player i added the two most recognizable songs also the browser works but you need to put in full link"}]...
|
Title: Future OS by @Slear69_githud | Stardance
D Title: Future OS by @Slear69_githud | Stardance
Devlogs:
devlog 1 - the basics so for now i have the bare minimum my OS is more windolls based . There are only 3 apps with a music player in the corner . Recently like a month ago i watched cyberpunk edgerunners so i thought why don’t i make it based on it . In the music player i added the two most recognizable songs also the browser works but you need to put in full link
changed the music player and fixed the clock now it visible
code
the code is difrent now
added settings now 1. now you can change the settings of the clock - color , position , size , and visibility 2. you can change the wallpaper to 2 different videos and images 3. Theme - you can change the color of the icons to red , change the font and the color of the toolbar ik that a lot of time for some settings but i had to fix some thinks before the settings and also now you can close the music player and open it
New stuff now we have a calendar a working toolbar the icons dosent do much the blue close but just minimize it and keep the stuff like position opened screen and so on the red button closes it fully .also now there is settings for the calendar
Ships:
for now this is evry asset is from google i wont explain much just so everyone know there is a sandevistan i love yall and yha see you later ^_^
FutureOS ok this is my web os project . inspired by cyberpunk this is my first time using html or js so there are alots of thinks that i did the wrong way. fornow : there is about ,browser , notes , file manger, music player ,settings and a calculator THE CODE : fill thinks that look ai but they not in the project most of the time i just do the styel of thinks like text in the div in html but at the and i saw that you can do this .music img { margin-top: 30px; margin-left: 60px; align-items: center; top : 50% ; left: 40%; width: 320px; height: 320px; object-fit: cover; } for the example this are the images for the music palyer now stuff that is with ai becous i didnt know how to do it const toolbars = document.getElementById(“bar”); const musice = document.getElementById(“music”); function updateToolbar() { if (!toolbars) return; toolbars.innerHTML = “”; const windows = [ { id: “windollswell”, icon: “image/about.png” }, { id: “windollsnote”, icon: “image/note.png” }, { id: “windollfiles”, icon: “image/folder.png” }, { id: “windollbrow”, icon: “image/brow.png” } ]; // Loop through all windows for (let i = 0; i < windows.length; i++) { const el = document.getElementById(windows[i].id); if (window.getComputedStyle(el).display != "none") { toolbars.innerHTML += `<div class="folder-wrapper"><img src="${windows[i].icon}" id="welcomeopen" alt="icon"></div>`; } } } so this is not all with ai i changed fill thinks but mthe tolbar logic i got from ai ok other thinks to prove almost no ai used is the open and close function this is streat from the tutorial the same for the draging i want to give credits to alots of people in stack overflow What is in the setting: clock settings : 1. color 2.position 3.size 4.visibility wallpapers: two videos and two images themes: 1. you can change the color of the app 2. font color 3.bar color calendar settings : 1. 3 color changes to the dates background and buttons 2.position 3.visabelity Calendar : the code for the calendar is not mine it from a tutorial here is the link: https://youtu.be/OcncrLyddAs?si=N9Ys0o3P3Y71J769 also the toll bar is working but you can not use the icons that appear to open the app it just to show you that you’ve minimized it if you minimize it will keep the position the state of the app the buttons: red button - full close blue button - minimize...
|
1792849978.5527291
|
1792936378.5527291
|
|
54169
|
Starr Journey by @KelvinY | Stardance
|
KelvinY
|
4
|
44.0
|
532
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T13:00:36Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is the last ship! Added the Easter Egg and made some gameplay balance changes. Btw I finally got MY FIRST STAR IN GITHUB after 6 months of coding! 😭 Yalls good luck in stardancing, cya! ❤️", "repo": "https://github.com/kelvinyhf/starr-journey", "demo": "https://starrjourney.pages.dev"}, {"ship_num": 2, "ts": "2026-10-14T13:02:13Z", "hours": 18.0, "multiplier": 15.48, "payout": 343, "blessing": "neutral", "text": "[Planet and Rank System Completed] As meters increase you’ll enter different planets like the Earth, Venus, and Mars which have their own unique debuffs to make the game more challenging.. planet orders are random, and you may read the description below the planet name to get hints about the current debuff :0 The next ship is the last ship (since Stardance is ending plus I’m getting bored with this), and it’s about A VERY BIG EASTER EGG!! stay tuned! >:3", "repo": "https://github.com/kelvinyhf/starr-journey", "demo": "https://starrjourney.pages.dev"}, {"ship_num": 3, "ts": "2026-09-20T08:28:47Z", "hours": 16.0, "multiplier": 8.61, "payout": 136, "blessing": "neutral", "text": "[Shop Completed] I’m finally here to introduce the new feature: Shop! There’s a total of 7 items (which are explained in recent devlog, but actually recommend to discover by urself), and three of them will be available on each refresh (10mins, randomly picked), you can buy them with silver coins or gold coins. A few noteworthy points: Feel free to share shop items or potions (collectibles) ideas! All ideas will be appreciated and reviewed!! Added speed and health potions as collectibles Meters are multiplied, which means 800m now is like equal to 200m in the last version Hope u like :) (It actually shouldn’t take 22 hrs that long, bc I need to deal with mobile codespaces..)", "repo": "https://github.com/kelvinyhf/starr-journey", "demo": "https://starrjourney.pages.dev"}, {"ship_num": 4, "ts": "2026-08-31T12:46:24Z", "hours": 6.0, "multiplier": 9.01, "payout": 53, "blessing": "neutral", "text": "[Basic Gameplay Completed] Starr Journey is a 8-bit pixel style game about “Starr” dodging obstacles. You can control Starr by either dragging your mouse or swiping your finger. Try to collect as many coins as possible and go as far as you can :) I dare you can’t go beyond 200m..", "repo": "https://github.com/kelvinyhf/starr-journey", "demo": "https://starrjourney.pages.dev"}]...
|
[{"post_id": 82228, "ts": "202 [{"post_id": 82228, "ts": "2026-10-24T10:30:20Z", "hours": 0.6769, "text": "No way I used all my codespace hours (i can’t use local vscode bc i mainly develop in iPhone) It resets after the Stardance, so I can’t code anymore.. Anyway I exported the branch and managed to finish the last update (the Easter egg) THIS WAS STARR JOURNEY!!"}, {"post_id": 81481, "ts": "2026-10-21T13:14:35Z", "hours": 3.7656, "text": "( WOW I CANT BELIEVE I GOT THE SUPER STAR THANK YALL!! ) Added a very secret Easter egg as mentioned in the last ship! Yea, it’s very secret, so I can’t tell you.. discover it by yourself! 😈"}, {"post_id": 79520, "ts": "2026-10-14T12:52:52Z", "hours": 4.2778, "text": "Added planets (Neptune) that I didn’t add before the last devlog, and some balance changes like pickups (potions) spawn limit (max 1 per 10s), and planets description which give hints about the debuff of the current planet"}, {"post_id": 78329, "ts": "2026-10-10T13:44:05Z", "hours": 8.8819, "text": "Added the planet system and the rank system!!! As meters increases Starr enters different planet… each planet has its own unique debuff (no buffs :/), I added all the 8 major planets except Mercury and Jupiter cuz I don’t have debuff ideas for them :( And the rank system! Now you can see ur best distance in the menu, and.. your rank! (Obviously it’s just for entertainment purposes it’s fakeeee X) Development maybe slower due to academic reasons :( but anyway next ship coming soon!"}, {"post_id": 74330, "ts": "2026-09-27T05:47:17Z", "hours": 5.3258, "text": "It has been a while since the second ship, cuz I need time to study (plus my streak is gone :( Anyway, I reviewed all the feedbacks and made many improvements! now supports keyboard control! (from reason 1&2) cuz I don’t want conflict between mouse and key, so u can click Space to enter the game in keyboard mode , either AD or <> key works changed meteors (formerly rocks) texture! This is feedback from almost all reasons cuz small meteor and small silver coin looks almost the same 😅 power-ups (potions): added the blindness potion and confusion potion! more item will be added soon and I gonna make the game more interesting and chaotic :) The next big update is BIOMES !! Different biomes like the Earth, the Moon, the Mars, each has different buffs and debuffs! More in the next devlog! (the “Cred” button in the menu is actually “Credits”, bc those online resources helped me a lotttt so I wanna thank them ❤️ , ngl only like half of all the sprites are made by me)"}, {"post_id": 70944, "ts": "2026-09-20T02:45:28Z", "hours": 3.5514, "text": "SHOP COMPLETED! All items has vfx and sfx now, with balanced price, and 10 minutes of refresh time :)"}, {"post_id": 69117, "ts": "2026-09-16T12:42:30Z", "hours": 10.1, "text": "90% of Shop Completed! Added many things like the new currency silver coin, and all the shop items, including speedy (faster movement on start), shield (+25hp on start), lucky (adds more coins fewer obstacles), stasis (makes obstacles near Starr move slower) , dodge (chance to dodge obstacles on hit), magnet (I don’t think I need to explain this), and double (just, double coins). All items has a fixed range of price, each are different. The full system and next ship will be in this week as well as branch merging so I guess just wait for this cool feature :) (ngl It didn’t took me 10 hrs that long just bc I can’t access my pc so I am just dealing with codespace in my iPhone :/)"}, {"post_id": 62586, "ts": "2026-09-06T01:35:48Z", "hours": 2.2442, "text": "Thanks for yalls feedback! made many changes like add more effects when hit rock and pick up coin. Two new items, health and speed potion, and the shop will also be added soon!"}, {"post_id": 58826, "ts": "2026-08-31T12:30:42Z", "hours": 1.1892, "text": "Added game logo, loading screen, and spark effect"}, {"post_id": 58062, "ts": "2026-08-30T12:32:48Z", "hours": 1.2697, "text": "Added much more features, like sfx, bgm, new health bar and Starr, and cool death screen. Tmr will be my first ship :)"}, {"post_id": 57016, "ts": "2026-08-29T02:46:24Z", "hours": 1.1647, "text": "Added new coins, rocks, and bg stars, as well as progress bar at the bottom and isFinished flag"}, {"post_id": 56356, "ts": "2026-08-28T03:14:53Z", "hours": 1.1786, "text": "Added coins label + health system"}, {"post_id": 56315, "ts": "2026-08-28T01:31:22Z", "hours": 1.0969, "text": "Added Starr and obstacles. Player can now control Starr by dragging cursor/finger"}]...
|
Title: Starr Journey by @KelvinY | Stardance
Devl Title: Starr Journey by @KelvinY | Stardance
Devlogs:
Added Starr and obstacles. Player can now control Starr by dragging cursor/finger
Added coins label + health system
Added new coins, rocks, and bg stars, as well as progress bar at the bottom and isFinished flag
Added much more features, like sfx, bgm, new health bar and Starr, and cool death screen. Tmr will be my first ship :)
Added game logo, loading screen, and spark effect
Thanks for yalls feedback! made many changes like add more effects when hit rock and pick up coin. Two new items, health and speed potion, and the shop will also be added soon!
90% of Shop Completed! Added many things like the new currency silver coin, and all the shop items, including speedy (faster movement on start), shield (+25hp on start), lucky (adds more coins fewer obstacles), stasis (makes obstacles near Starr move slower) , dodge (chance to dodge obstacles on hit), magnet (I don’t think I need to explain this), and double (just, double coins). All items has a fixed range of price, each are different. The full system and next ship will be in this week as well as branch merging so I guess just wait for this cool feature :) (ngl It didn’t took me 10 hrs that long just bc I can’t access my pc so I am just dealing with codespace in my iPhone :/)
SHOP COMPLETED! All items has vfx and sfx now, with balanced price, and 10 minutes of refresh time :)
It has been a while since the second ship, cuz I need time to study (plus my streak is gone :( Anyway, I reviewed all the feedbacks and made many improvements! now supports keyboard control! (from reason 1&2) cuz I don’t want conflict between mouse and key, so u can click Space to enter the game in keyboard mode , either AD or <> key works changed meteors (formerly rocks) texture! This is feedback from almost all reasons cuz small meteor and small silver coin looks almost the same 😅 power-ups (potions): added the blindness potion and confusion potion! more item will be added soon and I gonna make the game more interesting and chaotic :) The next big update is BIOMES !! Different biomes like the Earth, the Moon, the Mars, each has different buffs and debuffs! More in the next devlog! (the “Cred” button in the menu is actually “Credits”, bc those online resources helped me a lotttt so I wanna thank them ❤️ , ngl only like half of all the sprites are made by me)
Added the planet system and the rank system!!! As meters increases Starr enters different planet… each planet has its own unique debuff (no buffs :/), I added all the 8 major planets except Mercury and Jupiter cuz I don’t have debuff ideas for them :( And the rank system! Now you can see ur best distance in the menu, and.. your rank! (Obviously it’s just for entertainment purposes it’s fakeeee X) Development maybe slower due to academic reasons :( but anyway next ship coming soon!
Added planets (Neptune) that I didn’t add before the last devlog, and some balance changes like pickups (potions) spawn limit (max 1 per 10s), and planets description which give hints about the debuff of the current planet
( WOW I CANT BELIEVE I GOT THE SUPER STAR THANK YALL!! ) Added a very secret Easter egg as mentioned in the last ship! Yea, it’s very secret, so I can’t tell you.. discover it by yourself! 😈
No way I used all my codespace hours (i can’t use local vscode bc i mainly develop in iPhone) It resets after the Stardance, so I can’t code anymore.. Anyway I exported the branch and managed to finish the last update (the Easter egg) THIS WAS STARR JOURNEY!!
Ships:
[Basic Gameplay Completed] Starr Journey is a 8-bit pixel style game about “Starr” dodging obstacles. You can control Starr by either dragging your mouse or swiping your finger. Try to collect as many coins as possible and go as far as you can :) I dare you can’t go beyond 200m..
[Shop Completed] I’m finally here to introduce the new feature: Shop! There’s a total of 7 items (which are explained in recent devlog, but actually recommend to discover by urself), and three of them will be available on each refresh (10mins, randomly picked), you can buy them with silver coins or gold coins. A few noteworthy points: Feel free to share shop items or potions (collectibles) ideas! All ideas will be appreciated and reviewed!! Added speed and health potions as collectibles Meters are multiplied, which means 800m now is like equal to 200m in the last version Hope u like :) (It actually shouldn’t take 22 hrs that long, bc I need to deal with mobile codespaces..)
[Planet and Rank System Completed] As meters increase you’ll enter different planets like the Earth, Venus, and Mars which have their own unique debuffs to make the game more challenging.. planet orders are random, and you may read the description below the planet name to get hints about the current debuff :0 The next ship is the last ship (since Stardance is ending plus I’m getting bored with this), and it’s about A VERY BIG EASTER EGG!! stay tuned! >:3
This is the last ship! Added the Easter Egg and made some gameplay balance changes. Btw I finally got MY FIRST STAR IN GITHUB after 6 months of coding! 😭 Yalls good luck in stardancing, cya! ❤️...
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1792849977.384352
|
1792936377.384352
|
|
23907
|
Dragon Warrior Game by @JJ | Stardance
|
JJ
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-07T23:51:02Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I started with nothing, from having no idea how to code to making my first game. Welcome to Dragon Warrior . In Dragon Warrior, your goal is to defeat the dragon that is stopping people from leaving the town. In a nutshell, you go to the cave, practice by fighting smaller mobs, earn gold, upgrade your weapons, buy more health, and then take on the big dragon. The more you upgrade, the easier the final fight becomes.", "repo": "https://github.com/JJ-os-2026/Dragon-Warrior", "demo": "https://dragonwarriorgame.netlify.app/"}]...
|
[{"post_id": 24425, "ts": "202 [{"post_id": 24425, "ts": "2026-07-07T23:37:41Z", "hours": 1.9003, "text": "Voila! My first ever website is complete. https://dragonwarriorgame.netlify.app/ How to play: In Dragon Warrior, your goal is to defeat the dragon stopping people from leaving the town. You start with: XP: 0 Health: 100 Gold: 50 Weapon: Stick Use the three buttons on the screen to choose what to do. Begin in the Town Square, where you can visit the store, enter the cave, or fight the dragon. In the store, you can buy health and stronger weapons using gold. Weapons get stronger in this order: Stick, Dagger, Claw Hammer, Sword. In the cave, you can fight smaller monsters like slimes and fanged beasts to earn XP and gold. XP makes you stronger, and gold helps you buy health and weapons. During a fight, you can attack, dodge, or run. Sometimes your weapon can also break, so keep an eye on your inventory. To win, train in the cave, earn XP and gold, buy stronger weapons, restore your health, and defeat the dragon. This project was a big step in my coding journey. I had previously documented a lot of HTML and CSS while following videos, but this time I followed website-based instructions and focused more on JavaScript, functions, and basic game logic. Overall, I really enjoyed building my first project. Thank you to everyone who checks it out :)"}, {"post_id": 15690, "ts": "2026-06-25T14:46:04Z", "hours": 2.7006, "text": "Dev Log# 2 Part - (1/2) Had to retype everything due to the 4,000 character limit 😭 LOL THIS ONE IS GONNA BE A BIG CHUNK. (This will also help y’all with the personal engagement piece when you rate this project.) I was away on Day 2, so I couldn’t really code. For Days 3 and 4, I focused on getting my HTML and CSS fundamentals down before I write another journal. AND BEFORE I TALK ABOUT WHAT I LEARNED, I want to talk about my experience. Back in middle school, I did a little bit of Python, and it’s been fun seeing how HTML and CSS use human-like words instead of looking like random bits and symbols. You want to change the background color? Just go into styles.css and change the color. That’s it. Easy. Sauce. While I’m still learning, I’ve already started brainstorming a few projects I want to make to test my knowledge: I’m thinking of creating a personal portfolio site. Just a simple “Hello, this is my first website, here’s my journey” type of thing. During my first project, when I worked with the Slack bot, I became really interested in APIs. From what I’ve seen, JavaScript works really well with them, so I think it would be fun to make something like a weather tracker or a top news dashboard. I want something that uses JavaScript to fetch information and bring it onto my screen. Calculator app (a lot of people make this lol). Tic-Tac-Toe. One of those classic beginner projects. Anyways, here’s the big dump for y’all to show the new terms and concepts I’ve learned over the past two days. HTML When you use <a href=\"link.com\"> , it is generally expected that the link opens in the same tab. However, this can be changed. Using target=\"_blank\" forces the webpage to open in a new tab. There’s also the concept of Relative URLs vs. Absolute URLs. A relative URL points to another file within your project, such as about.html . An absolute URL includes the full web address, such as https://example.com , which tells the browser to navigate to a website. <head> is for information and settings that the browser uses behind the scenes. Favicon = the little image that appears beside the website title. Title = the name of the webpage shown on the browser tab. <body> is the part of the webpage that users actually see. You can use mailto: in a link, and it will open the user’s default email application to send an email. I learned how to make a table: tr = table row td = table data (a table cell) (I learned the hard way that it’s usually easier to organize layouts using div containers.) Speaking of div , it’s basically a container for your code. Let’s say you’re making a dropdown menu—you can place all the related code inside a single div to keep everything organized. I also learned about lists: ul = unordered list ol = ordered list li = list item Description lists: dl = description list dt = description term dd = description definition Block elements stay on their own line and take up available width, while inline elements flow with the content around them. iframe is used to display another webpage inside your webpage, although some websites prevent themselves from being embedded. For symbols, one method is to use HTML entities. For example: ♥ = ♥ I also learned about HTML forms: There are two common methods for sending data: POST = sends data without showing it in the URL. GET = the default method if none is specified. It sends data through the URL, making it visible in browser history and the address bar. There’s stuff in the Comment section aswell ~ continued."}, {"post_id": 13564, "ts": "2026-06-22T06:30:06Z", "hours": 0.7789, "text": "It’s been going well so far. I’m following the W3Schools guide to learn everything. So far soo good, I’ve learned a couple of things already such as: <h1> , <h2> , <h3> , <h4> are types of headings that decrease in size as you go on. <p> is used for paragraphs. <hr> is for a straight line across the site. One issue with using <p> is that you cannot add spaces or switch to another line, so there are 2 alternatives: Using <br> , which breaks the line. Or using <pre> , which allows the text to behave in the same way as you write your code in. <strong> and <b> bold the text. <em> makes the text italic. <mark> highlights the text from within. <del> creates a strikethrough. <sub> adds a subscript. <sup> adds a superscript. Within each element you can add style=\"\" and change aspects of the code such as the colour/background colour. To refer to a link you can use: <a href=\"link\">text</a> There are no closing tags when using <img> , <br> , or <hr> . Uhh yea, that’s the first day in and out :)"}]...
