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4238
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red bull tracker by @neset | Stardance
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neset
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1
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22.29
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336
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T20:00:22Z", "hours": 22.0, "multiplier": 15.51, "payout": 336, "blessing": "neutral", "text": "this is a caffeine drink tracker allowing you to add and track your caffeine intake across multiple days. i wrote it using svelte and postgresql. this was one of my first projects that i wrote with svelte, so i learned quite a bit about it. i also did custom art and design for each of the drinks in figma.", "repo": "https://github.com/nesetkab/redbull", "demo": "https://redbull.nesetk.com"}]...
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[{"post_id": 77666, "ts": "202 [{"post_id": 77666, "ts": "2026-10-07T19:35:28Z", "hours": 0.2911, "text": "bug fixes"}, {"post_id": 77399, "ts": "2026-10-06T19:58:44Z", "hours": 2.0128, "text": "ready to ship! added an intro explaining what this is added cookies so u can track ur own data made my data global for everyone to see minor bug fixes todo: add more drinks"}, {"post_id": 19639, "ts": "2026-07-01T00:46:56Z", "hours": 1.6789, "text": "more progress on ui, adding more drinks, polishing drink picker. currently on amtrack so very bad wifi"}, {"post_id": 18904, "ts": "2026-06-30T02:59:09Z", "hours": 2.9706, "text": "im highkey across the country but wtv working on makign picker ux way better look at this yummy anim"}, {"post_id": 16070, "ts": "2026-06-26T03:45:21Z", "hours": 1.8869, "text": "working on looks! statistics looks much better still a lot to do to finish it up, but i’m almost there"}, {"post_id": 15365, "ts": "2026-06-24T23:49:42Z", "hours": 0.5797, "text": "wowzers statistics tooltips need to fix the labels hitting each other $state() might be the best thing in the world"}, {"post_id": 15160, "ts": "2026-06-24T17:02:58Z", "hours": 0.585, "text": "statistics are a lot more prettyyyyy fixed mobile handling for statistics todo: add more drinks drink chooser ui ship!"}, {"post_id": 13894, "ts": "2026-06-22T19:36:41Z", "hours": 2.8711, "text": "LOTS done. changed how data is stored to allow for more drinks to be added added “caffeine” attribute in order to track my caffeine intake (addiction) added statistics in order to track how many redbulls im actually drinking began adding other drinks to do: finalize the UX of how drinks are chosen add more drinks! finish statistics to be more functional and look more pretty ship!"}, {"post_id": 12791, "ts": "2026-06-20T22:21:44Z", "hours": 1.43, "text": "new redbull designs that are more accurate to the real thing! fixed some ux bugs todo: make ui look better add monster? i love monster data analysis ship!"}, {"post_id": 12279, "ts": "2026-06-20T01:40:43Z", "hours": 0.5042, "text": "havent finished the data part yet but i want to make a dev log because look at how BEAUTIFUL the new icons look <3333"}, {"post_id": 12267, "ts": "2026-06-20T01:01:09Z", "hours": 1.1347, "text": "multi-submit works* improved ux a LOT, i really like these tilted incrementers i want to change it so that SF is a toggle rather than a diff redbull, to decrease scrolling (better ux) submitter is VERY chopped rn (that’s why there’s the asterisk) multi submit repeatedly adds the redbull into a list which works but is kind of chopped. also, SF toggle doesn’t rly work. once i restructure the picker, im going to design icons for plus, minus, and SF, improve ui/ux a bit more, and then add data statistics. after that, i think it’ll be good to ship !!!"}, {"post_id": 11668, "ts": "2026-06-19T00:38:31Z", "hours": 0.5356, "text": "added data sorting by day into the tracker! groups by today, yesterday, and then weekly. plan is to add day sorting within those weeks next. also, need to add a way to submit multiple of the same redbull without repeatedly submitting. also, adding statistics would be nice."}, {"post_id": 11048, "ts": "2026-06-18T02:29:21Z", "hours": 0.6739, "text": "today count works now. i wanna go eep but ill work on data analysis tmr"}, {"post_id": 11000, "ts": "2026-06-18T00:52:01Z", "hours": 1.2214, "text": "deleting works now. the beginnings of a viewer exists"}, {"post_id": 10916, "ts": "2026-06-17T21:50:28Z", "hours": 0.4422, "text": "finally added all of the red bull flavors, including the sugarfree ones"}, {"post_id": 10709, "ts": "2026-06-17T15:59:38Z", "hours": 3.16, "text": "i’m now able to choose a redbull and add it! red bulls are stored in a psql database which keeps track of the red bull name, whether its sugarfree or not, and the date it was submitted. todo: add more redbulls! make a more visual data viewer graphs to see my statistics host this so other ppl can see my stats"}]...