|
Title: Dragon Warrior Game by @JJ | Stardance
Dev Title: Dragon Warrior Game by @JJ | Stardance
Devlogs:
It’s been going well so far. I’m following the W3Schools guide to learn everything. So far soo good, I’ve learned a couple of things already such as: <h1> , <h2> , <h3> , <h4> are types of headings that decrease in size as you go on. <p> is used for paragraphs. <hr> is for a straight line across the site. One issue with using <p> is that you cannot add spaces or switch to another line, so there are 2 alternatives: Using <br> , which breaks the line. Or using <pre> , which allows the text to behave in the same way as you write your code in. <strong> and <b> bold the text. <em> makes the text italic. <mark> highlights the text from within. <del> creates a strikethrough. <sub> adds a subscript. <sup> adds a superscript. Within each element you can add style="" and change aspects of the code such as the colour/background colour. To refer to a link you can use: <a href="link">text</a> There are no closing tags when using <img> , <br> , or <hr> . Uhh yea, that’s the first day in and out :)
Dev Log# 2 Part - (1/2) Had to retype everything due to the 4,000 character limit 😭 LOL THIS ONE IS GONNA BE A BIG CHUNK. (This will also help y’all with the personal engagement piece when you rate this project.) I was away on Day 2, so I couldn’t really code. For Days 3 and 4, I focused on getting my HTML and CSS fundamentals down before I write another journal. AND BEFORE I TALK ABOUT WHAT I LEARNED, I want to talk about my experience. Back in middle school, I did a little bit of Python, and it’s been fun seeing how HTML and CSS use human-like words instead of looking like random bits and symbols. You want to change the background color? Just go into styles.css and change the color. That’s it. Easy. Sauce. While I’m still learning, I’ve already started brainstorming a few projects I want to make to test my knowledge: I’m thinking of creating a personal portfolio site. Just a simple “Hello, this is my first website, here’s my journey” type of thing. During my first project, when I worked with the Slack bot, I became really interested in APIs. From what I’ve seen, JavaScript works really well with them, so I think it would be fun to make something like a weather tracker or a top news dashboard. I want something that uses JavaScript to fetch information and bring it onto my screen. Calculator app (a lot of people make this lol). Tic-Tac-Toe. One of those classic beginner projects. Anyways, here’s the big dump for y’all to show the new terms and concepts I’ve learned over the past two days. HTML When you use <a href="link.com"> , it is generally expected that the link opens in the same tab. However, this can be changed. Using target="_blank" forces the webpage to open in a new tab. There’s also the concept of Relative URLs vs. Absolute URLs. A relative URL points to another file within your project, such as about.html . An absolute URL includes the full web address, such as https://example.com , which tells the browser to navigate to a website. <head> is for information and settings that the browser uses behind the scenes. Favicon = the little image that appears beside the website title. Title = the name of the webpage shown on the browser tab. <body> is the part of the webpage that users actually see. You can use mailto: in a link, and it will open the user’s default email application to send an email. I learned how to make a table: tr = table row td = table data (a table cell) (I learned the hard way that it’s usually easier to organize layouts using div containers.) Speaking of div , it’s basically a container for your code. Let’s say you’re making a dropdown menu—you can place all the related code inside a single div to keep everything organized. I also learned about lists: ul = unordered list ol = ordered list li = list item Description lists: dl = description list dt = description term dd = description definition Block elements stay on their own line and take up available width, while inline elements flow with the content around them. iframe is used to display another webpage inside your webpage, although some websites prevent themselves from being embedded. For symbols, one method is to use HTML entities. For example: ♥ = ♥ I also learned about HTML forms: There are two common methods for sending data: POST = sends data without showing it in the URL. GET = the default method if none is specified. It sends data through the URL, making it visible in browser history and the address bar. There’s stuff in the Comment section aswell ~ continued.
Voila! My first ever website is complete. https://dragonwarriorgame.netlify.app/ How to play: In Dragon Warrior, your goal is to defeat the dragon stopping people from leaving the town. You start with: XP: 0 Health: 100 Gold: 50 Weapon: Stick Use the three buttons on the screen to choose what to do. Begin in the Town Square, where you can visit the store, enter the cave, or fight the dragon. In the store, you can buy health and stronger weapons using gold. Weapons get stronger in this order: Stick, Dagger, Claw Hammer, Sword. In the cave, you can fight smaller monsters like slimes and fanged beasts to earn XP and gold. XP makes you stronger, and gold helps you buy health and weapons. During a fight, you can attack, dodge, or run. Sometimes your weapon can also break, so keep an eye on your inventory. To win, train in the cave, earn XP and gold, buy stronger weapons, restore your health, and defeat the dragon. This project was a big step in my coding journey. I had previously documented a lot of HTML and CSS while following videos, but this time I followed website-based instructions and focused more on JavaScript, functions, and basic game logic. Overall, I really enjoyed building my first project. Thank you to everyone who checks it out :)
Ships:
I started with nothing, from having no idea how to code to making my first game. Welcome to Dragon Warrior . In Dragon Warrior, your goal is to defeat the dragon that is stopping people from leaving the town. In a nutshell, you go to the cave, practice by fighting smaller mobs, earn gold, upgrade your weapons, buy more health, and then take on the big dragon. The more you upgrade, the easier the final fight becomes....
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1792849976.2177608
|
1792936376.2177608
|
|
54607
|
Scalack by @SCAMMARAS | Stardance
|
SCAMMARAS
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-27T19:50:37Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "SHIPPPPPPP! This is the ship for my slack bot Scaslack , i have enable the messages to him so the testing can be done smoother. Let’s talk about how the bot works. It’s simple the bot has 5 commands /scaslack-ping /scaslack-help /scaslack-catfact /scaslack-joke /scaslack-weather [city] /scaslack-waifu [character]", "repo": "https://github.com/Nikolaossamaras/Scaslack", "demo": "https://app.slack.com/client/E09V59WQY1E/D0BT81AEWTU?_gl=1*lgksgw*_gcl_au*OTA3ODc3NDUuMTc4Nzc0NzM1Ni4tLi0uMTc4Nzc0NzUyOC4xOTM5MjM1ODA3LjE3ODc3NDc1MjkuMTc4Nzc0NzUyOA.."}]...
|
[{"post_id": 55867, "ts": "202 [{"post_id": 55867, "ts": "2026-08-27T19:39:48Z", "hours": 0.3389, "text": "Devlog 2| Forgot to make a lapse anyway, today i got approved on nest so i uploaded my slack bot the problem was that for some reason the commands that the mission’s guide provided did not work for me so i ask chatgpt and it told me that i can just use this commands instead 1. Connect to the server ssh USER@SERVER 2. Check Node.js node –version 3. Check npm npm –version 4. Go to the bot folder cd ~/PROJECT_FOLDER 5. Install dependencies npm install 6. Start the bot with PM2 pm2 start npm –name “BOT_NAME” – start 7. Check PM2 pm2 status 8. Save the PM2 process list pm2 save 9. Configure PM2 to start automatically after a reboot pm2 startup 10. Run the command PM2 gives you <PM2_STARTUP_COMMAND> 11. Save again pm2 save I also made some changes to the code as i had forgotten to include every single of my commands to the help commands output"}, {"post_id": 55082, "ts": "2026-08-26T15:03:24Z", "hours": 1.2117, "text": "Devlog 1| Today i started and finished with version 1 of my bot, i made the ReadMe and the only thing left is for me to host the bot , now i am waiting to get approved in Nest in order to host it there. I have added 2 commands that are not in the guide like one that displays the weather in your city and one that sends you a picture of an anime waifu"}]...
|
Title: Scalack by @SCAMMARAS | Stardance
Devlogs: Title: Scalack by @SCAMMARAS | Stardance
Devlogs:
Devlog 1| Today i started and finished with version 1 of my bot, i made the ReadMe and the only thing left is for me to host the bot , now i am waiting to get approved in Nest in order to host it there. I have added 2 commands that are not in the guide like one that displays the weather in your city and one that sends you a picture of an anime waifu
Devlog 2| Forgot to make a lapse anyway, today i got approved on nest so i uploaded my slack bot the problem was that for some reason the commands that the mission’s guide provided did not work for me so i ask chatgpt and it told me that i can just use this commands instead 1. Connect to the server ssh USER@SERVER 2. Check Node.js node –version 3. Check npm npm –version 4. Go to the bot folder cd ~/PROJECT_FOLDER 5. Install dependencies npm install 6. Start the bot with PM2 pm2 start npm –name “BOT_NAME” – start 7. Check PM2 pm2 status 8. Save the PM2 process list pm2 save 9. Configure PM2 to start automatically after a reboot pm2 startup 10. Run the command PM2 gives you <PM2_STARTUP_COMMAND> 11. Save again pm2 save I also made some changes to the code as i had forgotten to include every single of my commands to the help commands output
Ships:
SHIPPPPPPP! This is the ship for my slack bot Scaslack , i have enable the messages to him so the testing can be done smoother. Let’s talk about how the bot works. It’s simple the bot has 5 commands /scaslack-ping /scaslack-help /scaslack-catfact /scaslack-joke /scaslack-weather [city] /scaslack-waifu [character]...
|
1792849975.12137
|
1792936375.12137
|
|
54606
|
Fluent Minesweeper by @TonyStark965 | Stardance
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TonyStark965
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1
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2.0
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6
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-26T13:55:49Z", "hours": 2.0, "multiplier": 2.4, "payout": 6, "blessing": "neutral", "text": "The timeless classic game of Minesweeper recreated using HTML, CSS and JavaScript, with modernized UI design in line with Fluetro OS. I made this as a simple but easily recognizable game that I could implement in Fluetro OS.", "repo": "https://github.com/TonyStark965-404/Fluent-Minesweeper/", "demo": "https://tonystark965-404.github.io/Fluent-Minesweeper/"}]...
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[{"post_id": 55035, "ts": "202 [{"post_id": 55035, "ts": "2026-08-26T13:49:58Z", "hours": 0.3081, "text": "Fluent Minesweeper DevLog 004 •Hopefully fixed all of the bugs and glitches •Completed the custom version of the same app for Fluetro OS, and added Fluetro OS’s theme integration •Fixed an issue where the cells could overflow when resizing the window •Added a restriction so you cannot cheat by using DevTools"}, {"post_id": 55021, "ts": "2026-08-26T13:26:22Z", "hours": 0.425, "text": "Fluent Minesweeper DevLog 003 •Fixed an issue where the game would start collapsed, i.e., not show the grid •Added animations while resizing due to change in difficulty •Made a custom version only for Fluetro OS"}, {"post_id": 54997, "ts": "2026-08-26T12:58:58Z", "hours": 0.3958, "text": "Fluent Minesweeper DevLog 002 •Fixed all issues stated in DevLog 001 •This will stay as a standalone game that can run in the web •Fluetro OS will have a custom version of this, so as to make it more in line with the other apps •Lot of leftover code from experimentation"}, {"post_id": 54976, "ts": "2026-08-26T12:29:17Z", "hours": 1.2217, "text": "Fluent Minesweeper DevLog 001 •Did the basic stuff, made the Game work •For the css, imported a lot of stuff from my other projects to have a similar design (also makes my work easier) •Has a lot of bugs and glitches currently like the spots overflow the box •Dark/Light Mode sometimes can glitch out •Difficulty Menu is misaligned."}]...
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Title: Fluent Minesweeper by @TonyStark965 | Stard Title: Fluent Minesweeper by @TonyStark965 | Stardance
Devlogs:
Fluent Minesweeper DevLog 001 •Did the basic stuff, made the Game work •For the css, imported a lot of stuff from my other projects to have a similar design (also makes my work easier) •Has a lot of bugs and glitches currently like the spots overflow the box •Dark/Light Mode sometimes can glitch out •Difficulty Menu is misaligned.
Fluent Minesweeper DevLog 002 •Fixed all issues stated in DevLog 001 •This will stay as a standalone game that can run in the web •Fluetro OS will have a custom version of this, so as to make it more in line with the other apps •Lot of leftover code from experimentation
Fluent Minesweeper DevLog 003 •Fixed an issue where the game would start collapsed, i.e., not show the grid •Added animations while resizing due to change in difficulty •Made a custom version only for Fluetro OS
Fluent Minesweeper DevLog 004 •Hopefully fixed all of the bugs and glitches •Completed the custom version of the same app for Fluetro OS, and added Fluetro OS’s theme integration •Fixed an issue where the cells could overflow when resizing the window •Added a restriction so you cannot cheat by using DevTools
Ships:
The timeless classic game of Minesweeper recreated using HTML, CSS and JavaScript, with modernized UI design in line with Fluetro OS. I made this as a simple but easily recognizable game that I could implement in Fluetro OS....
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1792849974.0222552
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1792936374.0222552
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24420
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Slide calipers by @nishansarker | Stardance
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nishansarker
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T11:27:40Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a slide calliper for myself! The whole project is around cad designing and since slide calipers have quite a few interactions parts, it was challenging to make them all fit together while keeping dimensions and keeping the model good looking! Also I had to make sure I put tolerance to make the thing work even after printing I’m really glad that I have made such a cad model myself. now I’m more confident about my 3d modeling skills! If someone wants to use my model, they need to print the sections of my 3d model seperately and then combine them into one physical tool! An m3 heat-set insert and one m3 screw also need to be added to the build. I haven’t added any engraved readings into the scale. One can print their own suitable metric readings and appropriate vernier scale reading and stick it to the model, making the model useful for their needs! It overall makes the model versatile and usable by multiple users.", "repo": "https://github.com/Nishan-wisdomadventure/Slide-Caliper", "demo": ""}]...
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[{"post_id": 17500, "ts": "202 [{"post_id": 17500, "ts": "2026-06-28T09:49:48Z", "hours": 0.5161, "text": "I finalized my caliper with a hole for m3 heat-set insert and a grippy texture around the bulge in the vernier scale part. It’s finally a complete design"}, {"post_id": 14989, "ts": "2026-06-24T10:53:48Z", "hours": 1.6947, "text": "So Finally I completed the vernier scale part as well. Now all I need to do is, make a screw and a threading for it in the vernier scale part, which will complete the project!!!"}, {"post_id": 14951, "ts": "2026-06-24T09:06:28Z", "hours": 1.055, "text": "So I built the main scale part of the caliper, but I’m having some trouble with the vernier scale part. I need to look at some real calipers pictures before making that part."}]...
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Title: Slide calipers by @nishansarker | Stardance Title: Slide calipers by @nishansarker | Stardance
Devlogs:
So I built the main scale part of the caliper, but I’m having some trouble with the vernier scale part. I need to look at some real calipers pictures before making that part.
So Finally I completed the vernier scale part as well. Now all I need to do is, make a screw and a threading for it in the vernier scale part, which will complete the project!!!
I finalized my caliper with a hole for m3 heat-set insert and a grippy texture around the bulge in the vernier scale part. It’s finally a complete design
Ships:
I built a slide calliper for myself! The whole project is around cad designing and since slide calipers have quite a few interactions parts, it was challenging to make them all fit together while keeping dimensions and keeping the model good looking! Also I had to make sure I put tolerance to make the thing work even after printing I’m really glad that I have made such a cad model myself. now I’m more confident about my 3d modeling skills! If someone wants to use my model, they need to print the sections of my 3d model seperately and then combine them into one physical tool! An m3 heat-set insert and one m3 screw also need to be added to the build. I haven’t added any engraved readings into the scale. One can print their own suitable metric readings and appropriate vernier scale reading and stick it to the model, making the model useful for their needs! It overall makes the model versatile and usable by multiple users....
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1792849972.9112952
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1792936372.9112952
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35410
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My own site! by @Jess | Stardance
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Jess
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1
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1.54
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-15T05:37:06Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a quick personal website in around 30 minutes.", "repo": "https://github.com/Majesty-wastaken/Personal-Website", "demo": "https://majesty-wastaken.github.io/Personal-Website/"}]...
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[{"post_id": 34978, "ts": "202 [{"post_id": 34978, "ts": "2026-07-26T03:34:07Z", "hours": 0.5428, "text": "changed the colors and added a picture! :) also I changed the skills page layout a bit, added a hover effect to the buttons and picture, and updated the readme."}, {"post_id": 28733, "ts": "2026-07-15T05:31:28Z", "hours": 0.5603, "text": "I made a small, simple website about me in about half an hour! :)"}]...
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Title: My own site! by @Jess | Stardance
Devlogs: Title: My own site! by @Jess | Stardance
Devlogs:
I made a small, simple website about me in about half an hour! :)
changed the colors and added a picture! :) also I changed the skills page layout a bit, added a hover effect to the buttons and picture, and updated the readme.
Ships:
I made a quick personal website in around 30 minutes....
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1792849972.0297248
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1792936372.0297248
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42137
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www.seti.com by @seti | Stardance
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seti
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1
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10.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T22:09:10Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my personal website, and my second time building a website from scratch! I had so much fun making it. -the html+css is by me, but the javascript for the music player is from a tutorial. This was my first time using javascript. -the site originally had a message box, which I spent a lot of time trying to create but eventually scratched since I don’t know php. But once I learn it, this will definitely be a future update Overall, I learned soo much from this project. It was my first project in visual studio code and before starting it, I had no idea how to use vsc, connect github + vsc, publish to github, and so on … I wonder if it’ll be possible to learn this much in a future project? :)", "repo": "https://github.com/voyage-sans-retour/seti.com", "demo": "https://voyage-sans-retour.github.io/seti.com/"}]...
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[{"post_id": 47732, "ts": "202 [{"post_id": 47732, "ts": "2026-08-15T20:56:14Z", "hours": 0.6042, "text": "Devlog #5: Made a ReadMe. Also moved the music player upward to make the play button accessible after discovering chrome blocks autoplay."}, {"post_id": 47011, "ts": "2026-08-14T16:19:39Z", "hours": 2.6389, "text": "Devlog #4: Almost done… spent hours trying to figure out how to make the message box work, just to delete it in the end. I need to learn more before I try it :’)"}, {"post_id": 42758, "ts": "2026-08-07T17:13:08Z", "hours": 3.1431, "text": "Devlog #3: Added a music player to my website by following a javascript tutorial. it was my first time using javascript for a project, so it took a while to figure out and debug. i also learned how to add assets in visual studio code which i’d never tried before"}, {"post_id": 41099, "ts": "2026-08-05T02:42:19Z", "hours": 2.0147, "text": "Devlog #2 Completely changed the layout i was going for after seeing an inspiring website today. im also playing around with :hover and dropdowns to make my site somewhat interactive without javascript ^^"}, {"post_id": 40326, "ts": "2026-08-03T19:25:04Z", "hours": 1.2108, "text": "Todays work: figured out how to open github repository in vsc (╺﹏╺) , laid the backbones of my site!"}]...
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Title: www.seti.com by @seti | Stardance
Devlogs: Title: www.seti.com by @seti | Stardance
Devlogs:
Todays work: figured out how to open github repository in vsc (╺﹏╺) , laid the backbones of my site!
Devlog #2 Completely changed the layout i was going for after seeing an inspiring website today. im also playing around with :hover and dropdowns to make my site somewhat interactive without javascript ^^
Devlog #3: Added a music player to my website by following a javascript tutorial. it was my first time using javascript for a project, so it took a while to figure out and debug. i also learned how to add assets in visual studio code which i’d never tried before
Devlog #4: Almost done… spent hours trying to figure out how to make the message box work, just to delete it in the end. I need to learn more before I try it :’)
Devlog #5: Made a ReadMe. Also moved the music player upward to make the play button accessible after discovering chrome blocks autoplay.
Ships:
This is my personal website, and my second time building a website from scratch! I had so much fun making it. -the html+css is by me, but the javascript for the music player is from a tutorial. This was my first time using javascript. -the site originally had a message box, which I spent a lot of time trying to create but eventually scratched since I don’t know php. But once I learn it, this will definitely be a future update Overall, I learned soo much from this project. It was my first project in visual studio code and before starting it, I had no idea how to use vsc, connect github + vsc, publish to github, and so on … I wonder if it’ll be possible to learn this much in a future project? :)...
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1792849970.8328285
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1792936370.8328285
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42127
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VERTEX website by @vertex | Stardance
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vertex
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1
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4.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T21:19:13Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my website! It took a long time and I’m proud that I learned so much in a short period of time as I have never worked with HTML and CSS before. I really wanted a unique website that wasn’t built off of a basic template and so I decided to build something that both looked nice and unique but was still easy to navigate. I’m really happy with how it turned out!", "repo": "https://github.com/vert-exium/vert-exium.github.io", "demo": "https://vert-exium.github.io"}]...
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[{"post_id": 49205, "ts": "202 [{"post_id": 49205, "ts": "2026-08-17T21:14:49Z", "hours": 3.6989, "text": "Worked on the website! I laid everything out and styled it, I also added a music player for a few songs I made myself."}]...
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Title: VERTEX website by @vertex | Stardance
Devl Title: VERTEX website by @vertex | Stardance
Devlogs:
Worked on the website! I laid everything out and styled it, I also added a music player for a few songs I made myself.
Ships:
This is my website! It took a long time and I’m proud that I learned so much in a short period of time as I have never worked with HTML and CSS before. I really wanted a unique website that wasn’t built off of a basic template and so I decided to build something that both looked nice and unique but was still easy to navigate. I’m really happy with how it turned out!...
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1792849969.975537
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1792936369.975537
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29760
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Hubble graze by @sanjaybinayak778 | Stardance
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sanjaybinayak778
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1
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4.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T13:24:21Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "In this website you can browse Daily Images uploaded by NASA and explore the universe. I used html, CSS and JavaScript to show data and api.nasa.gov to fetch data in this project. I also created custom CSS animation to make it look interactive. the only tough part was to add custom animation because I don’t have any expertise in that, but google backed me up and I applied what I learned from google in this project. And I am very proud of this fact. You can go visit and browse image uploaded by NASA of any date you wish.", "repo": "https://github.com/SanjayBinayak/Hubble-Graze", "demo": "https://sanjaybinayak.github.io/Hubble-Graze/"}]...
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[{"post_id": 21462, "ts": "202 [{"post_id": 21462, "ts": "2026-07-03T12:48:54Z", "hours": 0.3378, "text": "I also added a background animation to my website."}, {"post_id": 21436, "ts": "2026-07-03T11:59:18Z", "hours": 1.6986, "text": "I created animation and added new features to my website. well today went smoothly apart from deciding which animation to apply."}, {"post_id": 20960, "ts": "2026-07-02T18:10:11Z", "hours": 1.4822, "text": "I finished Guide work of my project. Next I am gonna add some custom UI and some animations to this website. I will also add some new APIs and feature using NASA’a API’s. try it now https://github.com/SanjayBinayak/Hubble-Graze"}]...
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Title: Hubble graze by @sanjaybinayak778 | Stardan Title: Hubble graze by @sanjaybinayak778 | Stardance
Devlogs:
I finished Guide work of my project. Next I am gonna add some custom UI and some animations to this website. I will also add some new APIs and feature using NASA’a API’s. try it now https://github.com/SanjayBinayak/Hubble-Graze
I created animation and added new features to my website. well today went smoothly apart from deciding which animation to apply.
I also added a background animation to my website.
Ships:
In this website you can browse Daily Images uploaded by NASA and explore the universe. I used html, CSS and JavaScript to show data and api.nasa.gov to fetch data in this project. I also created custom CSS animation to make it look interactive. the only tough part was to add custom animation because I don’t have any expertise in that, but google backed me up and I applied what I learned from google in this project. And I am very proud of this fact. You can go visit and browse image uploaded by NASA of any date you wish....
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1792849968.8582377
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1792936368.8582377
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14177
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yahtzee web game by @Camc | Stardance
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Camc
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1
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3.0
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4
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T15:54:52Z", "hours": 3.0, "multiplier": 1.27, "payout": 4, "blessing": "neutral", "text": "I was trying to make a yahtzee game as i have been playing yahtzee. I was really struggling with the scoring system.", "repo": "https://github.com/clownoftheweekcode/yahtzee-game", "demo": "https://clownoftheweekcode.github.io/yahtzee-game/"}]...
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[{"post_id": 15712, "ts": "202 [{"post_id": 15712, "ts": "2026-06-25T15:50:24Z", "hours": 1.5161, "text": "tried to finish this… Hopefully i can work on it without ai in the future."}, {"post_id": 12698, "ts": "2026-06-20T18:53:44Z", "hours": 0.6386, "text": "added the ability to hold rolled dice and gave a limit to how many rolls you can roll"}, {"post_id": 9449, "ts": "2026-06-15T20:18:21Z", "hours": 0.6294, "text": "created the elements and styled them a bit"}]...
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Title: yahtzee web game by @Camc | Stardance
Devl Title: yahtzee web game by @Camc | Stardance
Devlogs:
created the elements and styled them a bit
added the ability to hold rolled dice and gave a limit to how many rolls you can roll
tried to finish this… Hopefully i can work on it without ai in the future.
Ships:
I was trying to make a yahtzee game as i have been playing yahtzee. I was really struggling with the scoring system....
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1792849967.9976547
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1792936367.9976547
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7025
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fun game yay by @lazerkat | Stardance
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lazerkat
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1
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2.0
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3
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T04:25:49Z", "hours": 2.0, "multiplier": 1.11, "payout": 3, "blessing": "neutral", "text": "This is a really dumb game.. why did i make this?", "repo": "https://github.com/betelguesestudios/fun-game-yay", "demo": "https://betelguesestudios.github.io/fun-game-yay/"}]...
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[{"post_id": 4593, "ts": "2026 [{"post_id": 4593, "ts": "2026-06-07T22:59:00Z", "hours": 0.7008, "text": "more logic ig"}, {"post_id": 2567, "ts": "2026-06-05T04:14:29Z", "hours": 0.9606, "text": "now when you click on the text a bit, it shows this"}, {"post_id": 2464, "ts": "2026-06-04T23:39:51Z", "hours": 0.4158, "text": "i made it hit the floor and bounce yaya"}, {"post_id": 1936, "ts": "2026-06-04T05:40:43Z", "hours": 0.3011, "text": "added a falling effect when you click the text! now to make it hit the bottom."}]...
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Title: fun game yay by @lazerkat | Stardance
Devl Title: fun game yay by @lazerkat | Stardance
Devlogs:
added a falling effect when you click the text! now to make it hit the bottom.
i made it hit the floor and bounce yaya
now when you click on the text a bit, it shows this
more logic ig
Ships:
This is a really dumb game.. why did i make this?...
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1792849967.140134
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1792936367.140134
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369
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Macro | Self hosting for beginners! by @sudo | Sta Macro | Self hosting for beginners! by @sudo | Stardance...
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sudo
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1
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74.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T21:15:58Z", "hours": 74.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I got to admit, I did get kind of lazy in the end when I used AI to finish it, but I thought it was a cool project.", "repo": "https://github.com/blueprintnerd/Macro", "demo": "https://github.com/blueprintnerd/Macro/releases"}]...
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[{"post_id": 19504, "ts": "202 [{"post_id": 19504, "ts": "2026-06-30T20:36:00Z", "hours": 0.4108, "text": "finished. shipping"}, {"post_id": 19272, "ts": "2026-06-30T15:18:17Z", "hours": 14.9336, "text": "Finally almost finished. It’s june 30th, and new month new project so I’m going to put this project on hold and work on my other one. I designed a new logo for Macro, but I need to refine it (Currently kind of chopped)"}, {"post_id": 14790, "ts": "2026-06-24T01:01:33Z", "hours": 8.1036, "text": "I finished with the setup for my app. it took forever, but here’s what i did: First, you enter an IP address (to manage another comptuer). I’ve made the app automatically scan all of the computer’s ports to find the ports that Macro are on. For the setup, I’ve basically implemented changed the entire thing. it installs prerequisites, and then after that, you add your filepaths, choose a search backend, and then it automatically create a background process"}, {"post_id": 13387, "ts": "2026-06-21T22:41:40Z", "hours": 10.4611, "text": "I deleted everything and started over. I used Gemini CLI once and then it’s like the first time you use AI it starts snowballing. I got rid of everything and I started by focusing on the setup. I proudly spent 5 hours working on a welcome screen. I used a textual UI, which was somewhat easy y implement. The hard part was implementing the connections to the server. I created a somewhat user friendly UI and I unified everything into one platform. The manager is now used to manage macro servers and create one, and all of the clients are now web hosted"}, {"post_id": 11003, "ts": "2026-06-18T00:57:40Z", "hours": 10.2319, "text": "Today I implemented a new website and Ive restructured the entire thing to be half web based so you don’t have to only have another laptop to use it. I was going to test it but I’ll have to make time for it. as it turns out there is a huge difference between the iPad Pro and base iPad, so my browser froze as soon as I tried opening live preview. I’ll do all this again tomorrow lol ✌️"}, {"post_id": 7121, "ts": "2026-06-11T22:02:41Z", "hours": 5.0997, "text": "I learned I was nowhere near done at all. I basically need to switch the UI library to be compatible with the system I’m using, and I still have to write the clients for the server. I only have one app that’s halfway done, and that’s the music client. I still have a lot to do, along with that, Google is going to discontinue firebase spark for no reason except that anytime they realize that users like an app, they either discontinue it or make it worse with ads"}, {"post_id": 6525, "ts": "2026-06-10T23:35:44Z", "hours": 5.0561, "text": "Ididntget much done because my laptop was broken and I didn’t have a way to test my apps in firebase studio but i a tried to add an authentication system that uses the client API to automatically authenticate users"}, {"post_id": 6125, "ts": "2026-06-10T09:30:54Z", "hours": 2.2461, "text": "So I kind of broke my only laptop but it’s all chill because I have an iPad."}, {"post_id": 5628, "ts": "2026-06-09T14:36:19Z", "hours": 4.1578, "text": "I started working on the music client (there are 4) and I decided to go with a unconventional architecture for this one this time. Instead of having the now playing screen link with the app like a normal person, I have a API to handle it. I have multiple endpoints to play/pause/otherwise control music and the API can provide the song progress and name. As you can see, the UI is quite ugly. I’ll have to start theming the screens today"}, {"post_id": 4227, "ts": "2026-06-07T13:53:12Z", "hours": 5.3772, "text": "I created a basic client to test out the API with, I don’t mean for it to ship with this client. I’m just doing it. I’ve decided on a file numbering system, where each file gets its own number. if a file is deleted, it’s number is kept and marked as deleted until a file with the same metadata returns. I got some errors when I was going to screenshot my code, but since I don’t work on sundays, I can’t fix it until monday. I got rid of the splash screen because I realized people don’t want to see it."}, {"post_id": 2672, "ts": "2026-06-05T10:51:00Z", "hours": 6.9425, "text": "I’m creating a free plex alternative. I’ve always wanted to get into self hosting and stuff, and now that stardance is starting, now is my chance to create my app and ditch streaming like I’ve wanted to do. I’m thinking like one app can be photos, another for videos, one for music, and one for storage. it sounds like a good idea in theory but it might be hard to implement. Anyway, with flavortown I had good project ideas but the implementation and design weren’t all there, so this time around I’m going to focus only on that. This will likely be my only project this time around so I’m going to make it my best one. I haven’t got much done, because I’ve been studying topics and stuff but here I have the setup screen. I’m taking inspiration from Google’s material design 3 for the aesthetic."}, {"post_id": 332, "ts": "2026-06-01T17:05:33Z", "hours": 1.0647, "text": "I designed a splash screen for my app’s server counterpart"}]...
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Title: Macro | Self hosting for beginners! by @sud Title: Macro | Self hosting for beginners! by @sudo | Stardance
Devlogs:
I designed a splash screen for my app’s server counterpart
I’m creating a free plex alternative. I’ve always wanted to get into self hosting and stuff, and now that stardance is starting, now is my chance to create my app and ditch streaming like I’ve wanted to do. I’m thinking like one app can be photos, another for videos, one for music, and one for storage. it sounds like a good idea in theory but it might be hard to implement. Anyway, with flavortown I had good project ideas but the implementation and design weren’t all there, so this time around I’m going to focus only on that. This will likely be my only project this time around so I’m going to make it my best one. I haven’t got much done, because I’ve been studying topics and stuff but here I have the setup screen. I’m taking inspiration from Google’s material design 3 for the aesthetic.
I created a basic client to test out the API with, I don’t mean for it to ship with this client. I’m just doing it. I’ve decided on a file numbering system, where each file gets its own number. if a file is deleted, it’s number is kept and marked as deleted until a file with the same metadata returns. I got some errors when I was going to screenshot my code, but since I don’t work on sundays, I can’t fix it until monday. I got rid of the splash screen because I realized people don’t want to see it.
I started working on the music client (there are 4) and I decided to go with a unconventional architecture for this one this time. Instead of having the now playing screen link with the app like a normal person, I have a API to handle it. I have multiple endpoints to play/pause/otherwise control music and the API can provide the song progress and name. As you can see, the UI is quite ugly. I’ll have to start theming the screens today
So I kind of broke my only laptop but it’s all chill because I have an iPad.
Ididntget much done because my laptop was broken and I didn’t have a way to test my apps in firebase studio but i a tried to add an authentication system that uses the client API to automatically authenticate users
I learned I was nowhere near done at all. I basically need to switch the UI library to be compatible with the system I’m using, and I still have to write the clients for the server. I only have one app that’s halfway done, and that’s the music client. I still have a lot to do, along with that, Google is going to discontinue firebase spark for no reason except that anytime they realize that users like an app, they either discontinue it or make it worse with ads
Today I implemented a new website and Ive restructured the entire thing to be half web based so you don’t have to only have another laptop to use it. I was going to test it but I’ll have to make time for it. as it turns out there is a huge difference between the iPad Pro and base iPad, so my browser froze as soon as I tried opening live preview. I’ll do all this again tomorrow lol ✌️
I deleted everything and started over. I used Gemini CLI once and then it’s like the first time you use AI it starts snowballing. I got rid of everything and I started by focusing on the setup. I proudly spent 5 hours working on a welcome screen. I used a textual UI, which was somewhat easy y implement. The hard part was implementing the connections to the server. I created a somewhat user friendly UI and I unified everything into one platform. The manager is now used to manage macro servers and create one, and all of the clients are now web hosted
I finished with the setup for my app. it took forever, but here’s what i did: First, you enter an IP address (to manage another comptuer). I’ve made the app automatically scan all of the computer’s ports to find the ports that Macro are on. For the setup, I’ve basically implemented changed the entire thing. it installs prerequisites, and then after that, you add your filepaths, choose a search backend, and then it automatically create a background process
Finally almost finished. It’s june 30th, and new month new project so I’m going to put this project on hold and work on my other one. I designed a new logo for Macro, but I need to refine it (Currently kind of chopped)
finished. shipping
Ships:
I got to admit, I did get kind of lazy in the end when I used AI to finish it, but I thought it was a cool project....
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1792849965.9993207
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1792936365.9993207
|
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32634
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BrickOS by @shashank_sd | Stardance
|
shashank_sd
|
2
|
15.98
|
19
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T14:09:27Z", "hours": 6.0, "multiplier": 3.44, "payout": 19, "blessing": "neutral", "text": "Windows - Starting here, I made the windows more block shaped to fit the LEGO themes instead of having rounded corners. They now have a better looking design with the Images Window having a custom scrolling wheel and a clean darker line separating the header and actual content instead of a black line. Images App I added this new app with a a similar design to the Welcome Window but the content is completely different. This app has 3 images and a custom scroll wheel to fit the LEGO theme. Notes App This new notes app has a clean sidebar as well with all the notes that a user can create. A add new note button is created where when you click it, a popup will come and will ask for the name of the new note. Everything on the notes content side is editable and is saved to local storage. Calendar There is a new Calendar that pops up in the bottom right corner when the date/time is clocked. This calendar shows the month and year on the top and shows the days of the money with the days at the top as well as highlights todays date. Desktop Icons Finally the desktop icons have a clean image layout and design. When you hover over the apps, they will outline a faint yellow to show you are hovering over them and will turn to the pointer cursor. ========================================= Desktop Apps - New snake game which is fully playable with a green square that grows (snake) and a red square (apple). There is score tracking, including a saved high score, and a game-over and a way to restart by clicking the board and pressing any key. ======================================= Windows - There is a new resizable window where if you drag on the bottom right corner, you can make the window bigger until the screen size it met but does not overlap with the taskbar. It has the size limits so that it doesn’t spill off of the screen. Windows can also not be clicked to be shown on top of the other window. By clicking a window of an app that is under another app window, the window clicked will show up on top. ======================================== Images App - I added an image uploading feature to the Images app where you can add images from your computer by uploading it or you can take a picture with your camera and upload it there and get saved in the app. Along with this, there is also a feature to delete the images if you don’t want it there, asking you for confirmation to delete the picture in case it was by accident. ======================================== Window Minimization - Apps can now be minimized instead of fully closed where if you minimize the app, it will stay in the taskbar but dim out to show that the app is open but not visibly on the screen and can be reopened by clicking the app again or clicking the app on the taskbar.", "repo": "https://github.com/WieghtedTuna473/OS-Project", "demo": "https://wieghtedtuna473.github.io/OS-Project/"}, {"ship_num": 2, "ts": "2026-07-15T16:14:24Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Windows - Starting here, I made the windows more block shaped to fit the LEGO themes instead of having rounded corners. They now have a better looking design with the Images Window having a custom scrolling wheel and a clean darker line separating the header and actual content instead of a black line. Images App I added this new app with a a similar design to the Welcome Window but the content is completely different. This app has 3 images and a custom scroll wheel to fit the LEGO theme. Notes App This new notes app has a clean sidebar as well with all the notes that a user can create. A add new note button is created where when you click it, a popup will come and will ask for the name of the new note. Everything on the notes content side is editable and is saved to local storage. Calendar (My Extra Feature) There is a new Calendar that pops up in the bottom right corner when the date/time is clocked. This calendar shows the month and year on the top and shows the days of the money with the days at the top as well as highlights todays date. Desktop Icons Finally the desktop icons have a clean image layout and design. When you hover over the apps, they will outline a faint yellow to show you are hovering over them and will turn to the pointer cursor.", "repo": "https://github.com/WieghtedTuna473/OS-Project", "demo": "https://wieghtedtuna473.github.io/OS-Project/"}]...