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Title: red bull tracker by @neset | Stardance
Dev Title: red bull tracker by @neset | Stardance
Devlogs:
i’m now able to choose a redbull and add it! red bulls are stored in a psql database which keeps track of the red bull name, whether its sugarfree or not, and the date it was submitted. todo: add more redbulls! make a more visual data viewer graphs to see my statistics host this so other ppl can see my stats
finally added all of the red bull flavors, including the sugarfree ones
deleting works now. the beginnings of a viewer exists
today count works now. i wanna go eep but ill work on data analysis tmr
added data sorting by day into the tracker! groups by today, yesterday, and then weekly. plan is to add day sorting within those weeks next. also, need to add a way to submit multiple of the same redbull without repeatedly submitting. also, adding statistics would be nice.
multi-submit works* improved ux a LOT, i really like these tilted incrementers i want to change it so that SF is a toggle rather than a diff redbull, to decrease scrolling (better ux) submitter is VERY chopped rn (that’s why there’s the asterisk) multi submit repeatedly adds the redbull into a list which works but is kind of chopped. also, SF toggle doesn’t rly work. once i restructure the picker, im going to design icons for plus, minus, and SF, improve ui/ux a bit more, and then add data statistics. after that, i think it’ll be good to ship !!!
havent finished the data part yet but i want to make a dev log because look at how BEAUTIFUL the new icons look <3333
new redbull designs that are more accurate to the real thing! fixed some ux bugs todo: make ui look better add monster? i love monster data analysis ship!
LOTS done. changed how data is stored to allow for more drinks to be added added “caffeine” attribute in order to track my caffeine intake (addiction) added statistics in order to track how many redbulls im actually drinking began adding other drinks to do: finalize the UX of how drinks are chosen add more drinks! finish statistics to be more functional and look more pretty ship!
statistics are a lot more prettyyyyy fixed mobile handling for statistics todo: add more drinks drink chooser ui ship!
wowzers statistics tooltips need to fix the labels hitting each other $state() might be the best thing in the world
working on looks! statistics looks much better still a lot to do to finish it up, but i’m almost there
im highkey across the country but wtv working on makign picker ux way better look at this yummy anim
more progress on ui, adding more drinks, polishing drink picker. currently on amtrack so very bad wifi
ready to ship! added an intro explaining what this is added cookies so u can track ur own data made my data global for everyone to see minor bug fixes todo: add more drinks
bug fixes
Ships:
this is a caffeine drink tracker allowing you to add and track your caffeine intake across multiple days. i wrote it using svelte and postgresql. this was one of my first projects that i wrote with svelte, so i learned quite a bit about it. i also did custom art and design for each of the drinks in figma....
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1792853558.5006657
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1792939958.5006657
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64531
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My own site! by @BossLoach | Stardance
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BossLoach
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1
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7.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T18:07:17Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Here is the website I made, am counting this project further to contribute more to the crescent and terra events happening, but this is as far as I got using the guide, had some issues with photos but managed to fix it and everything works", "repo": "https://github.com/bossloach-droid/Personal-website", "demo": "https://bossloach-droid.github.io/Personal-website/"}]...