|
[{"post_id": 63690, "ts": "202 [{"post_id": 63690, "ts": "2026-09-07T16:59:52Z", "hours": 1.2847, "text": "Terminal App - This app lets you see what each app is about including the calendar app. You can also see you notes and what are in them through this app. Typing help gives the list of commands that you could use as well! Setting App Update - The settings app not has multiple different features including changing your color scheme. You can also change the clock from 23 hours to the 12 hours version and also switch on and off sound for the future music app. Finally, you can also reset all your settings if you want a fresh start."}, {"post_id": 44278, "ts": "2026-08-09T22:31:47Z", "hours": 1.6944, "text": "I added 2 new apps: The settings app - This app allows you change your background by choosing one of the default backgrounds already available or you can also just upload your own image and use that as a background. I will add more things as part of the settings, but i made the base of the app today. Calculator App- This app follows the theme and does actually work. You can put in math problems and it will solve it. Obviously it’s not a graphing calculator and is just a basic calculator. Both these apps can be resized and will be shown in the taskbar. Right now, these apps have a placeholder icon and that will change after I create my other apps that I am planning. These apps include the Terminal app, music app, and lego fun facts app, and maybe more!"}, {"post_id": 40090, "ts": "2026-08-03T14:04:31Z", "hours": 5.6325, "text": "Desktop Apps - New snake game which is fully playable with a green square that grows (snake) and a red square (apple). There is score tracking, including a saved high score, and a game-over and a way to restart by clicking the board and pressing any key. ======================================= Windows - There is a new resizable window where if you drag on the bottom right corner, you can make the window bigger until the screen size it met but does not overlap with the taskbar. It has the size limits so that it doesn’t spill off of the screen. Windows can also not be clicked to be shown on top of the other window. By clicking a window of an app that is under another app window, the window clicked will show up on top. ======================================== Images App - I added an image uploading feature to the Images app where you can add images from your computer by uploading it or you can take a picture with your camera and upload it there and get saved in the app. Along with this, there is also a feature to delete the images if you don’t want it there, asking you for confirmation to delete the picture in case it was by accident. ======================================== Window Minimization - Apps can now be minimized instead of fully closed where if you minimize the app, it will stay in the taskbar but dim out to show that the app is open but not visibly on the screen and can be reopened by clicking the app again or clicking the app on the taskbar."}, {"post_id": 28963, "ts": "2026-07-15T16:09:30Z", "hours": 3.3767, "text": "Windows - Starting here, I made the windows more block shaped to fit the LEGO themes instead of having rounded corners. They now have a better looking design with the Images Window having a custom scrolling wheel and a clean darker line separating the header and actual content instead of a black line. ======================================== Images App I added this new app with a a similar design to the Welcome Window but the content is completely different. This app has 3 images and a custom scroll wheel to fit the LEGO theme. ======================================== Notes App This new notes app has a clean sidebar as well with all the notes that a user can create. A add new note button is created where when you click it, a popup will come and will ask for the name of the new note. Everything on the notes content side is editable and is saved to local storage. ======================================== Calendar There is a new Calendar that pops up in the bottom right corner when the date/time is clocked. This calendar shows the month and year on the top and shows the days of the money with the days at the top as well as highlights todays date. ======================================== Desktop Icons Finally the desktop icons have a clean image layout and design. When you hover over the apps, they will outline a faint yellow to show you are hovering over them and will turn to the pointer cursor."}, {"post_id": 27409, "ts": "2026-07-12T23:27:09Z", "hours": 0.61, "text": "I added a new OS.css where now all the CSS styling is moved to to this file instead of being cramped in the HTML page. Along with this there was a problem where when I wanted to close out of a window, where I could close the window anywhere in between the top in between and and X of the window which interfered with the dragging of the window, since if I dragged on that side it would drag and as soon as I let go, it would close out of that window. I was trying to change th4e JavaScript to see if it was the problem, but I saw that in the CSS, there was an element to make the X flex: 1, so as soon as I took that out, it started working. Overall, I fixed a crucial error in the OS making it work properly and better and made the code more readable by adding a CSS page."}, {"post_id": 26848, "ts": "2026-07-11T21:27:19Z", "hours": 1.06, "text": "I made BrickOS start to feel more like an operating system by adding a new features such as window dragging. I made the welcome screen more like a window by changing the colors a little to make it look better by adding a title bar, a close button, a border, and a shadow as well. I also added draggable windows where the welcome window can be clicked and dragged around by the title bar using mouse functions to track where the mouse is going and also update the windows position. Clicking the X button hides the window and clicking the BrickOS on the bottom taskbar brings it back. I also added a new OSscript.js to make the JavaScript loof better instead of making it all be in the HTML. Overall, now it is starting to function more like a OS with windows that can move and can be gotten out of, with now the goal in mind being adding applications that can be clicked."}, {"post_id": 26598, "ts": "2026-07-11T14:56:48Z", "hours": 1.0622, "text": "I continued to develop the welcome home screen for my BrickOS by making it look more like an interface of an operating system instead of just making it look like a webpage. I added a simple taskbar to the bottom of my screen with the OS name and a date and time that works. I also improved the layout by centering the welcome window which is a basic information screen about the OS. I also added a background image from the LEGO movie that fits my OS. I wrote my first JavaScript function for the project, helping me create a live clock using Date() and setInterval(). I overall improved the desktop to look more like a desktop instead of just a webpage and learned to have more dynamic elements such as the time."}, {"post_id": 26190, "ts": "2026-07-10T20:58:05Z", "hours": 0.3922, "text": "I built the welcome screen for my operating system, BrickOS, which is inspired by my passion for LEGO’s. I created a basic HTML structure for the homepage and added heading, paragraphs, images, and a link to the official LEGO website. I also added a list of my favorite type of LEGO’s to build to make the ppage more personalized towards me. Then I learned to style the elements with inline CSS. I just started by trying to match the LEGO themes by adding a font and a background color along with a red “Welcome to BrickOS.”"}]...
|
Title: BrickOS by @shashank_sd | Stardance
Devlog Title: BrickOS by @shashank_sd | Stardance
Devlogs:
I built the welcome screen for my operating system, BrickOS, which is inspired by my passion for LEGO’s. I created a basic HTML structure for the homepage and added heading, paragraphs, images, and a link to the official LEGO website. I also added a list of my favorite type of LEGO’s to build to make the ppage more personalized towards me. Then I learned to style the elements with inline CSS. I just started by trying to match the LEGO themes by adding a font and a background color along with a red “Welcome to BrickOS.”
I continued to develop the welcome home screen for my BrickOS by making it look more like an interface of an operating system instead of just making it look like a webpage. I added a simple taskbar to the bottom of my screen with the OS name and a date and time that works. I also improved the layout by centering the welcome window which is a basic information screen about the OS. I also added a background image from the LEGO movie that fits my OS. I wrote my first JavaScript function for the project, helping me create a live clock using Date() and setInterval(). I overall improved the desktop to look more like a desktop instead of just a webpage and learned to have more dynamic elements such as the time.
I made BrickOS start to feel more like an operating system by adding a new features such as window dragging. I made the welcome screen more like a window by changing the colors a little to make it look better by adding a title bar, a close button, a border, and a shadow as well. I also added draggable windows where the welcome window can be clicked and dragged around by the title bar using mouse functions to track where the mouse is going and also update the windows position. Clicking the X button hides the window and clicking the BrickOS on the bottom taskbar brings it back. I also added a new OSscript.js to make the JavaScript loof better instead of making it all be in the HTML. Overall, now it is starting to function more like a OS with windows that can move and can be gotten out of, with now the goal in mind being adding applications that can be clicked.
I added a new OS.css where now all the CSS styling is moved to to this file instead of being cramped in the HTML page. Along with this there was a problem where when I wanted to close out of a window, where I could close the window anywhere in between the top in between and and X of the window which interfered with the dragging of the window, since if I dragged on that side it would drag and as soon as I let go, it would close out of that window. I was trying to change th4e JavaScript to see if it was the problem, but I saw that in the CSS, there was an element to make the X flex: 1, so as soon as I took that out, it started working. Overall, I fixed a crucial error in the OS making it work properly and better and made the code more readable by adding a CSS page.
Windows - Starting here, I made the windows more block shaped to fit the LEGO themes instead of having rounded corners. They now have a better looking design with the Images Window having a custom scrolling wheel and a clean darker line separating the header and actual content instead of a black line. ======================================== Images App I added this new app with a a similar design to the Welcome Window but the content is completely different. This app has 3 images and a custom scroll wheel to fit the LEGO theme. ======================================== Notes App This new notes app has a clean sidebar as well with all the notes that a user can create. A add new note button is created where when you click it, a popup will come and will ask for the name of the new note. Everything on the notes content side is editable and is saved to local storage. ======================================== Calendar There is a new Calendar that pops up in the bottom right corner when the date/time is clocked. This calendar shows the month and year on the top and shows the days of the money with the days at the top as well as highlights todays date. ======================================== Desktop Icons Finally the desktop icons have a clean image layout and design. When you hover over the apps, they will outline a faint yellow to show you are hovering over them and will turn to the pointer cursor.
Desktop Apps - New snake game which is fully playable with a green square that grows (snake) and a red square (apple). There is score tracking, including a saved high score, and a game-over and a way to restart by clicking the board and pressing any key. ======================================= Windows - There is a new resizable window where if you drag on the bottom right corner, you can make the window bigger until the screen size it met but does not overlap with the taskbar. It has the size limits so that it doesn’t spill off of the screen. Windows can also not be clicked to be shown on top of the other window. By clicking a window of an app that is under another app window, the window clicked will show up on top. ======================================== Images App - I added an image uploading feature to the Images app where you can add images from your computer by uploading it or you can take a picture with your camera and upload it there and get saved in the app. Along with this, there is also a feature to delete the images if you don’t want it there, asking you for confirmation to delete the picture in case it was by accident. ======================================== Window Minimization - Apps can now be minimized instead of fully closed where if you minimize the app, it will stay in the taskbar but dim out to show that the app is open but not visibly on the screen and can be reopened by clicking the app again or clicking the app on the taskbar.
I added 2 new apps: The settings app - This app allows you change your background by choosing one of the default backgrounds already available or you can also just upload your own image and use that as a background. I will add more things as part of the settings, but i made the base of the app today. Calculator App- This app follows the theme and does actually work. You can put in math problems and it will solve it. Obviously it’s not a graphing calculator and is just a basic calculator. Both these apps can be resized and will be shown in the taskbar. Right now, these apps have a placeholder icon and that will change after I create my other apps that I am planning. These apps include the Terminal app, music app, and lego fun facts app, and maybe more!
Terminal App - This app lets you see what each app is about including the calendar app. You can also see you notes and what are in them through this app. Typing help gives the list of commands that you could use as well! Setting App Update - The settings app not has multiple different features including changing your color scheme. You can also change the clock from 23 hours to the 12 hours version and also switch on and off sound for the future music app. Finally, you can also reset all your settings if you want a fresh start.
Ships:
Windows - Starting here, I made the windows more block shaped to fit the LEGO themes instead of having rounded corners. They now have a better looking design with the Images Window having a custom scrolling wheel and a clean darker line separating the header and actual content instead of a black line. Images App I added this new app with a a similar design to the Welcome Window but the content is completely different. This app has 3 images and a custom scroll wheel to fit the LEGO theme. Notes App This new notes app has a clean sidebar as well with all the notes that a user can create. A add new note button is created where when you click it, a popup will come and will ask for the name of the new note. Everything on the notes content side is editable and is saved to local storage. Calendar (My Extra Feature) There is a new Calendar that pops up in the bottom right corner when the date/time is clocked. This calendar shows the month and year on the top and shows the days of the money with the days at the top as well as highlights todays date. Desktop Icons Finally the desktop icons have a clean image layout and design. When you hover over the apps, they will outline a faint yellow to show you are hovering over them and will turn to the pointer cursor.
Windows - Starting here, I made the windows more block shaped to fit the LEGO themes instead of having rounded corners. They now have a better looking design with the Images Window having a custom scrolling wheel and a clean darker line separating the header and actual content instead of a black line. Images App I added this new app with a a similar design to the Welcome Window but the content is completely different. This app has 3 images and a custom scroll wheel to fit the LEGO theme. Notes App This new notes app has a clean sidebar as well with all the notes that a user can create. A add new note button is created where when you click it, a popup will come and will ask for the name of the new note. Everything on the notes content side is editable and is saved to local storage. Calendar There is a new Calendar that pops up in the bottom right corner when the date/time is clocked. This calendar shows the month and year on the top and shows the days of the money with the days at the top as well as highlights todays date. Desktop Icons Finally the desktop icons have a clean image layout and design. When you hover over the apps, they will outline a faint yellow to show you are hovering over them and will turn to the pointer cursor. ========================================= Desktop Apps - New snake game which is fully playable with a green square that grows (snake) and a red square (apple). There is score tracking, including a saved high score, and a game-over and a way to restart by clicking the board and pressing any key. ======================================= Windows - There is a new resizable window where if you drag on the bottom right corner, you can make the window bigger until the screen size it met but does not overlap with the taskbar. It has the size limits so that it doesn’t spill off of the screen. Windows can also not be clicked to be shown on top of the other window. By clicking a window of an app that is under another app window, the window clicked will show up on top. ======================================== Images App - I added an image uploading feature to the Images app where you can add images from your computer by uploading it or you can take a picture with your camera and upload it there and get saved in the app. Along with this, there is also a feature to delete the images if you don’t want it there, asking you for confirmation to delete the picture in case it was by accident. ======================================== Window Minimization - Apps can now be minimized instead of fully closed where if you minimize the app, it will stay in the taskbar but dim out to show that the app is open but not visibly on the screen and can be reopened by clicking the app again or clicking the app on the taskbar....
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1792849964.8458052
|
1792936364.8458052
|
|
22208
|
Personal Site by @secret | Stardance
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secret
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T17:27:38Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The site is finished. I tried to make it look as good as possible, only using HTML and CSS. I learned new things because I used AI much less than before, only using it when I got stuck on a small problem. I am satisfied with the results.", "repo": "https://github.com/dominik-vrg/personal-site", "demo": "https://dominik-vrg.github.io/personal-site/"}]...
|
[{"post_id": 21607, "ts": "202 [{"post_id": 21607, "ts": "2026-07-03T17:26:01Z", "hours": 2.0078, "text": "My Personal Site - devlog #1 I created a simple website using HTML and CSS only. It features 5 sections: a welcome header an “about me” section a “my team” section a “my favorite games” section and a copyright footer"}]...
|
Title: Personal Site by @secret | Stardance
Devlo Title: Personal Site by @secret | Stardance
Devlogs:
My Personal Site - devlog #1 I created a simple website using HTML and CSS only. It features 5 sections: a welcome header an “about me” section a “my team” section a “my favorite games” section and a copyright footer
Ships:
The site is finished. I tried to make it look as good as possible, only using HTML and CSS. I learned new things because I used AI much less than before, only using it when I got stuck on a small problem. I am satisfied with the results....
|
1792849963.973013
|
1792936363.973013
|
|
35796
|
ZooBot by @anaskilled | Stardance
|
anaskilled
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T22:08:45Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made this zoo slack bot that’s gives you some random animals facts and pictures also can give you some jokes. There was some challenge in understanding nest, ssh and how they work. I’m proud of learning another programming skill which is slack bot making. To test my bot you just want to join the bot channel and try the slash commands.", "repo": "https://github.com/Anas-hessein/Zoo-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0BHG08H3D5"}]...
|
[{"post_id": 29255, "ts": "202 [{"post_id": 29255, "ts": "2026-07-16T01:41:20Z", "hours": 1.6806, "text": "I made all slash commands and waiting for nest approve to get it 24/7"}]...
|
Title: ZooBot by @anaskilled | Stardance
Devlogs: Title: ZooBot by @anaskilled | Stardance
Devlogs:
I made all slash commands and waiting for nest approve to get it 24/7
Ships:
i made this zoo slack bot that’s gives you some random animals facts and pictures also can give you some jokes. There was some challenge in understanding nest, ssh and how they work. I’m proud of learning another programming skill which is slack bot making. To test my bot you just want to join the bot channel and try the slash commands....
|
1792849963.1182525
|
1792936363.1182525
|
|
30151
|
Macroquad 9x UI by @Nolan-L-from-Milorad | Stardan Macroquad 9x UI by @Nolan-L-from-Milorad | Stardance...
|
Nolan-L-from-Milorad
|
1
|
11.63
|
70
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T06:22:51Z", "hours": 11.0, "multiplier": 6.51, "payout": 70, "blessing": "neutral", "text": "I have made a windows 9x (95 / 98) style UI for macroquad, a graphics library for rust. I wanted to make this to add to my other projects to have a simple to implement library that can simply be added as a cargo library! I’m quite proud of how accurate it looks there are a few minor things (selected tabs, end of sliders, text somtimes going over the box) but overall it’s pretty nice to use and code for, there is an interactive web demo at: http://powerslide2.win/ninexui/src/index.html that showcases all UI elements. enjoy!", "repo": "https://gitlab.com/miloradceo/ninexui", "demo": "http://powerslide2.win/ninexui/src/index.html"}]...
|
[{"post_id": 26161, "ts": "202 [{"post_id": 26161, "ts": "2026-07-10T19:56:09Z", "hours": 0.6314, "text": "I got everything up on crates.io so now it works as a publicly downloadable rust library through cargo and I fixed up the barren wasteland that was my README.md"}, {"post_id": 25628, "ts": "2026-07-10T01:07:49Z", "hours": 1.5175, "text": "I have added a tab bar for switching between different menus and stuff works well enough like most stuff in this lib it’s just for basic use"}, {"post_id": 22549, "ts": "2026-07-05T02:16:38Z", "hours": 2.1836, "text": "I’ve now done a text input box, it uses macroquad’s default UI input box and wraps it up nicely"}, {"post_id": 21945, "ts": "2026-07-04T04:27:01Z", "hours": 0.4192, "text": "I’ve now added a slider, it was fairly easy to do as I’ve written similar already for the list."}, {"post_id": 21890, "ts": "2026-07-04T02:10:42Z", "hours": 3.4069, "text": "after a bit more work than the other UI elements have been I have made a list! you give the function a Vec X pos Y pos width height and then you’re done! also the UI element has a scroll bar and buttons to move through longer lists."}, {"post_id": 21347, "ts": "2026-07-03T07:27:05Z", "hours": 0.9664, "text": "I have now done a loading bar, a cool thing to note is that this bar can actually be any width you like! I wanted to make this as a library to make simple and effective UIs that can easily and quickly be implemented without hastle of setting up many variables, most buttons / UI elements just return a boolean of if they are triggered"}, {"post_id": 21318, "ts": "2026-07-03T05:40:55Z", "hours": 0.9258, "text": "Introducing the checkbox! the tick is kinda wonky but I’ll make it look better later, the functionality is still there"}, {"post_id": 21258, "ts": "2026-07-03T03:00:12Z", "hours": 1.3272, "text": "I have made a working button click and all, I am now going to start doing a checkbox"}]...
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Title: Macroquad 9x UI by @Nolan-L-from-Milorad | Title: Macroquad 9x UI by @Nolan-L-from-Milorad | Stardance
Devlogs:
I have made a working button click and all, I am now going to start doing a checkbox
Introducing the checkbox! the tick is kinda wonky but I’ll make it look better later, the functionality is still there
I have now done a loading bar, a cool thing to note is that this bar can actually be any width you like! I wanted to make this as a library to make simple and effective UIs that can easily and quickly be implemented without hastle of setting up many variables, most buttons / UI elements just return a boolean of if they are triggered
after a bit more work than the other UI elements have been I have made a list! you give the function a Vec X pos Y pos width height and then you’re done! also the UI element has a scroll bar and buttons to move through longer lists.
I’ve now added a slider, it was fairly easy to do as I’ve written similar already for the list.
I’ve now done a text input box, it uses macroquad’s default UI input box and wraps it up nicely
I have added a tab bar for switching between different menus and stuff works well enough like most stuff in this lib it’s just for basic use
I got everything up on crates.io so now it works as a publicly downloadable rust library through cargo and I fixed up the barren wasteland that was my README.md
Ships:
I have made a windows 9x (95 / 98) style UI for macroquad, a graphics library for rust. I wanted to make this to add to my other projects to have a simple to implement library that can simply be added as a cargo library! I’m quite proud of how accurate it looks there are a few minor things (selected tabs, end of sliders, text somtimes going over the box) but overall it’s pretty nice to use and code for, there is an interactive web demo at: http://powerslide2.win/ninexui/src/index.html that showcases all UI elements. enjoy!...
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1792849961.9934325
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1792936361.9934325
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18954
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Smart Garden Probe by @percentchunk376 | Stardance
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percentchunk376
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-21T21:19:42Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a smart garden probe, which has the ability to select plant profiles, and give recommendations through the oled screen on what you should do based on the soil moisture, and soil temp. What was challenging was writing firmware, and cading, as those are my weak areas compared to my hardware building experience. I had to learn a new language of coding(which I am still learning). I am really proud of being able to complete the project which I created, and aligning the pcb. and cad so that everything is flush and requieres minimal wiring. To test this, just make sure you have your plant profile file downlaoded, then you can run the demo file, which takes from the plant file and gives recoemendations first. (REMEMBER TO BASH FIRST).", "repo": "https://github.com/percentchunk/Smart-Garden-Probe", "demo": ""}]...
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[{"post_id": 11387, "ts": "202 [{"post_id": 11387, "ts": "2026-06-18T17:04:27Z", "hours": 0.695, "text": "This will be my last devlog for this project until I get the parts to make the physical hardware for this. :) This project was so much fun, and all the code, cad, pcb routing, I have learned through this was crazy. Also getting to see other people who are in the same position as me is also really really cool. Also I added some writing onto my case for the love of the game. (╯°□°)╯︵ ┻━┻"}, {"post_id": 11303, "ts": "2026-06-18T14:26:11Z", "hours": 0.5192, "text": "So quick update….. WEE HAVE FINISHED THE FIRMWARE. There can’t be much testing to do till the hardware arrives. We are pretty much set with the design, pcb, and now the code. Only thing left is to clean up the repo, and polish that github. This python is fun though, its like a lazy verison of java which is making life so much easier. next update will most likely be the submission! This code was mainly finishing up the loop, and integrating all the libraries needed for the OLED, and the garden probe."}, {"post_id": 11269, "ts": "2026-06-18T13:02:38Z", "hours": 0.6519, "text": "Taking a quick break from coding, and oh my days. I’ve only learned coding on java at a basic level and this python langauge is like a whole new world. I started coding in the OLED display, and the I2C garden probe. I am using AI to help me with some of the python because even though its a way easier langauge to know, I still barely know it, and keep adding semi colons on accident cause of java. Though all the logic is mine just to clarify, AI is just to help me translate the more complex code."}, {"post_id": 10851, "ts": "2026-06-17T19:56:02Z", "hours": 1.3856, "text": "Today we had a really good, and productive day. We were able to finish our PCB, and Gerber files, we added mounting holes(Almost forget this). I started working on the firmware, and added a new function where the smart garden has the ability to change plant profiles so that it can give you recommendations on how to improve your plants health. soon there should be a plant database, but in the picture is what I added so far just as a tester class. Next steps are for the hardware library integration, and some last minute polishing."}, {"post_id": 10667, "ts": "2026-06-17T15:06:45Z", "hours": 1.4542, "text": "Almost done with polishing our smart garden device. the majority of this project will be in firmware. The pcb, and the case are done, it just needs the finishing touches. I started adding fillets everywhere because I did not at all like the square edges."}, {"post_id": 9656, "ts": "2026-06-16T02:05:49Z", "hours": 1.1047, "text": "First devlog for this project. Our software skills are highly underdeveloped, so hopefully the hardware side will make up for it. This is a hackpad with the ability to detect the mositure levels, and air temp.(Mainly for plants). Right now i am in the process of creating the box for the hackpad. The rough print will be running on prayers. :)"}]...
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Title: Smart Garden Probe by @percentchunk376 | St Title: Smart Garden Probe by @percentchunk376 | Stardance
Devlogs:
First devlog for this project. Our software skills are highly underdeveloped, so hopefully the hardware side will make up for it. This is a hackpad with the ability to detect the mositure levels, and air temp.(Mainly for plants). Right now i am in the process of creating the box for the hackpad. The rough print will be running on prayers. :)
Almost done with polishing our smart garden device. the majority of this project will be in firmware. The pcb, and the case are done, it just needs the finishing touches. I started adding fillets everywhere because I did not at all like the square edges.
Today we had a really good, and productive day. We were able to finish our PCB, and Gerber files, we added mounting holes(Almost forget this). I started working on the firmware, and added a new function where the smart garden has the ability to change plant profiles so that it can give you recommendations on how to improve your plants health. soon there should be a plant database, but in the picture is what I added so far just as a tester class. Next steps are for the hardware library integration, and some last minute polishing.
Taking a quick break from coding, and oh my days. I’ve only learned coding on java at a basic level and this python langauge is like a whole new world. I started coding in the OLED display, and the I2C garden probe. I am using AI to help me with some of the python because even though its a way easier langauge to know, I still barely know it, and keep adding semi colons on accident cause of java. Though all the logic is mine just to clarify, AI is just to help me translate the more complex code.
So quick update….. WEE HAVE FINISHED THE FIRMWARE. There can’t be much testing to do till the hardware arrives. We are pretty much set with the design, pcb, and now the code. Only thing left is to clean up the repo, and polish that github. This python is fun though, its like a lazy verison of java which is making life so much easier. next update will most likely be the submission! This code was mainly finishing up the loop, and integrating all the libraries needed for the OLED, and the garden probe.
This will be my last devlog for this project until I get the parts to make the physical hardware for this. :) This project was so much fun, and all the code, cad, pcb routing, I have learned through this was crazy. Also getting to see other people who are in the same position as me is also really really cool. Also I added some writing onto my case for the love of the game. (╯°□°)╯︵ ┻━┻
Ships:
I made a smart garden probe, which has the ability to select plant profiles, and give recommendations through the oled screen on what you should do based on the soil moisture, and soil temp. What was challenging was writing firmware, and cading, as those are my weak areas compared to my hardware building experience. I had to learn a new language of coding(which I am still learning). I am really proud of being able to complete the project which I created, and aligning the pcb. and cad so that everything is flush and requieres minimal wiring. To test this, just make sure you have your plant profile file downlaoded, then you can run the demo file, which takes from the plant file and gives recoemendations first. (REMEMBER TO BASH FIRST)....
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1792849959.3065295
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1792936359.3065295
|
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40406
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part-of.my.id revived by @satr14 | Stardance
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satr14
|
3
|
47.19
|
430
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T03:56:39Z", "hours": 15.0, "multiplier": 10.93, "payout": 165, "blessing": "neutral", "text": "okay a LOT OF NEW FEATURES and improvements from last devlog feedback: subdomain service: NEW record: REDIRECT, a CloudFlare Single Redirect Rule powered robust tests using bun’s built in jest compatible testing API website & docs: NEW docs: /services, listing all known tested and working services tldr in the docs and README for quick registration support for REDIRECT records in webui editor short consice guide for registering", "repo": "https://github.com/partofmyid/register", "demo": "https://part-of.my.id/docs/domains101"}, {"ship_num": 2, "ts": "2026-09-15T09:35:30Z", "hours": 4.0, "multiplier": 13.65, "payout": 60, "blessing": "neutral", "text": "this should have improvements from last ship’s suggestions and feedback /record and /success page for generating json fixed broken links (no /d or /q anymore) added background elements to make website feel more alive", "repo": "https://github.com/partofmyid/register", "demo": "https://part-of.my.id/docs/domains101"}, {"ship_num": 3, "ts": "2026-08-16T05:45:34Z", "hours": 14.0, "multiplier": 14.89, "payout": 205, "blessing": "neutral", "text": "VERSION 2.0 IS LIVE Registration instructions are available on the website. part-of.my.id is a free subdomain service that allows you to get a sleek lookin your-name.part-of.my.id domain instead of a the boring old one that hosting providers provide like pages.dev, github.io, etc. This rewrite brings to you: Multi apex domain support for the new domain: is-my.id A sleek redesigned main website and documentation", "repo": "https://github.com/partofmyid/register", "demo": "https://part-of.my.id/docs/domains101"}]...
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[{"post_id": 82051, "ts": "202 [{"post_id": 82051, "ts": "2026-10-23T16:39:48Z", "hours": 2.9956, "text": "well more time without devlogs, but i didnt work on anything massive anyways so should be fine. last commit hashes: website: 6fee809e77174f42e3ece9c71d2d8b6a95120d69 register: 4c1860c68904c5378a761a100013ce3da8836771 this is gonna be the last devlog before i ship for the last time. or not, but ill most likely work on other projects. i do still have 1 more thing to do which i might or might not do. depending on how hard it ends up being. then again i am paid by the hour sooo….. but school is starting to get busy again so ig we’ll see register: completed the draft /docs/domains101.md doc for introduction to the service website: add handler for /docs/[empty] to redirect to first in line defined doc moved loadDoc helper function to $lib added a loading bar for indicating page load in progress add previous and next buttons to the bottom of docs page added domains101 doc entry"}, {"post_id": 80984, "ts": "2026-10-19T14:46:48Z", "hours": 1.7822, "text": "this is when im starting to head bang a lot, because of an undocumented github feature ive been relying on for web ui editor. last commit hashes: website: f1e3a4387e6780d61bc55feeead37ead03ec3b0a register: 5625239d30e691ace298336953d663b6e396c0e3 so ive been using github’s REPO/new/branch/PATH?filenam=A&value=B query params for prefilling records in the web ui editor form. during testing, i noticed that for some reason JSON.stringify isnt formatting the json when i open it on github. after a bit of testing, turns out github minifies valid json input. when i tried some string concats with JSON.stringify output that produced invalid json then the indentation returns. this is rather confusing and frustrating. even tho the ci now handles formatting, its still a pain for pr reviewing to review unformatted, one-line json files. due to github not really documenting this feature well, i suppose we have to live with it. i do have plans later to possibly use octokit instead for pr generation, but thats a lot more work i dont have time for. anyways, i didnt feel like writing changelog so ill just say it in brief. i added email regex checks to the ci as well as formatting warnings. and for the web ui, i made an advanced view to show raw json and the file path in case someone is willing to do it themselves. i also fixed a lot of the unserious things i threw around the success page like the ??? step"}, {"post_id": 80413, "ts": "2026-10-17T15:47:36Z", "hours": 0.7022, "text": "genuinely so tired for some reason. prob from playing mc recently and dying and lossing my stuff to despawn timer. OKAY! enough trauma dumping. we got work to do last commit hashes: website: e4e59479ec953dcfb63e0965518d35906ab625e8 register: mostly a lot of janitor work: code cleanup and directory reordering. but theres also an auto formatter in the workflow now! website: fix heading centering from last devlog, found bug after testing mobile view register: move dnsconfig.js to /scripts/bin for organization installed oxfmt for formatting files added bun fmt script to package.json added oxfmt config file with exclusion rule on everything but /domains formatted every domain file using oxfmt added notes for cf tunnels in /docs/services.md (unsupported services) add prettify/formatting workflow for every push code cleanup: remove unused nodejs step in workflow file, were using bun anyways code cleanup: whitespace and newline removal add tip and caution alerts in quickstart guide regarding pr checklist and prettify formatting"}, {"post_id": 80168, "ts": "2026-10-16T15:08:22Z", "hours": 1.3353, "text": "all my energy went into working at the weekdays 😭 now im hella tired. either that or im procrastinating more. last commit hashes: website: e4e59479ec953dcfb63e0965518d35906ab625e8 im still hopping i can at least reach 11h a week for my goal. training before i switch to another ysws when stardance ends fr website: code cleanup, add missing semicolons and remove unused imports added common issues help guides with screenshots to next steps page added back to query link for record editor page unified box styling across the site for consistent design made edit button in record editor yellow if subdomain taken grammar fix to landing page paragraph :p query page: moved announcement to the bottom of the page minor styling changes to borders, seperators, text selection, and cursors"}, {"post_id": 79810, "ts": "2026-10-15T14:39:47Z", "hours": 2.6617, "text": "i forgot to devlog yesterday ;-; also i was supposed to work on other important aspects like the tutorial and barely finished pages. but ngl looking at the existing pages and adding small improvements and tiny details just feels more relaxing for me. but i still need to do that tutorial because stardance said so ;-; last commit hashes: website: 2de11547f2cc7e0b8ad3c107fbee8d44e0a97682 register: 2e183b224fdce4811b05c89b9f594551c13a7dad lowk idk when but i got mystery motivation and im racking up good amount of hours/day. i do have a goal rn to try and buy an bambu lab 3d printer so thats prob a contributor to my motivation. website: code cleanup, remove unused typescript code import use tables in record forum page for consistent spacing fix hover confusion on disabled inputs by disabling hover background color change remove unnecesarry label (just please research about dns 😭 ) added more dividers to records form page add clarification that subdomain descriptions are optional make pfp previews link to github profiles bug fix to REDIRECT records on read only mode improve table of contents styling to tree like stem made toc and md parser function also generate heading numbering (e.g. 1.2.3) (unused for now) code cleanup, remove empty new lines to compact code made table of contents entry highlight depending on view (js required) close table of contents in docs by default tweaked query page styles for showing borders set disabled state as default in records form hide checkmark if input is disabled added fork warning in records page added the ability to edit registered subdomain hide table inputs if empty register: clarity to reference docs regarding CNAME and REDIRECT changed heading level in Terms of Service AI section"}, {"post_id": 79335, "ts": "2026-10-13T15:29:43Z", "hours": 1.45, "text": "a bit of a rant before anything, PLEASE JUST DO YOUR RESEARCH BEFORE RATTING MY PROJECT. may come off as mean but please. yall asked for detailed and concrete docs and end up saying its “too long” like bro 😭. i do have one more plan for tutorials to make it easy. but if this doesnt help then go rtfm last commit hashes: website: 122e3777c7c52e7bf05a8a32f7e4f91b11d09ada register: d7ac98d86913daad3c18260120e41dda2873f8ef got stacks of homework today so i cant really do my 2 hour daily goal rn unfortunately :( but trust me, i will get that 11 hour weekly website: rename doc link “requirements” to “terms” new favicon of indonesian flag (using emoji variation from discord/twitter) might use this for a logo later code cleanup and simplification remove unused variables in code query page with ssr optimizations moved /query/[query] to /query handled passing subdomain query to form body changed landing and query page to use sveltekit form actions made readme announcement fetching ssr hide subdomains when query is empty made apex listing ssr register: fixed github actions workflow labeler created issue templates for bug report, abuse report, and support questions added abuse report information and email to main readme changed query url to match website"}, {"post_id": 79068, "ts": "2026-10-12T15:48:11Z", "hours": 2.2858, "text": "last commit hashes: website: d27e3b5f90cfcb4a59d39a6fe507c45388a323ec register: 24080879b4fbb1bb8c9e436dc8f2bdefce64af4f energy on mondays to work on this phew website: added doc entry for faq page added support email in website footer adjusted spacing and sizing on containers to make other elements visible handle disabled js for forum and counter integrate lavender theme throughout landing page added table of contents to docs page via marked plugin for gfm heading ids mobile input layout fixes for records web ui page register: added domain configurations for google search console and cloudflare email routing for support email added ignore directive to dnscontrol for cloudflare managed records added extra rules against vibe coded websites github workflow file fix causing some checks to skip grammar fix across markdown files (thank you claude copilot) added pr labeling automation for detecting non domain changes in a pr quickly modified dnscontrol script to add incrementing mx priorities based on order of entry clarify rough points within documentations added draft beginner guide docs added new documentation for frequently asked questions code cleanup: remove comments, fix indentation reorganizing files and directories to put images in appropriate locations fix gfm blockquote alert usages added all full records to example file contents in reference documentation"}, {"post_id": 78696, "ts": "2026-10-11T10:29:20Z", "hours": 0.9756, "text": "last commit hashes: website: a4917bbdf5899623b6dfcae356e01572dfbceb05 realized there were some issues after shipping so im fixing them now. got a near perfect lighthouse score :D fix responsive size on landing page cards added missing meta tags for SEO added banner for meta tags handle github rate limiting on landing page fix accessibility on landing page buttons optimized github avatar images fetching to fixed size fix document heading hierarchy code cleanup removing unused comments font optimizations with preconnect hints and preload tricks"}, {"post_id": 78247, "ts": "2026-10-10T03:53:00Z", "hours": 1.5075, "text": "last commit hashes: website: f04e761e0557d7c5c7bfd6a680bec5a6cfbca44a register: 154bfb712857b9000d00ba0e6ea613064f367246 last devlog before shipping :D website: added REDIRECT record support to web ui editor (thanks claude) minor ux and styling fixes with labels and lists purely and only server side render docs page reworked steps section to be more appealing register: added small note to docs in the supported services section for when you want to add a supported service thats not listed"}, {"post_id": 78113, "ts": "2026-10-09T16:25:13Z", "hours": 2.5431, "text": "last commit hashes: website: 8410efa3debca260451e80b206b2ec8923a45c7c register: a1aefd289360a874e40e09c9b2817501d3b2590f i again forgot to devlog so heres more category based changelogs. after this im gonna add support for redirect record in the web ui website: added table of supported services docs added styling for article tables adjust minor ux tweaks for a better experience maintenance: run bun update to update deps and lockfile add a short 4 step tldr on the website landing page add a short tldr in the quickstart guide register: added new record type: REDIRECT, a cloudflare single redirect rule powered 302 redirect implemented tests for redirect wrote docs in references.md about new REDIRECT record migrate hardcoded extracommits into their own domain files added brief registration guide in README wrote new docs for supported services table add tldr for quickstart guide adapted from brief guide in main README register misc: fixed some names in github actions workflow files"}, {"post_id": 78022, "ts": "2026-10-09T07:10:39Z", "hours": 3.5436, "text": "last commit hash: 72f864ff282701585c5d43d5818a5ee22c29e168 supposed to be 3 separate devlogs but i genuinely forgot to. so im gonna split this changelog to categories. bun test validation: add github helpers for fetching diff and raw files from commit and raw urls implemented tests for checking changed file owners against pr author added a bypass label for ownership transfer extra types and functiong tweaks to existing library apis skipped pr author check if pr number for checking isnt present remove uneeded exports in some files as most are internal use optional chaining for clearer error messages in ci project structuring: split deep.test.ts to multiple focused files instead of relying on describe() grouping split helpers, constants, and types into a their own library file move tests and shared libs into /scripts/lib and /script/tests respectively github actions: wire bun tests into ci updated ci triggers for prs, manual, and push settings removed step for validating with json schema in favor of bun tests rename a couple of step and job names for clarity misc: add some missing semicolons tab space consistency fix a couple of variable names"}, {"post_id": 76291, "ts": "2026-10-03T03:10:53Z", "hours": 1.1539, "text": "last commit hash: 2d191fa190db7b3904256e96b27dd6608d42af56 fix existing record files failing the test fix test to exclude .json extension during name length test add a check for unknown and typoed keys added draft tests for website reachability made draft/empty tests fail on purpose check subdomain if containing any apexes minify some parts of the code to one liners made ownership checks per level (a.b.c.json checks for b.c.json and c.json instead of just c.json) added safeguards to not print multiple failures if root cause is erroring out to make sure errors are readable reorder some tests to run first than others used node:path’s path.join for path handling moved json parsing expect calls to helper function for reading json to eliminate repeated code made most of the error messages clearer to follow"}, {"post_id": 75789, "ts": "2026-10-01T04:41:44Z", "hours": 1.0119, "text": "made a new field in the getDomainRecords helper function to check for file existance and handle json parse fails made a new helper function to generate subdomain file path based of apex and subdomain changed tests to use the new implementation of getDomainRecords implemented tests for cloudflare proxied rules implemented tests for dns limitation rules implemented tests for root and nested subdomain ownership"}, {"post_id": 75593, "ts": "2026-09-30T14:57:47Z", "hours": 1.2486, "text": "ts is me with random lock in phases: still not fully implemented to be included with the testing workflow, i have a lot of features planned but i prefer to finish this first. better error messages for expect fails extra checks for empty objects, arrays, and strings made most/all tests use testing api specifics rather than a conditional check if expression is true (for better error messages) add a check for capping filenames to less than 245 characters (as per dns hostname rules) checks for nested apex in filenames (example: steve.is-my.id.json is invalid) reorder some tests add a check for uppercase letters (one of the existing subdomains violated this rule so i fixed it manually) add a check for repeated dashes (–) as the current regex doesnt catch this and i didnt feel like changing it created empty tests as drafts for later to be implemented remove unused ALIAS record handling as it was used internally but not needed anymore"}, {"post_id": 75220, "ts": "2026-09-29T14:41:31Z", "hours": 1.475, "text": "so mostly focused on improving the register repo and docs experience as i feel like the website is established and complete at this point. i am still learning the bun/jest api on writing test code so this may not be perfect, but its a start! made a wrapper function for looping through subdomain files using callbacks and bun fs api improve regex checks for ipv4, ipv6, and fqdns based on ajv-formats npm package (regex is copied pasted from source code rather than installing the package directly as that introduces bloat and dependency management) slight fixed to tests handling promises (still rather broken but ill fix that later) add new constants for looping though records made a helper function to read subdomain file and parse the json. both using bun fs api update all test fail messages to print file paths for easy tracing new test to check schema structure and record values using ip and domain regexes"}, {"post_id": 74331, "ts": "2026-09-27T05:47:48Z", "hours": 1.6714, "text": "split time between writing docs (uncommited, might be discarded due to low quality) and writing tests leveraging bun apis. these tests are not completed, therefore they wont be used for github actions pr check workflows (yet). wrote docs: beginners guide (partial) and unsupported services (empty) extracted typescript types and constant to schema.ts for use in test units initialized bun for package management in the future if needed created deep.test.ts wrote test for checking unknown files outside of the /domains/[apex] directories wrote test for checking file names valid subdomain fqdns wrote test for checking if json is valid and parse-able"}, {"post_id": 69643, "ts": "2026-09-17T14:04:10Z", "hours": 0.9692, "text": "okay well ships on this project isnt really doing the best in terms of stardance output, so i really need to address a lot of these critics if i want good multipliers. anyways so most of the time here is spent on writing ci tests for the register repo. however, i decided to scratch the majority of this code due to poor implementation execution. so this devlog will only have commits resolving some critics. website: fix z-index header bug where some elements would appear above the bar add a warning tip to the website repo readme for anyone who ends up there instead of the register repo changed the view source link for this project on stardance to redirect to the register repo updated the readme (adapted from my personal website repo readme) register: (scratched) test framework with raw js and bun add a tip for registering via web ui last commits from git repos (pinpoint for writing the next devlogs): register: 1564638a6d7eccc495a89948145898d0e4a1ddfc a1e2b4e4cf511f921ffc6b78bca260133afe4e7d okay a bit of a rant but school is starting to burn me out again. honestly i already got my certificate but now my motivator is gonna be the shop items. (i havent spent anything yet, not even for domain grants) im saving up and will spend after stardance ends. i am planning to hopefully do at least 1 - 1.5 hours on weekdays and hopefully overtime on weekends. we’ll see how that turns out i guess."}, {"post_id": 68541, "ts": "2026-09-15T09:17:00Z", "hours": 1.2439, "text": "edit: okay so i forgot some other changes but i cant really add those minutes to this devlog so ill just put the change here: added a character limit to the homepage search input (register repo) add a tip in quickstart doc about webui registering end of edit add warning texts for empty records and submit button pretty format resulting json enforced populated records instead of allowing empty domain registration form layout styling tweaks and fixes to inconsistency spacing add a success page that waits 5 seconds before opening github and displays next steps change submit functionality to redirect to success page code cleanup from unused variables and inconsistent spacings"}, {"post_id": 67994, "ts": "2026-09-14T10:36:43Z", "hours": 1.8175, "text": "almost forgot to devlog! anyways website: made a draft object for the form, should make interactivity easier to implement styling for checkbox, hr, and disabled input elements made an ARRAY_RECORDS string for supported records in type of string[] implemented form for registering subdomain records made readonly if subdomain is taken"}, {"post_id": 66670, "ts": "2026-09-12T15:11:06Z", "hours": 1.3625, "text": "changes are half complete but i decided to devlog rn to keep things short. please note these changes arent pushed yet as im writing this website: rename /q and /d to /query and /docs change redirect links to the new routes add background stars from my personal website made a records page for creating subdomains and editing existing records (incomplete) implemented fetch function for getting records change query link to redirect to record page register: replace /docs/*.md code blocks to actual doc links only resolvable when viewed from the main website"}, {"post_id": 47895, "ts": "2026-08-16T05:16:20Z", "hours": 0.5, "text": "added important links polished org readme added a profile picture for the org and website add a nametag gimmick on the website (desktop only)"}, {"post_id": 47881, "ts": "2026-08-16T04:27:20Z", "hours": 1.2019, "text": "fix wrong key on website add discord domain verification record for is-my.id wrote website requirement docs fixed grammar errors and typos (thanks claude) remove outdated docs notice replaced part-of.my.id’s v1 website with placeholder for v2 last final touch ups v2 website should be live now"}, {"post_id": 47536, "ts": "2026-08-15T14:44:42Z", "hours": 2.2581, "text": "mostly spent fiddling with a bit of ai and doing finishing touches before deployment. this was supposed to be 2 devlogs but i forgot to post and just continued coding but oh well. a lot of styling tweaks for markdown displays and forms install marked alert plugin for gfm alert blockquotes scrollbar, article, disabled button, and other element styling made footer stick to the bottom regardless of content height move loaddoc function to lib for use in other pages such as query function to remove apex domains from query if present implement subdomain suggestions html structure readme display for announcements loading indicator texts change nav link from config to query after this im gonna write docs/requirement.md and polish the github org a bit before shipping (hopefully) tomorrow"}, {"post_id": 47253, "ts": "2026-08-15T01:50:28Z", "hours": 1.3742, "text": "split time between website and register docs, bc i keep going back and forth and cant decide whether the website or the docs are more important. anyways register: create base doc files for quickstart and requirements write docs for quickstart guide remove cringy line on the register repo readme website-v2: made a base domain query page (unfinished) new page-container class in global styles used for consistent margin and padding fix link styles in docs handle form submission for homepage subdomain search better query param handling for docs loaddoc function tweaks for handling input styling changes to docs"}, {"post_id": 45763, "ts": "2026-08-12T13:47:31Z", "hours": 1.5139, "text": "felt productive again somehow during a school night made docs page under /d/[document name] implement markdown fetching from github raw api implement docs nav via hardcoded object for paths installed marked styled docs markdown render using tailwind typography plugin updated whole website to use lora font fixed some homepage paragraph wordings fixed some elements to use correct cursor move some styles to global app.css fixed mobile spacing for header and footer"}, {"post_id": 43670, "ts": "2026-08-09T02:03:31Z", "hours": 1.1919, "text": "thats a pretty good amount of time accumulated purely writing docs new markdown files under /docs for documentation and usage guides wrote raw references for filesystem structure and json schemas"}, {"post_id": 43375, "ts": "2026-08-08T16:04:06Z", "hours": 0.6681, "text": "small devlog but prob worth mentioning well the actions script failed due to worker routes being read only. i decided to use dnscontrol’s built in CF_REDIRECT record for this instead and also update it due to missmatch TTL from dev with prod. apparently this caused an error because actions kept failing to deploy due to missing creds. after a while of debugging and headbanging, i folded and attempted to use github copilot agent to try and fix it (hehe pr number 67) but that didnt do the trick. it was only when i checked the repo secrets that i realized the env variable is called CF_API_TOKEN and not CLOUDFLARE_API_TOKEN. that was like hours of my time spent away debugging instead of working on the website like i planned but oh well no changelog list because im gen tired rn like its 11.00pm wiuriuhewuhfiuwhfihewiuhih"}, {"post_id": 43319, "ts": "2026-08-08T14:49:31Z", "hours": 1.8528, "text": "took longer than expected, now im rewriting the dnscontrol script for deploying dns records to support multiple apex domains. this was rather challenging due to dnscontrol’s heavily limited dsl and language features, but eventually it works and now i just need to add documentation in markdown. fix type errors and cleanup code in dnscontrol.js before rewrite cleanup unused scripts and nix files remove nix branch (previous plan but support was too limited to be reliable) modified json schema so now “record” key is “records” (plural) update github action yaml files as well as fix old file paths"}, {"post_id": 43146, "ts": "2026-08-08T07:52:31Z", "hours": 1.4406, "text": "mhm not bad so to say reordered fetch function calls for stats display adjusted the typing and count functions for smootheness use lavender as the primary color complete homepage sections (mostly copied from the old site) add a footer and yes i made the github logo cyan but cmon we need some colors here"}, {"post_id": 41933, "ts": "2026-08-06T13:42:52Z", "hours": 1.1564, "text": "back after a long procrastination and burn out period. made stats counter increment one by one when loaded using js function by copilot made main title typing using js function by copilot added a little info bar indicating new subdomain available for registration added forum/search bar for registering new domains added grid dot background from my personal site added a nav bar added small about me, wip for continuation on the main landing page"}, {"post_id": 35748, "ts": "2026-07-27T11:57:51Z", "hours": 0.595, "text": "humble beginnings :D init sveltekit with tailwind installed tailwind typography and forums plugins installed catppuccin color theme made initial base home page design"}]...