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[{"post_id": 77369, "ts": "202 [{"post_id": 77369, "ts": "2026-10-06T18:00:38Z", "hours": 1.3339, "text": "Finished as much as is needed for this, gonna work more for terra on it"}, {"post_id": 77141, "ts": "2026-10-05T19:14:56Z", "hours": 3.0631, "text": "added new sections with backgrounds and colour"}, {"post_id": 73016, "ts": "2026-09-24T07:07:47Z", "hours": 1.3022, "text": "Added first image to the site :3"}, {"post_id": 71947, "ts": "2026-09-21T20:35:59Z", "hours": 0.8797, "text": "Current website base, working on adding sections and colours"}]...
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Title: My own site! by @BossLoach | Stardance
Dev Title: My own site! by @BossLoach | Stardance
Devlogs:
Current website base, working on adding sections and colours
Added first image to the site :3
added new sections with backgrounds and colour
Finished as much as is needed for this, gonna work more for terra on it
Ships:
Here is the website I made, am counting this project further to contribute more to the crescent and terra events happening, but this is as far as I got using the guide, had some issues with photos but managed to fix it and everything works...
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1792814150.5553331
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1792900550.5553331
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8111
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Poorup.io by @jeremy | Stardance
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jeremy
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3
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179.0
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2137
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T17:48:41Z", "hours": 135.0, "multiplier": 18.44, "payout": 1778, "blessing": "neutral", "text": "Poorup — Biggest Update to date I’ve given the project a major overhaul, from its visual identity and everything else. This is geninuly one of the best projects i have created and iam proud to announce it I first started Poorup 3 and 1/2 months ago as a project to get introcude into webdesing and since then i have created 4 more website and revesiting it really shows my growth. Of course Ai was used by even then I could really feel my growth What was challening i decide to stay on CSS, html, and js instead of transferring it into another language for a simple reason i wanted to test how far i can push these 3 languages( i was just to lazy to learn a new language) How I used AI AI WAS USED IN THIS PROJECT for debugging and coding no UI or art generation. AI was a substantial coding and debugging tool, especially for backend work, bot logic, and tricky multiplayer edge cases. I used CodeScene to identify code-health hotspots. I wrote many page-specific backend features myself, then used GPT/Codex to help debug or split some larger hotspot files into smaller modules. Ai was also used to fix bugs in the Ipad Ui I created Poorup’s frontend UI and its SVG and art assets myself. AI helped in coding but never touched art. I didn’t compose the soundtrack. I selected open-source and other openly licensed tracks; their sources and license details are in the audio credits . I also rewrote the Git history to make the repository cleaner, so the current commit log isn’t a complete record of the project’s development. Also after around the 6th or 7th devlog i turned ai traccking of as to not fraud myself hours So if needed deplete hours. What’s new in this patch UI Full ui rework of everything nothing was left out every single Ui elemt was redone by scratch, with upto 6 themse each with their own custom soundtrack and background, this was the largest wish people had wished for when they reviewed my game and iam so proud of the UI. Boards and multiplayer New 40 and Metro-52 boards, with custom visual themes. Public rooms and private rooms with shareable codes; people can join as guests. Configurable rules, including double rent, vacation cash, even building, and randomized turn order. A deeper economy system Bank loans, player-to-player loans, equity deals, and hybrid contracts, with collateral and default consequences. Sponsored purchases: one player can fund another player’s property purchase in exchange for an agreed share. Negotiating now youre able to negotiate all offers you get instead of accepting or declining on the spot you can also keep them on hold An optional stock market for all the quant bros(gamblers) casino so now youre able to gamble Social I also added a full social systems with achievements, friends inviting people to lobbys seeing match history and more, also added the option to create your own 16x16 user icon Events one of the biggest features I decided to add global events which appear under certain conditions like to many houses standing which should reference the 2008 housing crises i also added stock market crash and alot more. Also global events can also combine to create seacil ones Parlor patrol this was supposed to be a cool minigame while waiting for your friends but it doesnt work and i cant fix the bug for the life of me so you can test it out but it doesnt work correclty all svg assets for it exist", "repo": "https://github.com/jeremy341/Poorup/", "demo": "https://poorup.jeremy-d.hackclub.app/"}, {"ship_num": 2, "ts": "2026-08-11T21:30:56Z", "hours": 7.0, "multiplier": 15.34, "payout": 115, "blessing": "neutral", "text": "Project Update I didnt even notice but all the changes i did i the last patches never got shipped so this one is about the last to changes which were adding modals, creating new UI and removing AI code check it out https://poorup.jeremy-d.hackclub.app/", "repo": "https://github.com/jeremy341/Poorup/", "demo": "https://poorup.jeremy-d.hackclub.app/"}, {"ship_num": 3, "ts": "2026-06-17T14:42:48Z", "hours": 17.0, "multiplier": 14.39, "payout": 244, "blessing": "neutral", "text": "Poorup Poorup is a real-time multiplayer board game inspired by Richup(Monopoly), playable entirely in the browser What did I make? A full multiplayer board game running on a Node.js server with Socket.IO for real-time communication. The client is pure HTML, CSS, and JavaScript, no frameworks which is stupid if I look back on it . Features include: Room-based lobbies with a shareable room code Full Monopoly-style rules: buying, renting, building houses and hotels, mortgaging, and trading Live auctions with a countdown timer when a property is declined Configurable game rules per room (double rent, vacation cash, even build, auction, mortgage, randomized turn order, no rent in jail) Reconnect support — if you disconnect mid-turn, you can rejoin and resume In-game chat Automatic room cleanup when everyone leaves What was challenging? Shared states across multiple clients. Every player action, rolling dice, buying a property, placing a bid, has to be read server-side, broadcast to everyone, and reflected correctly on each client without race conditions or desync. Getting that right, especially during edge cases, took a lot of work. Edge cases in disconnects. A player disconnecting mid-auction is a different problem than disconnecting on their turn, which is different from the host disconnecting entirely. Each case needed its own handling: timers need to be cleared, pending actions need to be resolved, and remaining players need to stay in a valid game state. and i need alot of time and a bit of AI to fix that for me. Building a complete game UI with vanilla CSS. No component library, no utility framework — every modal, toggle, property card, and animation is hand-written. Honestly needed a lot of AI help here. Probally should have used a libary if I look back at it but it was fun to do it in plain CSS also for anyone wondering why the favicon is the one from vite i never deleted it and i wasnt in the mode to redesign a new one and tried to use the board map but that didnt work for some reason. What am I proud of? The architecture. The game logic lives entirely in gameLogic.js and has no knowledge of sockets or HTTP. The server in server.js wires events to logic calls and broadcasts the results. That separation made the codebase much easier to debug than it would have been otherwise but i needed AI to implement the idea i had the idea but wasnt quite able to do it. How to test it git clone https://github.com/jeremy341/Poorup.git cd Poorup npm install npm start Then open http://localhost:8080 in two separate tabs or browser windows.", "repo": "https://github.com/jeremy341/Poorup/", "demo": "https://poorup.jeremy-d.hackclub.app/"}]...