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Title: part-of.my.id revived by @satr14 | Stardanc Title: part-of.my.id revived by @satr14 | Stardance
Devlogs:
humble beginnings :D init sveltekit with tailwind installed tailwind typography and forums plugins installed catppuccin color theme made initial base home page design
back after a long procrastination and burn out period. made stats counter increment one by one when loaded using js function by copilot made main title typing using js function by copilot added a little info bar indicating new subdomain available for registration added forum/search bar for registering new domains added grid dot background from my personal site added a nav bar added small about me, wip for continuation on the main landing page
mhm not bad so to say reordered fetch function calls for stats display adjusted the typing and count functions for smootheness use lavender as the primary color complete homepage sections (mostly copied from the old site) add a footer and yes i made the github logo cyan but cmon we need some colors here
took longer than expected, now im rewriting the dnscontrol script for deploying dns records to support multiple apex domains. this was rather challenging due to dnscontrol’s heavily limited dsl and language features, but eventually it works and now i just need to add documentation in markdown. fix type errors and cleanup code in dnscontrol.js before rewrite cleanup unused scripts and nix files remove nix branch (previous plan but support was too limited to be reliable) modified json schema so now “record” key is “records” (plural) update github action yaml files as well as fix old file paths
small devlog but prob worth mentioning well the actions script failed due to worker routes being read only. i decided to use dnscontrol’s built in CF_REDIRECT record for this instead and also update it due to missmatch TTL from dev with prod. apparently this caused an error because actions kept failing to deploy due to missing creds. after a while of debugging and headbanging, i folded and attempted to use github copilot agent to try and fix it (hehe pr number 67) but that didnt do the trick. it was only when i checked the repo secrets that i realized the env variable is called CF_API_TOKEN and not CLOUDFLARE_API_TOKEN. that was like hours of my time spent away debugging instead of working on the website like i planned but oh well no changelog list because im gen tired rn like its 11.00pm wiuriuhewuhfiuwhfihewiuhih
thats a pretty good amount of time accumulated purely writing docs new markdown files under /docs for documentation and usage guides wrote raw references for filesystem structure and json schemas
felt productive again somehow during a school night made docs page under /d/[document name] implement markdown fetching from github raw api implement docs nav via hardcoded object for paths installed marked styled docs markdown render using tailwind typography plugin updated whole website to use lora font fixed some homepage paragraph wordings fixed some elements to use correct cursor move some styles to global app.css fixed mobile spacing for header and footer
split time between website and register docs, bc i keep going back and forth and cant decide whether the website or the docs are more important. anyways register: create base doc files for quickstart and requirements write docs for quickstart guide remove cringy line on the register repo readme website-v2: made a base domain query page (unfinished) new page-container class in global styles used for consistent margin and padding fix link styles in docs handle form submission for homepage subdomain search better query param handling for docs loaddoc function tweaks for handling input styling changes to docs
mostly spent fiddling with a bit of ai and doing finishing touches before deployment. this was supposed to be 2 devlogs but i forgot to post and just continued coding but oh well. a lot of styling tweaks for markdown displays and forms install marked alert plugin for gfm alert blockquotes scrollbar, article, disabled button, and other element styling made footer stick to the bottom regardless of content height move loaddoc function to lib for use in other pages such as query function to remove apex domains from query if present implement subdomain suggestions html structure readme display for announcements loading indicator texts change nav link from config to query after this im gonna write docs/requirement.md and polish the github org a bit before shipping (hopefully) tomorrow
fix wrong key on website add discord domain verification record for is-my.id wrote website requirement docs fixed grammar errors and typos (thanks claude) remove outdated docs notice replaced part-of.my.id’s v1 website with placeholder for v2 last final touch ups v2 website should be live now
added important links polished org readme added a profile picture for the org and website add a nametag gimmick on the website (desktop only)
changes are half complete but i decided to devlog rn to keep things short. please note these changes arent pushed yet as im writing this website: rename /q and /d to /query and /docs change redirect links to the new routes add background stars from my personal website made a records page for creating subdomains and editing existing records (incomplete) implemented fetch function for getting records change query link to redirect to record page register: replace /docs/*.md code blocks to actual doc links only resolvable when viewed from the main website
almost forgot to devlog! anyways website: made a draft object for the form, should make interactivity easier to implement styling for checkbox, hr, and disabled input elements made an ARRAY_RECORDS string for supported records in type of string[] implemented form for registering subdomain records made readonly if subdomain is taken
edit: okay so i forgot some other changes but i cant really add those minutes to this devlog so ill just put the change here: added a character limit to the homepage search input (register repo) add a tip in quickstart doc about webui registering end of edit add warning texts for empty records and submit button pretty format resulting json enforced populated records instead of allowing empty domain registration form layout styling tweaks and fixes to inconsistency spacing add a success page that waits 5 seconds before opening github and displays next steps change submit functionality to redirect to success page code cleanup from unused variables and inconsistent spacings
okay well ships on this project isnt really doing the best in terms of stardance output, so i really need to address a lot of these critics if i want good multipliers. anyways so most of the time here is spent on writing ci tests for the register repo. however, i decided to scratch the majority of this code due to poor implementation execution. so this devlog will only have commits resolving some critics. website: fix z-index header bug where some elements would appear above the bar add a warning tip to the website repo readme for anyone who ends up there instead of the register repo changed the view source link for this project on stardance to redirect to the register repo updated the readme (adapted from my personal website repo readme) register: (scratched) test framework with raw js and bun add a tip for registering via web ui last commits from git repos (pinpoint for writing the next devlogs): register: 1564638a6d7eccc495a89948145898d0e4a1ddfc a1e2b4e4cf511f921ffc6b78bca260133afe4e7d okay a bit of a rant but school is starting to burn me out again. honestly i already got my certificate but now my motivator is gonna be the shop items. (i havent spent anything yet, not even for domain grants) im saving up and will spend after stardance ends. i am planning to hopefully do at least 1 - 1.5 hours on weekdays and hopefully overtime on weekends. we’ll see how that turns out i guess.
split time between writing docs (uncommited, might be discarded due to low quality) and writing tests leveraging bun apis. these tests are not completed, therefore they wont be used for github actions pr check workflows (yet). wrote docs: beginners guide (partial) and unsupported services (empty) extracted typescript types and constant to schema.ts for use in test units initialized bun for package management in the future if needed created deep.test.ts wrote test for checking unknown files outside of the /domains/[apex] directories wrote test for checking file names valid subdomain fqdns wrote test for checking if json is valid and parse-able
so mostly focused on improving the register repo and docs experience as i feel like the website is established and complete at this point. i am still learning the bun/jest api on writing test code so this may not be perfect, but its a start! made a wrapper function for looping through subdomain files using callbacks and bun fs api improve regex checks for ipv4, ipv6, and fqdns based on ajv-formats npm package (regex is copied pasted from source code rather than installing the package directly as that introduces bloat and dependency management) slight fixed to tests handling promises (still rather broken but ill fix that later) add new constants for looping though records made a helper function to read subdomain file and parse the json. both using bun fs api update all test fail messages to print file paths for easy tracing new test to check schema structure and record values using ip and domain regexes
ts is me with random lock in phases: still not fully implemented to be included with the testing workflow, i have a lot of features planned but i prefer to finish this first. better error messages for expect fails extra checks for empty objects, arrays, and strings made most/all tests use testing api specifics rather than a conditional check if expression is true (for better error messages) add a check for capping filenames to less than 245 characters (as per dns hostname rules) checks for nested apex in filenames (example: steve.is-my.id.json is invalid) reorder some tests add a check for uppercase letters (one of the existing subdomains violated this rule so i fixed it manually) add a check for repeated dashes (–) as the current regex doesnt catch this and i didnt feel like changing it created empty tests as drafts for later to be implemented remove unused ALIAS record handling as it was used internally but not needed anymore
made a new field in the getDomainRecords helper function to check for file existance and handle json parse fails made a new helper function to generate subdomain file path based of apex and subdomain changed tests to use the new implementation of getDomainRecords implemented tests for cloudflare proxied rules implemented tests for dns limitation rules implemented tests for root and nested subdomain ownership
last commit hash: 2d191fa190db7b3904256e96b27dd6608d42af56 fix existing record files failing the test fix test to exclude .json extension during name length test add a check for unknown and typoed keys added draft tests for website reachability made draft/empty tests fail on purpose check subdomain if containing any apexes minify some parts of the code to one liners made ownership checks per level (a.b.c.json checks for b.c.json and c.json instead of just c.json) added safeguards to not print multiple failures if root cause is erroring out to make sure errors are readable reorder some tests to run first than others used node:path’s path.join for path handling moved json parsing expect calls to helper function for reading json to eliminate repeated code made most of the error messages clearer to follow
last commit hash: 72f864ff282701585c5d43d5818a5ee22c29e168 supposed to be 3 separate devlogs but i genuinely forgot to. so im gonna split this changelog to categories. bun test validation: add github helpers for fetching diff and raw files from commit and raw urls implemented tests for checking changed file owners against pr author added a bypass label for ownership transfer extra types and functiong tweaks to existing library apis skipped pr author check if pr number for checking isnt present remove uneeded exports in some files as most are internal use optional chaining for clearer error messages in ci project structuring: split deep.test.ts to multiple focused files instead of relying on describe() grouping split helpers, constants, and types into a their own library file move tests and shared libs into /scripts/lib and /script/tests respectively github actions: wire bun tests into ci updated ci triggers for prs, manual, and push settings removed step for validating with json schema in favor of bun tests rename a couple of step and job names for clarity misc: add some missing semicolons tab space consistency fix a couple of variable names
last commit hashes: website: 8410efa3debca260451e80b206b2ec8923a45c7c register: a1aefd289360a874e40e09c9b2817501d3b2590f i again forgot to devlog so heres more category based changelogs. after this im gonna add support for redirect record in the web ui website: added table of supported services docs added styling for article tables adjust minor ux tweaks for a better experience maintenance: run bun update to update deps and lockfile add a short 4 step tldr on the website landing page add a short tldr in the quickstart guide register: added new record type: REDIRECT, a cloudflare single redirect rule powered 302 redirect implemented tests for redirect wrote docs in references.md about new REDIRECT record migrate hardcoded extracommits into their own domain files added brief registration guide in README wrote new docs for supported services table add tldr for quickstart guide adapted from brief guide in main README register misc: fixed some names in github actions workflow files
last commit hashes: website: f04e761e0557d7c5c7bfd6a680bec5a6cfbca44a register: 154bfb712857b9000d00ba0e6ea613064f367246 last devlog before shipping :D website: added REDIRECT record support to web ui editor (thanks claude) minor ux and styling fixes with labels and lists purely and only server side render docs page reworked steps section to be more appealing register: added small note to docs in the supported services section for when you want to add a supported service thats not listed
last commit hashes: website: a4917bbdf5899623b6dfcae356e01572dfbceb05 realized there were some issues after shipping so im fixing them now. got a near perfect lighthouse score :D fix responsive size on landing page cards added missing meta tags for SEO added banner for meta tags handle github rate limiting on landing page fix accessibility on landing page buttons optimized github avatar images fetching to fixed size fix document heading hierarchy code cleanup removing unused comments font optimizations with preconnect hints and preload tricks
last commit hashes: website: d27e3b5f90cfcb4a59d39a6fe507c45388a323ec register: 24080879b4fbb1bb8c9e436dc8f2bdefce64af4f energy on mondays to work on this phew website: added doc entry for faq page added support email in website footer adjusted spacing and sizing on containers to make other elements visible handle disabled js for forum and counter integrate lavender theme throughout landing page added table of contents to docs page via marked plugin for gfm heading ids mobile input layout fixes for records web ui page register: added domain configurations for google search console and cloudflare email routing for support email added ignore directive to dnscontrol for cloudflare managed records added extra rules against vibe coded websites github workflow file fix causing some checks to skip grammar fix across markdown files (thank you claude copilot) added pr labeling automation for detecting non domain changes in a pr quickly modified dnscontrol script to add incrementing mx priorities based on order of entry clarify rough points within documentations added draft beginner guide docs added new documentation for frequently asked questions code cleanup: remove comments, fix indentation reorganizing files and directories to put images in appropriate locations fix gfm blockquote alert usages added all full records to example file contents in reference documentation
a bit of a rant before anything, PLEASE JUST DO YOUR RESEARCH BEFORE RATTING MY PROJECT. may come off as mean but please. yall asked for detailed and concrete docs and end up saying its “too long” like bro 😭. i do have one more plan for tutorials to make it easy. but if this doesnt help then go rtfm last commit hashes: website: 122e3777c7c52e7bf05a8a32f7e4f91b11d09ada register: d7ac98d86913daad3c18260120e41dda2873f8ef got stacks of homework today so i cant really do my 2 hour daily goal rn unfortunately :( but trust me, i will get that 11 hour weekly website: rename doc link “requirements” to “terms” new favicon of indonesian flag (using emoji variation from discord/twitter) might use this for a logo later code cleanup and simplification remove unused variables in code query page with ssr optimizations moved /query/[query] to /query handled passing subdomain query to form body changed landing and query page to use sveltekit form actions made readme announcement fetching ssr hide subdomains when query is empty made apex listing ssr register: fixed github actions workflow labeler created issue templates for bug report, abuse report, and support questions added abuse report information and email to main readme changed query url to match website
i forgot to devlog yesterday ;-; also i was supposed to work on other important aspects like the tutorial and barely finished pages. but ngl looking at the existing pages and adding small improvements and tiny details just feels more relaxing for me. but i still need to do that tutorial because stardance said so ;-; last commit hashes: website: 2de11547f2cc7e0b8ad3c107fbee8d44e0a97682 register: 2e183b224fdce4811b05c89b9f594551c13a7dad lowk idk when but i got mystery motivation and im racking up good amount of hours/day. i do have a goal rn to try and buy an bambu lab 3d printer so thats prob a contributor to my motivation. website: code cleanup, remove unused typescript code import use tables in record forum page for consistent spacing fix hover confusion on disabled inputs by disabling hover background color change remove unnecesarry label (just please research about dns 😭 ) added more dividers to records form page add clarification that subdomain descriptions are optional make pfp previews link to github profiles bug fix to REDIRECT records on read only mode improve table of contents styling to tree like stem made toc and md parser function also generate heading numbering (e.g. 1.2.3) (unused for now) code cleanup, remove empty new lines to compact code made table of contents entry highlight depending on view (js required) close table of contents in docs by default tweaked query page styles for showing borders set disabled state as default in records form hide checkmark if input is disabled added fork warning in records page added the ability to edit registered subdomain hide table inputs if empty register: clarity to reference docs regarding CNAME and REDIRECT changed heading level in Terms of Service AI section
all my energy went into working at the weekdays 😭 now im hella tired. either that or im procrastinating more. last commit hashes: website: e4e59479ec953dcfb63e0965518d35906ab625e8 im still hopping i can at least reach 11h a week for my goal. training before i switch to another ysws when stardance ends fr website: code cleanup, add missing semicolons and remove unused imports added common issues help guides with screenshots to next steps page added back to query link for record editor page unified box styling across the site for consistent design made edit button in record editor yellow if subdomain taken grammar fix to landing page paragraph :p query page: moved announcement to the bottom of the page minor styling changes to borders, seperators, text selection, and cursors
genuinely so tired for some reason. prob from playing mc recently and dying and lossing my stuff to despawn timer. OKAY! enough trauma dumping. we got work to do last commit hashes: website: e4e59479ec953dcfb63e0965518d35906ab625e8 register: mostly a lot of janitor work: code cleanup and directory reordering. but theres also an auto formatter in the workflow now! website: fix heading centering from last devlog, found bug after testing mobile view register: move dnsconfig.js to /scripts/bin for organization installed oxfmt for formatting files added bun fmt script to package.json added oxfmt config file with exclusion rule on everything but /domains formatted every domain file using oxfmt added notes for cf tunnels in /docs/services.md (unsupported services) add prettify/formatting workflow for every push code cleanup: remove unused nodejs step in workflow file, were using bun anyways code cleanup: whitespace and newline removal add tip and caution alerts in quickstart guide regarding pr checklist and prettify formatting
this is when im starting to head bang a lot, because of an undocumented github feature ive been relying on for web ui editor. last commit hashes: website: f1e3a4387e6780d61bc55feeead37ead03ec3b0a register: 5625239d30e691ace298336953d663b6e396c0e3 so ive been using github’s REPO/new/branch/PATH?filenam=A&value=B query params for prefilling records in the web ui editor form. during testing, i noticed that for some reason JSON.stringify isnt formatting the json when i open it on github. after a bit of testing, turns out github minifies valid json input. when i tried some string concats with JSON.stringify output that produced invalid json then the indentation returns. this is rather confusing and frustrating. even tho the ci now handles formatting, its still a pain for pr reviewing to review unformatted, one-line json files. due to github not really documenting this feature well, i suppose we have to live with it. i do have plans later to possibly use octokit instead for pr generation, but thats a lot more work i dont have time for. anyways, i didnt feel like writing changelog so ill just say it in brief. i added email regex checks to the ci as well as formatting warnings. and for the web ui, i made an advanced view to show raw json and the file path in case someone is willing to do it themselves. i also fixed a lot of the unserious things i threw around the success page like the ??? step
well more time without devlogs, but i didnt work on anything massive anyways so should be fine. last commit hashes: website: 6fee809e77174f42e3ece9c71d2d8b6a95120d69 register: 4c1860c68904c5378a761a100013ce3da8836771 this is gonna be the last devlog before i ship for the last time. or not, but ill most likely work on other projects. i do still have 1 more thing to do which i might or might not do. depending on how hard it ends up being. then again i am paid by the hour sooo….. but school is starting to get busy again so ig we’ll see register: completed the draft /docs/domains101.md doc for introduction to the service website: add handler for /docs/[empty] to redirect to first in line defined doc moved loadDoc helper function to $lib added a loading bar for indicating page load in progress add previous and next buttons to the bottom of docs page added domains101 doc entry
Ships:
VERSION 2.0 IS LIVE Registration instructions are available on the website. part-of.my.id is a free subdomain service that allows you to get a sleek lookin your-name.part-of.my.id domain instead of a the boring old one that hosting providers provide like pages.dev, github.io, etc. This rewrite brings to you: Multi apex domain support for the new domain: is-my.id A sleek redesigned main website and documentation
this should have improvements from last ship’s suggestions and feedback /record and /success page for generating json fixed broken links (no /d or /q anymore) added background elements to make website feel more alive
okay a LOT OF NEW FEATURES and improvements from last devlog feedback: subdomain service: NEW record: REDIRECT, a CloudFlare Single Redirect Rule powered robust tests using bun’s built in jest compatible testing API website & docs: NEW docs: /services, listing all known tested and working services tldr in the docs and README for quick registration support for REDIRECT records in webui editor short consice guide for registering...