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[{"post_id": 81740, "ts": "202 [{"post_id": 81740, "ts": "2026-10-22T09:55:56Z", "hours": 9.6928, "text": "Rework #1 Now you could be asking yourself? What have i done in the last 8 days to not post? Well Iam nearly finished with the full rework off all UI, Bug fixing and introducing new features, Chart Engine So i redid the whole system for charts and decided to build my own, because though i had one which worked it looked horrendous and really didnt fit poorup, you can see the new chart engine in the screenshot Game history I redid the whole entire game history system, because to be honest it was heavily vibed including its Ui and while cheking it, it looked like trash so I sat myself down and worked tiresly to fully redo it, and I even implemented the new chart system into it, Modals, Modals, Modals So I REDID NEARLY EVERY SINGLE MODAL IN THE GAME to provide a better User experience this took hella long and while doing it i noticed i had hackatime tracking off, because i had been working on some personal projects, hence the reason I only posted now because I lost so many hours, #Next Features Well to be honest there really arent anymore features i can add, the only thing left is fixing bugs and preparing it for the release and advertising it on reddit"}, {"post_id": 79607, "ts": "2026-10-14T18:07:25Z", "hours": 10.3072, "text": "Devlog after ship So after getting hella positive feedback regarding poorup which i highly appreciate my aim is to now make it have an even better user experience and etc. why? cause from the feedback i got, there are 3 areas I need to tackle, UI, game logic which is to complex and the User experience including rules and etc, Full redesign of the ingame lobby So after getting feedback that the board was to smallwhich was kinda expected and that the whole game is just clutered which i also assumed would happen cause all the features dont fit into the game i have done the following. I have redesigned the full ingame lobby with a new layout further inspired by richup(didnt want to do this but they have the most optimial layout) I have also redone the whole entire admin window cause to be honest it was horrondous and hard to use, and also just some small changes all around full redesign of modals so after doing the lobby i have now decided to fully redo a lot of the modal to have a better layout and etc so they are way more user friendly and acttually easy to understand, this also included cutting alot of features from certain modals because they just made them to complex and hard to use Cards and airpots this was something i was orrignally planning to release in the last ship but i just decided to ship it with this one i have finnaly added the option to buy new bank cards which you can use to get benefits like cashback of 10% on purchsees like rent payment suprise cards and other stuff, and I also added the option to use airpots to fly from one point to another and allow players to set the prices, Bots After reflecting a bit on my ai usage for the bots i decided to fully plug the whole programm into a repo which visualises it to see if it checks out with my mental map and I noticed so much slop which I would have never noticed before, this includes the whole Bot logic which i have probally never looked at cause i knew i wouldnt be able to code them. Though i probally should have cause this is the biggest slop i have ever seen and It introduced so many bugs which the ai couldnt find Next steps Right now all these changes are locally and not on github which are around +17000 lines of code and my aim is to further clean this up and fully push it with a new domain which is alredy online but will be kept hidden. here are soem before and afters, the more clutterd ones are the befores and the simplifyed ones after"}, {"post_id": 75006, "ts": "2026-09-28T20:36:43Z", "hours": 10.8294, "text": "Poorup Redesign - Devlog #11 (FUCK MY LIFE) I am geniunly so tired of this project and my life in general i was so busy in the last few days cause of school and after shool clubs. This phase was mainly about recoding the Bot engine by hand, and updating the stock market modal inside the game also added New Ui for theme chooser and music and also added more sound tracks. I also redid statistics tabs in profile by hand and added better match history tracking Bot engine To be honest to Bot engine was so much AI stuff that i genuinly didnt understand what it was build on and how that is why I decided to take some time to read and research all the papers its build on and how it works. I then rewrote large parts of it to improve it and also found mutipile bugs in the logic of how it works and how it assigns values New account and preferences tab I fully redid some parts of the accounts and prefences tab to now allow for easier choosing of themes and also worked on the music engine so the music loops and youre able to choose different music depending on the theme. #Statsics tab I redid the whole tab as I found it quite stacked with 12 boxes for statsics and decicd to now add internal tabs to make it look cleaner this was a quick 30 minute changes as I didnt change logic but just frontend Next Steps Hopefully shipping adding HCAI and testing the AI bots and further UI refinement on tablet UI and 1440px desktop cause these are 2 of the most weirdest sizes https://poorup.jeremy-d.hackclub.app/ also if anybody wants to check it our but it is nowhere near finished so dont expect anything"}, {"post_id": 73301, "ts": "2026-09-24T20:06:52Z", "hours": 28.7353, "text": "Poorup Redesign - Devlog #10 Iam aware this phase is 30 hours this is just cause i used hella AI and didnt want to count it towards my payout. this phase mainly about finishing touches running mutipile tests suits playing some games and finishing some things also fixing Ui and redoing the Ui of the Music First of all I added music for each of the 6 theme with a secondary theme which you can select under account and preferences I also made it easier to spot the different themes as they were hella hidden to be honest. Deactivation of palor patrol Though i didnt want to this I needed to deactivate palor patrol as it was simply impossible to use I checked m code in detail used and really did everything but I couldnt find the bug which makes it unplayablle so as long as I cant manage to fix it I have to deacitvate it. Next Phase pushing everything on nest setting up a piepleine so nest automatticaly pulls everything I push onto main in my repo and finnaly realsing it with thhe bots for players to use."}, {"post_id": 70576, "ts": "2026-09-19T11:55:06Z", "hours": 11.6328, "text": "Poorup Redesign - Devlog #9 this phase was mainly about adding some missing things fully balancing everything also used the new model jev from typesafe as it was a perfect fit for the task. Admin Dashboard I now added a section in the admin Dashboard fully centered around the Bots which allows for dropping in any provider and choosing the model and see the request if theyre failing or not and etc this took quite a while as I coded this myself again as I wanted to practice a bit though I still needed Ai help as Iam so trash at js Removing TOS pages As i mentioned in the last devlog i have now decided to remove the TOS pages as they were jst not good looking and not complete and not needed. Music system I decided to remove the music player and rather make it so 1 music track is there for each theme and my next step ix expanding the profile page to allow choosing another music track as 12 are available in total but only 6 are used rn. I also decided that I am going to move the Theme chooser somewhere else as people get no indicator rn to find it New Idea for the Future Also I had a great Idea which i can incoperate into this but after the next ship. Its training a custom ml model on all the matches played by people and then incoperating it in the game. Because essentialy it would be a custom AI/Bot that is able to play monopoly as good as possible new features I also added the option to download all the data cause i noticed its saved on the server and maybe smb wants to download it will then be in a json. I also added the option to add an recovery email, because my plan is to allow people to sign up without email but they still need an option to recover data if needed I also added the option to rovoke all otehr session tokens then the onnes youre logged into rn, so essentially log out of all other devices and server sessions Next steps Cleaning up Ai code and reading through it all, 1 or 2 adjustments in Ui for example the global event banner needs to be relocated or the graphs for match history need to remade. Also the ranking page needs a little redesing. The next one will be the LAST ONE cause i cant deal with stardance anymore all my projects are getting rejected for dumb reasons, so this will be the last devlog and if it does not get accepted iam relocating somewhere else."}, {"post_id": 68664, "ts": "2026-09-15T14:29:22Z", "hours": 15.3047, "text": "Poorup Redesign - Devlog #8 this phase mainly about consolidating the backend and adding a New admin only dashboard which will allow to analyze things easier for balane patches and etc in the future. This Phase was written only by hand hence the long time, normally I would use AI to speed up the process but I wanted to get some practice in. Also added legal and TOS pages Backend I found mutipile bugs such as simple Game bugs to not so simple leackage problems and other stuff which took quite some time to fix by hand and this really shows how I will probally pause using AI for coding after this project for a while Admin Dashboard I created this Dashboard so I would be allowed to pracitally analyze everything from how certain things affect the game and for example analyze them to see if they need fixes, balances or even remove them entirly. I also added things like seeing a rough strucutre of where my player base is from. If anybody is abusing the game somehow or bot traffic. Tos Pages These took quite long and were quite the hassle but I did it. though i am debating jus tdeleting them as I couldnt fill them out entirley as certain information is needed which would then make them 100% fool proof I forgot I also updated the Snow Theme and added music for each theme with a small music player in the bottom left though I just noticed I placed the icons wrong should be a quick 2 line fix Next Steps do the last fixes finnaly test the AI bots as they are fully setup but not setup do some balancing and realese it The next post should really be the last. Hopefully."