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1792849958.0301204
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1792936358.0301204
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46964
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slack bot by @krupa_pramod | Stardance
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krupa_pramod
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T16:08:15Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a study bot that allows you to add, view homework, remind you to do your homework, do fun facts, and a help command. This was my firstish time working with a lot of Javascript so it was kind of difficult but it turned out to kind of be like Java (I should’ve known), so that was good. The guide was also super helpful. Very fun and unique project! I enjoyed this.", "repo": "https://github.com/krupa-pramod/slack-study-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?skip_today=1"}]...
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[{"post_id": 46165, "ts": "202 [{"post_id": 46165, "ts": "2026-08-13T06:03:55Z", "hours": 0.6261, "text": "made homework list, view homewokr, and timed reminder"}, {"post_id": 46152, "ts": "2026-08-13T05:10:16Z", "hours": 0.7594, "text": "Created a fun fact api command and also the help command"}]...
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Title: slack bot by @krupa_pramod | Stardance
Dev Title: slack bot by @krupa_pramod | Stardance
Devlogs:
Created a fun fact api command and also the help command
made homework list, view homewokr, and timed reminder
Ships:
I made a study bot that allows you to add, view homework, remind you to do your homework, do fun facts, and a help command. This was my firstish time working with a lot of Javascript so it was kind of difficult but it turned out to kind of be like Java (I should’ve known), so that was good. The guide was also super helpful. Very fun and unique project! I enjoyed this....
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1792849957.1737254
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1792936357.1737254
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44326
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pancakeJr by @pancakse | Stardance
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pancakse
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1
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7.0
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28
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-10T07:36:18Z", "hours": 7.0, "multiplier": 3.99, "payout": 28, "blessing": "neutral", "text": "its a discord bot! Working with SQLite3 since i hate db’s", "repo": "https://github.com/ItzPancakse/pancakeJunior", "demo": "https://discord.gg/xM2pg6nK8n"}]...
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[{"post_id": 44462, "ts": "202 [{"post_id": 44462, "ts": "2026-08-10T07:09:59Z", "hours": 0.7125, "text": "Ive added a system so you get dmed if you get punished"}, {"post_id": 43643, "ts": "2026-08-09T01:01:41Z", "hours": 0.5325, "text": "DEVLOG 8: I’ve added a 8ball command, a command that lets the bot confess something and totally legit breaking news!"}, {"post_id": 43603, "ts": "2026-08-08T23:22:22Z", "hours": 0.4803, "text": "DEVLOG 7: We added a diagnosis command totally real diagnoses"}, {"post_id": 43573, "ts": "2026-08-08T22:02:59Z", "hours": 0.5169, "text": "DEVLOG 6: You can roast yourself or your worst enemies by pinging them. You can also give yourself or your friends bad compliments. My discord bot can now “mrrp mrrp meowww”. Btw dont try to roast Gabe Newell 😉"}, {"post_id": 42328, "ts": "2026-08-07T00:26:50Z", "hours": 0.6036, "text": "DEVLOG 5: You can now ratio your friends and we added a afk feature"}, {"post_id": 42265, "ts": "2026-08-06T21:53:13Z", "hours": 0.6503, "text": "DEVLOG 4: We added triggers for Try it and see and dont ask to ask"}, {"post_id": 41751, "ts": "2026-08-06T04:36:22Z", "hours": 1.8733, "text": "DEVLOG 3: We added alot more commands mostly in the catagories of moderation and a auto punishment system like if you get 3 warnings you get a 1 day timout"}, {"post_id": 41604, "ts": "2026-08-05T22:10:30Z", "hours": 1.1036, "text": "DEVLOG 2: We got commands and we got the bot online unfortunately we tried to get slash commands but Discordia-Slash decided to not work so we are using a prefix"}, {"post_id": 41529, "ts": "2026-08-05T19:56:23Z", "hours": 0.4658, "text": "DEVLOG 1: Were making a discord bot so we got luvit setup and we setup a system to read a .env file because its more convenient"}]...
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Title: pancakeJr by @pancakse | Stardance
Devlogs Title: pancakeJr by @pancakse | Stardance
Devlogs:
DEVLOG 1: Were making a discord bot so we got luvit setup and we setup a system to read a .env file because its more convenient
DEVLOG 2: We got commands and we got the bot online unfortunately we tried to get slash commands but Discordia-Slash decided to not work so we are using a prefix
DEVLOG 3: We added alot more commands mostly in the catagories of moderation and a auto punishment system like if you get 3 warnings you get a 1 day timout
DEVLOG 4: We added triggers for Try it and see and dont ask to ask
DEVLOG 5: You can now ratio your friends and we added a afk feature
DEVLOG 6: You can roast yourself or your worst enemies by pinging them. You can also give yourself or your friends bad compliments. My discord bot can now “mrrp mrrp meowww”. Btw dont try to roast Gabe Newell 😉
DEVLOG 7: We added a diagnosis command totally real diagnoses
DEVLOG 8: I’ve added a 8ball command, a command that lets the bot confess something and totally legit breaking news!
Ive added a system so you get dmed if you get punished
Ships:
its a discord bot! Working with SQLite3 since i hate db’s...
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1792849955.9614053
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1792936355.9614053
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40515
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Project 1 by @FR4NC3SC0S0 | Stardance
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FR4NC3SC0S0
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-28T09:56:10Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a simple presentation site with a classic, easily replicable design. I made the site responsive, so it can be accessed from any device.", "repo": "https://github.com/francesco09p/Project-1/", "demo": "https://francesco09p.github.io/Project-1/page3.html"}]...
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[{"post_id": 35861, "ts": "202 [{"post_id": 35861, "ts": "2026-07-27T16:00:32Z", "hours": 2.785, "text": "I built the entire website from scratch."}]...
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Title: Project 1 by @FR4NC3SC0S0 | Stardance
Devl Title: Project 1 by @FR4NC3SC0S0 | Stardance
Devlogs:
I built the entire website from scratch.
Ships:
I created a simple presentation site with a classic, easily replicable design. I made the site responsive, so it can be accessed from any device....
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1792849955.1184342
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1792936355.1184342
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44314
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Cami by @barfpile | Stardance
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barfpile
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2
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35.49
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530
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T22:22:29Z", "hours": 23.0, "multiplier": 17.33, "payout": 392, "blessing": "neutral", "text": "Welcome to Cami! It’s been a difficult 30 hour journey and I’m tryna get me Factorio to wrap up this awesome summer. :P Warning: The client is AI-Generated, it is not the project, simply a tool so you guys don’t have to make raw http requests with python. None of the rest of the project is AI-Generated.", "repo": "https://github.com/fries-git/Cami", "demo": "https://fries.hackclub.app/demo"}, {"ship_num": 2, "ts": "2026-08-11T05:46:34Z", "hours": 10.0, "multiplier": 14.13, "payout": 138, "blessing": "neutral", "text": "Cami is a full authentication backend. I made this for use in my own projects, and as a way to learn web stuff with flask. It was challenging just getting it all working. Combining Flask and TinyDB (things I’m not too familiar with) to make this come together. To use, register an account on the homepage, then click around and see what you can do! THE CLIENT USED IS AI: I do not know how to do frontend html work, and that is not the project. The project is the backend python.", "repo": "https://github.com/fries-git/Cami", "demo": "https://fries.hackclub.app/demo"}]...
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[{"post_id": 76876, "ts": "202 [{"post_id": 76876, "ts": "2026-10-04T22:06:07Z", "hours": 1.0306, "text": "Fixes/Tweaks Might as well just get some time out here, I’ve literally been working on livechatting and misc fixes. I’ve been so stressed and tired and distracted I don’t remember working on this at all. I’ve moved primarily to working on Phantom, tryna get me a blahaj and balatroooooooo also its been 12 days please ship me my items 😭 Live Chatting Decentralized? Check Ability to change servername dynamically? Check Editing/Deleting messages? Check we’re so goated :)"}, {"post_id": 75357, "ts": "2026-09-29T20:49:47Z", "hours": 1.46, "text": "Well it was fun! (Its going for another week after i blow all my stardust.) Hello stardancers. Its 9-29-26. I’m not going to be able to make another ship and get it rated. Thank you everyone so much for the support on this project, and thanks for running Stardance! Mainly just working on live chatting, a decentralizable chatting service similar to discord, which will be picked up on phantom.hackclub.com. For anyone wondering what I got out of Stardance: 1 domain Outpost Badge (will make a project with that too!) Factorio Pico-8"}, {"post_id": 72426, "ts": "2026-09-22T22:21:17Z", "hours": 0.2506, "text": "AI generated a client so people can actually use it. Once again, I truthfully, have not used AI in this project for anything but front end, which I do not know how to do. Over the course of testing I have mainly used raw HTTP requests."}, {"post_id": 72420, "ts": "2026-09-22T22:02:45Z", "hours": 2.6606, "text": "A lot… I JUST BROKE 30 HOURS ON THIS PROJECT SERVER-SIDE CODING OMG!!! :D Well Cami has been rolling along reallllllllly quickly. Things I’ve added/worked on: Playlists/More Music Stuff Fixing up the post search api Remake of ws chat server Fries have been implemented Fries transfer is working Fries daily claiming is working So many fixes (many things didnt quite properly handle errors and so they have been fixed) Changes to your user info are being locked behind fries. (PFP Decor is locked but pfp, bio, and more will be locked, basically everything but password changes) Image/Music uploading will likely be locked behind fries, or you will have to pay fries to upgrade the amount of stuff you can store. More PFP Decor has been added to my personal instance but that doesnt affect here. Server logs are prettier. More info attached to the user queries. Thanks for reading and sticking with this shitshow of a project."}, {"post_id": 71293, "ts": "2026-09-20T16:11:07Z", "hours": 1.9511, "text": "Music Server/New Chat Server Hello! I’ve lately been working on a music server. Users can upload any sort of audio file, mp3, ogg, it should support mp4 but i haven’t tested, and it converts it to an ogg file. The ogg file has a roughly 75% file size to the original MP3 while keeping the same quality. I’ve also been working on things like metadata storage, playlists, and more. On top of music, I’ve started a full rework of the live chatting system. It’s been going well so far, but I’m changing up how it works a little. It’s going to be closer to IRC + DMs, there will be no locked channels, no way to create custom channels anymore. Hopefully I can also drag some more people in, and make it much simpler to use, and on top of this make it super easy to link to Discord and such. So yeah! It’s been going well, I’m still alive, I’m running out of time to ship… and uh yeah! Have fun coding!"}, {"post_id": 69922, "ts": "2026-09-18T02:21:37Z", "hours": 1.1539, "text": "Fixes, Simultaneous DB Editing, and JSONifying. Quick one since its like 11pm, I’ve been working on a lot of fixes. I, since the start of this project, haven’t closed DBs. Think about that. I am an intelligent human being. I’ve also been working on getting searching working (image) for the social api, and making sure everything works with that. On top of this, everything is still getting organized, and made to have very similar responses, so as a dev less work has to be done for you to support it. I also kinda started on a python library, but eh, we’ll see how it goes I suppose. Also have been working on some security, nothing commited, to try to make it harder to hack ig. Gn stardance! (im sick)"}, {"post_id": 68332, "ts": "2026-09-14T23:16:24Z", "hours": 0.4742, "text": "Multiplayer Im in the midst of making an extendable WS based multiplayer server, and figured I’d test it with a cool game somebody I know made! It’s a W.I.P. but works pretty well and everything server side is done lol."}, {"post_id": 66929, "ts": "2026-09-12T22:02:14Z", "hours": 0.4564, "text": "Im back Been working on the project a bit. Mainly just working on docs and helping people understand the API in a more sort of private environment. Should push a ship eventually, and its gonna be super awesome for everyone! :D Also maybe I did a devlog but i added timestamps to posts and stuff and made the total requests needed to do everything muuuuuuuch smaller, and made a smaller cache of data needed."}, {"post_id": 62232, "ts": "2026-09-05T14:31:16Z", "hours": 0.9633, "text": "LATEST UPDATES Auth Securely, Auth Silly <3 Normalizing Returns I’ve been doing a lot of work on simply normalizing some returns. Some of them were just slightly different like “The token is invalid” vs. “Invalid Token”, so those were condensed into “invalid token”, on top of this whenever i return a message i wrap it like: {\"cmd\":\"success\",\"message\":\"<original message>\" . On top of this I also went through and changed some of the codes. DB Fixes Next thing I need to fix is any DB access needs to be routed through the helper funcs and properly closed. If you change your name, half the project still thinks only the original exists, while the other half, the correct half, only sees the new name. The reason is I have broken the project up into like 5 python files, 2 of which are both trying to simultaneously access the DB. Which, in-case you were wondering, is not good. Less Requests Something else I’ve been working on to prevent clients having to make like 3 requests for one thing, and to prevent the server from having to handle those, is to whenever a message is saved to the DB say from the social endpoint, when I send it back down, I attach the username and display name to it. This takes >2 http requests, get the messages then the usernames and user info, down to just 1. (Until you grab user pfps, which should be just grabbed once and cached.) Because this is really all I did I like… don’t have pictures? So… Enjoy the little 88x31 I made Also this is probably the longest devlog I’ve ever made, but I’m bored, and since I just got 6 months of Spotify premium as a gift, I’m letting the weird AI DJ thing just play whatever it feels like. It does, however, keep going back to the dark ages of 2024. Let me forget that year of music listening…"}, {"post_id": 60382, "ts": "2026-09-02T17:53:50Z", "hours": 1.9931, "text": "Fixes and Usage Well hey! It’s been a hot minute right? Lately I have been working on a lot more fixes, mainly on things like the social endpoint, and the image endpoint. Not terribly visible portions right now, but majorly important! I also got a used RPI5 which is now hosting it. That means, no more Nest downtime issues resetting my code! Yay! Notable Changes: The social posting endpoint returns the whole message object instead of just the ID. Files have been reorganized to be much cleaner Tons of little crashes and issues have been cleaned up, there are still more. I’ve started in on beautifying the logs!"}, {"post_id": 55320, "ts": "2026-08-27T02:04:33Z", "hours": 0.3108, "text": "Quick Devlog for the reroll Started just adding more pfp decor, had some people make me some. Yippee! Quick update: that’s not mine and I didnt get permission to use it, its the one i had for testing first because I got it from somewhere else real easily. It has since been removed, in favor for other ones I do have permission to use."}, {"post_id": 54861, "ts": "2026-08-26T01:43:17Z", "hours": 0.7211, "text": "Fixes and Continuity So basically this was just fixing a lot of weird things. For example, this being the main thing, the pfps stored whenever a user uploads them, get stored as 128x128. But the empty pfp, was 256x256. On top of this in some websocket things i was using \"msg\":\"content\" or \"message\":\"content\" interchangeably, but this has since been normalized. In all its just been a productive time, I’ve added a bunch, started working on a python library, and just gotten ready for ship 2!"}, {"post_id": 53675, "ts": "2026-08-24T10:50:24Z", "hours": 0.9739, "text": "Fixes and new paint Pretty much everything I have worked on this devlog simply involves fixes. “Oh, I’m not handling invalid json on a route, oops!” Or: “Oh usernames can be >32 chars because i messed up my if statement.” (I learned this one when someone with the entire bee movie script as their name appeared on my users route.) While it was all fixes I worked on, on top of this, due to wanting to commit roughly once every hour to keep people updated, I rewrote the empty path so it looks better. Link still points to the github repo. Auth Securely, Auth Silly."}, {"post_id": 53089, "ts": "2026-08-23T14:50:20Z", "hours": 1.5633, "text": "PFP Decor / Display Names ALSO I HIT 20 HOURS These have been wip and were quite simple to implement, display name is just another value in the TINYDB database for users, and so is the profile decor. I got it from another app so I can’t really commit it because its not mine, however it works! There’s no way to set it yourself I just hand edited the DB. Also, users can now edit their username! I know that was a massive complaint in the first ship. Past that really all I changed was paths. Before i had paths like /getuser?user=fries which was dumb. I figured out how to, with flask, make it /user/fries and it gives the same information. Much cleaner."}, {"post_id": 50019, "ts": "2026-08-19T01:27:36Z", "hours": 2.4608, "text": "More Livechat and Currency Livechat: So I’ve done a lot more on livechat, you can create channels now (properly,) delete messages, almost have it so you can edit them, and typing indicators are almost done. Currency: I’ve started figuring out how users should get currency, and what it should go towards. Right now, the main idea is get it daily by posting/using livechat, then spend it on customization like user color, or upgrading max bio length."}, {"post_id": 49218, "ts": "2026-08-17T21:28:23Z", "hours": 0.6536, "text": "More public channels and locking!"}, {"post_id": 48867, "ts": "2026-08-17T13:00:31Z", "hours": 2.4442, "text": "Live Chat Fixed! I fully fixed and implemented the livechat. It supports the creation of channels with passwords, message history, joining channels, sending to channels you’ve joined. If all users leave the channel, unless its a keep-alive channel, mostly predefined channels with no passwords like general and off-topic, the database for message history gets wiped, and the channel is up for grabs again! I dont have any pictures really, I did it last night on a different PC, so enjoy an 88x31!"}, {"post_id": 48487, "ts": "2026-08-16T21:10:31Z", "hours": 0.4981, "text": "Live Chat Live chat is working in its most basic form! I did censor the usernames, solely because they used their real name lol. Color coding different users, the same person is censored with the same color across pics."}, {"post_id": 47555, "ts": "2026-08-15T15:07:11Z", "hours": 1.2475, "text": "GIFS Gifs have been added to the image api. (I can finally new line again!) Images you go: https://images.barfpile.dev/getimage/filename gifs you go: https://images.barfpile.dev/getgif/filename.gif (you can remove the .gif at the end and it will work fine everywhere but discord. You can also use getimage on a gif, but again, will work anywhere but discord.) (Attached gif was added by someone, idk who, while I was testing gifs lol. I am going to add basically metadata so you can get https://images.barfpile.dev/getmeta/filename and retrieve things like timestamp uploaded, filename, and who uploaded it.)"}, {"post_id": 47174, "ts": "2026-08-14T21:26:35Z", "hours": 1.8294, "text": "Images and livechat - I made an image api! You can upload infinite files, compressed to be 1/3 of their size ofc. Also started implementing live ws chatting with infinite channels that can be password locked. https://server/getimage?filename=testimage"}, {"post_id": 45027, "ts": "2026-08-11T05:44:27Z", "hours": 0.6342, "text": "Ship Time! I just added an AI test client, I am not disclosing this as AI usage in the project, as this really isnt the project, and is only meant so users (like me) with virtually 0 front end design knowledge, can just use this, now, in the web. THE CLIENT YOU SEE IS AI PLEASE DO NOT JUDGE AGAINST THIS AS NONE OF THE SERVER CODE (the true project) IS AI"}, {"post_id": 44750, "ts": "2026-08-10T18:39:05Z", "hours": 0.6975, "text": "PFPS Got a little sidetracked ya know just casually implemented pfps. no big deal. https://fries.hackclub.app/userpfp?user=fries"}, {"post_id": 44453, "ts": "2026-08-10T06:37:50Z", "hours": 0.6025, "text": "#SSE Approach - This took so long, its not done, and quite frankly I’m so tired. Why did I chose sse? Compatibility with old hardware and, like most of my projects, learning and goofing around. This has the added benefit of making this all exclusively http, and being able to get integrated into my system of endpoints i already have."}, {"post_id": 44433, "ts": "2026-08-10T05:52:03Z", "hours": 0.8692, "text": "Rewrites and Backtracking Really nothing has been done. I spent a decent chunk of time trying to work with WS and just toughing it out, but I couldn’t get done what I wanted to get done. So I’ve made the bold, stupid, late-night decision, to switch to using SSE for the live chat. Partially so it can be more integrated into my already made systems, however, mainly just because I wanna learn something new. Enjoy this picture of timestamps from me trying to learn Flask’s SSE."}, {"post_id": 44373, "ts": "2026-08-10T02:48:38Z", "hours": 0.325, "text": "quick one, added some more info to the live chat object, namely cmd and channel, this is in preparation for the channels system."}, {"post_id": 44359, "ts": "2026-08-10T02:05:52Z", "hours": 1.9847, "text": "Live Chat and More Worked on quite a bit this devlog. I finished up all the endpoints I would need, cleaned up the server code, made an init file to run it, and started on a live chatting system using websockets. It’s going to support an infinite amount of channels each able to be locked behind a password. However, except for maybe one general chat, no chat history is likely to be stored at this time, simply because infinite chats with no restrictions being stored, is going to eat through storage like mad. However for now it works. I was originally debating that each channel would basically have its own encryption, and then i realized… that’s dumb. I don’t need to do that, and here we are."}, {"post_id": 42866, "ts": "2026-08-07T20:28:48Z", "hours": 0.3258, "text": "Social I worked on the social endpoint, and the reason it says it only took 17 minutes, is I switched to Zed, realized it doesn’t have Hackatime support, and switched back when already basically done lol. I made a little slop coded tool before I actually attempt to make something, even though any sort of interface to use it isn’t part of the project really. Basically, its just a simple endpoint you can post to and get to post and read messages in a sort of twitter-esque environment."}, {"post_id": 42291, "ts": "2026-08-06T22:36:37Z", "hours": 0.345, "text": "Added a little thing telling you what port it was on, and then started it up! https://fries.hackclub.app/"}, {"post_id": 41943, "ts": "2026-08-06T14:02:19Z", "hours": 1.3444, "text": "It works! (Also I learned you can do markdown here) https://fries.hackclub.app/ Yesterday I did a good bit of work on actually making it work lol. I did a lot of work out and about just on GitHub’s website, so when I came back there was a lot needed to get everything working. Mainly when I refactored some of the code into functions in a different file, I completely broke the login. But a little more in-depth about Cami. When you post {\"username\":\"<str>\",\"password\":\"<str>\"} to either register or login, you get back a token. This token is based off your user-id and gets refreshed every time you login (also supposed to be after a day just unimplemented right now.) You then use this to authenticate with (the only commands that need it right now) /changepass or /updatebio. You can also, as shown in the image below, run /GET on /user?user=(username or user id). That’s pretty much the full run down honestly. Passwords are currently hashed with SHA256, although I need to find a better option as I was able to brute force reverse my 8 letter password on the web in <1 minute. :("}, {"post_id": 41495, "ts": "2026-08-05T18:53:11Z", "hours": 2.6375, "text": "Cami - Cami is a silly goofy authentication program for use in my other projects. It currently supports: POST/register - Registering an Account POST/login - Logging in to get a token POST/updatebio - Updating your bio GET/getuser - Getting user information from name or ID (returns fries [currency] bio and account #) I am currently working on: POST/changepass - Changing password Implementing this into a chat system that’s websocket based Adding little games and things This was all done with primarily Flask (for the server), hashlib (for hashing passwords), and tinydb (for storage). It is meant to be lightweight, easy to integrate into other systems, and a fun project in general!"}]...
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Title: Cami by @barfpile | Stardance
Devlogs:
Cam Title: Cami by @barfpile | Stardance
Devlogs:
Cami - Cami is a silly goofy authentication program for use in my other projects. It currently supports: POST/register - Registering an Account POST/login - Logging in to get a token POST/updatebio - Updating your bio GET/getuser - Getting user information from name or ID (returns fries [currency] bio and account #) I am currently working on: POST/changepass - Changing password Implementing this into a chat system that’s websocket based Adding little games and things This was all done with primarily Flask (for the server), hashlib (for hashing passwords), and tinydb (for storage). It is meant to be lightweight, easy to integrate into other systems, and a fun project in general!
It works! (Also I learned you can do markdown here) https://fries.hackclub.app/ Yesterday I did a good bit of work on actually making it work lol. I did a lot of work out and about just on GitHub’s website, so when I came back there was a lot needed to get everything working. Mainly when I refactored some of the code into functions in a different file, I completely broke the login. But a little more in-depth about Cami. When you post {"username":"<str>","password":"<str>"} to either register or login, you get back a token. This token is based off your user-id and gets refreshed every time you login (also supposed to be after a day just unimplemented right now.) You then use this to authenticate with (the only commands that need it right now) /changepass or /updatebio. You can also, as shown in the image below, run /GET on /user?user=(username or user id). That’s pretty much the full run down honestly. Passwords are currently hashed with SHA256, although I need to find a better option as I was able to brute force reverse my 8 letter password on the web in <1 minute. :(
Added a little thing telling you what port it was on, and then started it up! https://fries.hackclub.app/
Social I worked on the social endpoint, and the reason it says it only took 17 minutes, is I switched to Zed, realized it doesn’t have Hackatime support, and switched back when already basically done lol. I made a little slop coded tool before I actually attempt to make something, even though any sort of interface to use it isn’t part of the project really. Basically, its just a simple endpoint you can post to and get to post and read messages in a sort of twitter-esque environment.
Live Chat and More Worked on quite a bit this devlog. I finished up all the endpoints I would need, cleaned up the server code, made an init file to run it, and started on a live chatting system using websockets. It’s going to support an infinite amount of channels each able to be locked behind a password. However, except for maybe one general chat, no chat history is likely to be stored at this time, simply because infinite chats with no restrictions being stored, is going to eat through storage like mad. However for now it works. I was originally debating that each channel would basically have its own encryption, and then i realized… that’s dumb. I don’t need to do that, and here we are.
quick one, added some more info to the live chat object, namely cmd and channel, this is in preparation for the channels system.
Rewrites and Backtracking Really nothing has been done. I spent a decent chunk of time trying to work with WS and just toughing it out, but I couldn’t get done what I wanted to get done. So I’ve made the bold, stupid, late-night decision, to switch to using SSE for the live chat. Partially so it can be more integrated into my already made systems, however, mainly just because I wanna learn something new. Enjoy this picture of timestamps from me trying to learn Flask’s SSE.
#SSE Approach - This took so long, its not done, and quite frankly I’m so tired. Why did I chose sse? Compatibility with old hardware and, like most of my projects, learning and goofing around. This has the added benefit of making this all exclusively http, and being able to get integrated into my system of endpoints i already have.
PFPS Got a little sidetracked ya know just casually implemented pfps. no big deal. https://fries.hackclub.app/userpfp?user=fries
Ship Time! I just added an AI test client, I am not disclosing this as AI usage in the project, as this really isnt the project, and is only meant so users (like me) with virtually 0 front end design knowledge, can just use this, now, in the web. THE CLIENT YOU SEE IS AI PLEASE DO NOT JUDGE AGAINST THIS AS NONE OF THE SERVER CODE (the true project) IS AI
Images and livechat - I made an image api! You can upload infinite files, compressed to be 1/3 of their size ofc. Also started implementing live ws chatting with infinite channels that can be password locked. https://server/getimage?filename=testimage
GIFS Gifs have been added to the image api. (I can finally new line again!) Images you go: https://images.barfpile.dev/getimage/filename gifs you go: https://images.barfpile.dev/getgif/filename.gif (you can remove the .gif at the end and it will work fine everywhere but discord. You can also use getimage on a gif, but again, will work anywhere but discord.) (Attached gif was added by someone, idk who, while I was testing gifs lol. I am going to add basically metadata so you can get https://images.barfpile.dev/getmeta/filename and retrieve things like timestamp uploaded, filename, and who uploaded it.)
Live Chat Live chat is working in its most basic form! I did censor the usernames, solely because they used their real name lol. Color coding different users, the same person is censored with the same color across pics.
Live Chat Fixed! I fully fixed and implemented the livechat. It supports the creation of channels with passwords, message history, joining channels, sending to channels you’ve joined. If all users leave the channel, unless its a keep-alive channel, mostly predefined channels with no passwords like general and off-topic, the database for message history gets wiped, and the channel is up for grabs again! I dont have any pictures really, I did it last night on a different PC, so enjoy an 88x31!
More public channels and locking!
More Livechat and Currency Livechat: So I’ve done a lot more on livechat, you can create channels now (properly,) delete messages, almost have it so you can edit them, and typing indicators are almost done. Currency: I’ve started figuring out how users should get currency, and what it should go towards. Right now, the main idea is get it daily by posting/using livechat, then spend it on customization like user color, or upgrading max bio length.
PFP Decor / Display Names ALSO I HIT 20 HOURS These have been wip and were quite simple to implement, display name is just another value in the TINYDB database for users, and so is the profile decor. I got it from another app so I can’t really commit it because its not mine, however it works! There’s no way to set it yourself I just hand edited the DB. Also, users can now edit their username! I know that was a massive complaint in the first ship. Past that really all I changed was paths. Before i had paths like /getuser?user=fries which was dumb. I figured out how to, with flask, make it /user/fries and it gives the same information. Much cleaner.
Fixes and new paint Pretty much everything I have worked on this devlog simply involves fixes. “Oh, I’m not handling invalid json on a route, oops!” Or: “Oh usernames can be >32 chars because i messed up my if statement.” (I learned this one when someone with the entire bee movie script as their name appeared on my users route.) While it was all fixes I worked on, on top of this, due to wanting to commit roughly once every hour to keep people updated, I rewrote the empty path so it looks better. Link still points to the github repo. Auth Securely, Auth Silly.
Fixes and Continuity So basically this was just fixing a lot of weird things. For example, this being the main thing, the pfps stored whenever a user uploads them, get stored as 128x128. But the empty pfp, was 256x256. On top of this in some websocket things i was using "msg":"content" or "message":"content" interchangeably, but this has since been normalized. In all its just been a productive time, I’ve added a bunch, started working on a python library, and just gotten ready for ship 2!
Quick Devlog for the reroll Started just adding more pfp decor, had some people make me some. Yippee! Quick update: that’s not mine and I didnt get permission to use it, its the one i had for testing first because I got it from somewhere else real easily. It has since been removed, in favor for other ones I do have permission to use.
Fixes and Usage Well hey! It’s been a hot minute right? Lately I have been working on a lot more fixes, mainly on things like the social endpoint, and the image endpoint. Not terribly visible portions right now, but majorly important! I also got a used RPI5 which is now hosting it. That means, no more Nest downtime issues resetting my code! Yay! Notable Changes: The social posting endpoint returns the whole message object instead of just the ID. Files have been reorganized to be much cleaner Tons of little crashes and issues have been cleaned up, there are still more. I’ve started in on beautifying the logs!
LATEST UPDATES Auth Securely, Auth Silly <3 Normalizing Returns I’ve been doing a lot of work on simply normalizing some returns. Some of them were just slightly different like “The token is invalid” vs. “Invalid Token”, so those were condensed into “invalid token”, on top of this whenever i return a message i wrap it like: {"cmd":"success","message":"<original message>" . On top of this I also went through and changed some of the codes. DB Fixes Next thing I need to fix is any DB access needs to be routed through the helper funcs and properly closed. If you change your name, half the project still thinks only the original exists, while the other half, the correct half, only sees the new name. The reason is I have broken the project up into like 5 python files, 2 of which are both trying to simultaneously access the DB. Which, in-case you were wondering, is not good. Less Requests Something else I’ve been working on to prevent clients having to make like 3 requests for one thing, and to prevent the server from having to handle those, is to whenever a message is saved to the DB say from the social endpoint, when I send it back down, I attach the username and display name to it. This takes >2 http requests, get the messages then the usernames and user info, down to just 1. (Until you grab user pfps, which should be just grabbed once and cached.) Because this is really all I did I like… don’t have pictures? So… Enjoy the little 88x31 I made Also this is probably the longest devlog I’ve ever made, but I’m bored, and since I just got 6 months of Spotify premium as a gift, I’m letting the weird AI DJ thing just play whatever it feels like. It does, however, keep going back to the dark ages of 2024. Let me forget that year of music listening…
Im back Been working on the project a bit. Mainly just working on docs and helping people understand the API in a more sort of private environment. Should push a ship eventually, and its gonna be super awesome for everyone! :D Also maybe I did a devlog but i added timestamps to posts and stuff and made the total requests needed to do everything muuuuuuuch smaller, and made a smaller cache of data needed.
Multiplayer Im in the midst of making an extendable WS based multiplayer server, and figured I’d test it with a cool game somebody I know made! It’s a W.I.P. but works pretty well and everything server side is done lol.
Fixes, Simultaneous DB Editing, and JSONifying. Quick one since its like 11pm, I’ve been working on a lot of fixes. I, since the start of this project, haven’t closed DBs. Think about that. I am an intelligent human being. I’ve also been working on getting searching working (image) for the social api, and making sure everything works with that. On top of this, everything is still getting organized, and made to have very similar responses, so as a dev less work has to be done for you to support it. I also kinda started on a python library, but eh, we’ll see how it goes I suppose. Also have been working on some security, nothing commited, to try to make it harder to hack ig. Gn stardance! (im sick)
Music Server/New Chat Server Hello! I’ve lately been working on a music server. Users can upload any sort of audio file, mp3, ogg, it should support mp4 but i haven’t tested, and it converts it to an ogg file. The ogg file has a roughly 75% file size to the original MP3 while keeping the same quality. I’ve also been working on things like metadata storage, playlists, and more. On top of music, I’ve started a full rework of the live chatting system. It’s been going well so far, but I’m changing up how it works a little. It’s going to be closer to IRC + DMs, there will be no locked channels, no way to create custom channels anymore. Hopefully I can also drag some more people in, and make it much simpler to use, and on top of this make it super easy to link to Discord and such. So yeah! It’s been going well, I’m still alive, I’m running out of time to ship… and uh yeah! Have fun coding!
A lot… I JUST BROKE 30 HOURS ON THIS PROJECT SERVER-SIDE CODING OMG!!! :D Well Cami has been rolling along reallllllllly quickly. Things I’ve added/worked on: Playlists/More Music Stuff Fixing up the post search api Remake of ws chat server Fries have been implemented Fries transfer is working Fries daily claiming is working So many fixes (many things didnt quite properly handle errors and so they have been fixed) Changes to your user info are being locked behind fries. (PFP Decor is locked but pfp, bio, and more will be locked, basically everything but password changes) Image/Music uploading will likely be locked behind fries, or you will have to pay fries to upgrade the amount of stuff you can store. More PFP Decor has been added to my personal instance but that doesnt affect here. Server logs are prettier. More info attached to the user queries. Thanks for reading and sticking with this shitshow of a project.
AI generated a client so people can actually use it. Once again, I truthfully, have not used AI in this project for anything but front end, which I do not know how to do. Over the course of testing I have mainly used raw HTTP requests.
Well it was fun! (Its going for another week after i blow all my stardust.) Hello stardancers. Its 9-29-26. I’m not going to be able to make another ship and get it rated. Thank you everyone so much for the support on this project, and thanks for running Stardance! Mainly just working on live chatting, a decentralizable chatting service similar to discord, which will be picked up on phantom.hackclub.com. For anyone wondering what I got out of Stardance: 1 domain Outpost Badge (will make a project with that too!) Factorio Pico-8
Fixes/Tweaks Might as well just get some time out here, I’ve literally been working on livechatting and misc fixes. I’ve been so stressed and tired and distracted I don’t remember working on this at all. I’ve moved primarily to working on Phantom, tryna get me a blahaj and balatroooooooo also its been 12 days please ship me my items 😭 Live Chatting Decentralized? Check Ability to change servername dynamically? Check Editing/Deleting messages? Check we’re so goated :)
Ships:
Cami is a full authentication backend. I made this for use in my own projects, and as a way to learn web stuff with flask. It was challenging just getting it all working. Combining Flask and TinyDB (things I’m not too familiar with) to make this come together. To use, register an account on the homepage, then click around and see what you can do! THE CLIENT USED IS AI: I do not know how to do frontend html work, and that is not the project. The project is the backend python.
Welcome to Cami! It’s been a difficult 30 hour journey and I’m tryna get me Factorio to wrap up this awesome summer. :P Warning: The client is AI-Generated, it is not the project, simply a tool so you guys don’t have to make raw http requests with python. None of the rest of the project is AI-Generated....
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