}, {"post_id": 66650, "ts": "2026-09-12T14:36:54Z", "hours": 16.8883, "text": "Poorup Redesign - Devlog #7 This phase was mainly about doing a full audit over the game, fixing bugs which were still hidden inside the server and UI, and making the whole project easier to trust before the next merge. Finalising Bots, adding, themes adding new suprise features and more. Themes I decided to create 5 more themes which will fully change the look of the game, for the 5 i decided on 5 directions first of light mode, and then the 4 seasons so summer,autumm, winter, and spring. These took quite some time to create but I think they came out quite decent though they still need cleaning up Ranking Seasons I have now added ranking seasons which are 1 month each if you manage to rank on the leaderbaord at the end of the season you get a special cosmetic(newly added system) and a special Title Cosmetics I added a full cosmetics system and the ranking system so you can now get cosmetics from 2 places, either by getting them at the end of the season form the leaderboard or by getting them from achievements Card Upgrade I also now added the features to upgrade your bank account, if you pay enough money you can upgrade your card for 1000$ this gives you a card with 5% cashback which is the Spaarkasse karte(german Bank) and the nex level is the amex black card wich give you 10$ cashback and amex points which you can use for flying. Gambling UI I also decided to now give the gambling UI an animation it now has the same kind of case opening animation as CS2 so the roulette which goes form right to left. Plane station card Also made it so that you can now use the airplanes to skip things so you can fly to another station but of course you will have to pay alot and you have to pay a landing fee. If a player owns an Airpot he can decide the flying fee himeslf and the landing fee which means he could extort people if he is smart enough Quick Table I did some changes to Quick Table as it used to create a new public room every time. It now checks the live public room directory first, joins the most suitable open table, retries if somebody fills it during the join, and only creates a new Standard-40 room when no table can be joined. Private room codes are never exposed and the server still makes the final decision. Favicon I also designed a quick little favicon which is Just a P with a box around it but it looks quite good Music Candidates I am now searching for new Music for each theme so music changes with the theme Next Steps Cleaning up the UI one final time trying everything out and finally realsing the Beta and promoting it on reddit."}, {"post_id": 63820, "ts": "2026-09-07T19:51:24Z", "hours": 5.0128, "text": "Poorup Redesign - Devlog #6 This phase was mainly about adding more depth to the player interactions, improving the bot system, and making the rankings feel more alive. Deal Negotiation I redesigned the deal flow so trades, loans, equity, and hybrid deals all work in the same way. When you receive a deal, a modal appears with accept and negotiate. If you close it, the deal does not get declined and stays inside the Finance rail. Both players can now see the same deal collapsed in Finance. The receiver can negotiate, while the sender can adjust or cancel the deal. You can open a full read-only view, change the parameters, and send the new version back. The server also checks old deal IDs so an outdated modal cannot change a newer deal. Sponsored Purchases I also added sponsored purchases. If a player cannot afford a property, they can ask the table for help. Other players can reserve contributions, and once the full amount is available, the buyer accepts and is forced to buy that exact property. The money is automatically returned if the request is canceled, the property changes owner, or a player disconnects. It is not a loan and does not create equity. Bots I continued improving the AI and no-AI bots. The bots now receive more context about the board, current obligations, loans, events, opponents, future rent risk, expected cash flow, and their own previous decisions.AI bots can now also counter trades, negotiate player contracts, choose debt rescue actions, and make auction decisions. If the AI provider runs out of credits or fails, the no api key AI takes over Rankings I added recent trend indicators to the ranking rows, so you can see if a player is moving up, down, or staying flat. I also added a seasonal ranking scope based on the current calendar season. Rules Fixes I also fixed the Double GO setting so landing exactly on GO now pays the boosted amount, while simply passing GO still pays the normal amount.TestingI expanded the tests and ran long bot campaigns with auctions, loans, casino, market, global events, sponsorships, and negotiations. The latest regression suite passes and the longer 2,500-game campaign had zero stalled games. Next Steps The next major step is making the bots simulate several complete future turns and improving long-term negotiation behavior. After that I want to add deeper browser testing and seasonal ranking rewards. Also to lazy to do screenshots of new UI so you will get everything in the next devpost"}, {"post_id": 63109, "ts": "2026-09-06T18:42:52Z", "hours": 11.5353, "text": "Poorup Redesign - Devlog #5 This phase was mainly about fixing all bugs still exisitng, refactoring further with codescene and letting AI run over my code, also fixed some small missing features and simple bugs myself. Choosing Icon I noticed a bug in which because of logic I made before setting up custom icons the programm mapped custom icons people created onto persets and blocked them so for example your icon had red in it, the game decided to map it onto the red preset in the backend blocking it but showing yours in game, this came because I never rewrote this section after introducing custom icons. Ownership icon Before this change owenship on board was only shown with a simple like quadrat in the top right corner of the tile in the color you picked this is also something left over from the old preset logic. I decided to make it so It shows a smaller version of the face of the player which makes it look a lot cleaner. Missing Buttons This was mainly because I let AI write to much of my code, the finical trading tab which is centered around equity and everything missed a dropdown to choose who you send the trade to and even the button to send the trade which was a dumb oversight on my end. I also added a simple backend system for the dropdown inside that modal to only show the propertys a person owns. Bots I also continued working on the bot system though this was mainly watching tutorials and brainstorming further Next Steps Fix last bugs, fully add bot system and make sure UI looks good to release the first beta test hopefully the next post will be the last"}, {"post_id": 62110, "ts": "2026-09-05T11:15:14Z", "hours": 13.0397, "text": "Poorup Redesign - Devlog #4 This phase was mainly about setting up codescene doing a full restructuing with the help of AI and fixing bugs and adding missing features. I also added a simple, gambling and stock market system. Bots I first started with setting up the initial idea of bots so to the UI and a bit of the backend logic for bots and how they will interact with the game iam nowhere finished and I havent tried it out yet. Codescene After checking out the github studentpack again after a while I saw codescene, which is a code reviewer similar to coderabbit. I struggled a bit with the Setup but after running an analysisi I noticed how abysmall my codebase really is and how its missing structure, archtiectuer and etc, for example sepearting certain getures from game logic.js and creating their own thread for it. I also setup a full pr pipieline which I can use with my AI agents which aim will be fixing my architecture, and finding bugs before i push them. bugs I ran Qwen 3.8 flash on my pr pipileine with codescene and let it work indepnedlty to full restructer my codebase so the results are better and I have better architectural design I also let it fix any bugs it found. Bugs I found While trying out the game i found mutipile BUGS one of them affecting my secret minigame palor patrol. For some reason I was losing hearts for no appearent reason. The reason behind it was that even though UI was hidden the helicopters were still flying through. For some reason the heart bug still exists afterwards and even the AI isnt able to find out what it is so Iam completating making architecture changes to it. #Gambling I added a smile gambling system where you can bet money on a roulete on red, black, and green I didnt add any animation for it as I found it unecessary and I also made sure iam legally clear to make sth like this Stock market I created a simple stock market tab and backend which allows people to buy indexes of a property and made sure to connect it with global events so global events can affect the stock market but that is nowhere near usable. Next Steps Iam going to let my AI continue improving my codebase with codescene and continue the Stock market and afterwards add the bots."}, {"post_id": 60301, "ts": "2026-09-02T16:03:55Z", "hours": 10.9608, "text": "Poorup Redesign – Devlog #3 This phase was about expanding the social side of Poorup, adding more depth to the game, and planning future systems that make every round feel more alive. Social, Rankings, Achievements I added a complete friend system. Players can search for unique usernames, send and accept friend requests, remove or block players, report users, invite friends to rooms, and view public profiles without leaving the lobby. Profiles now include statistics such as wins, win rate, games played, average money, bankruptcies, achievements, and match history. I also added global rankings for wins, win rate, games played, achievements, and other statistics. Rankings and Social are now independent tabs instead of modals, with wider layouts that use the available screen space more effectively. Achievements now have custom pixel-art and SVG icons, rarity levels from Common to Mythical, filters, dates, categories, and clickable detail modals. Mythical achievements are extremely rare and can trigger a server-wide announcement for every player. Easter Egg I added the hidden Parlor Patrol minigame. Pressing CTRL + P on the home screen opens a secret mode where you shoot down police helicopters, planes, and drones. It includes custom explosions, animations, sounds, score tracking, and a secret achievement. Global Events Global Events are rare events that affect every player instead of only the person who landed on a tile. They can be triggered by round conditions or Surprise cards and can last several rounds. Ideas include: Housing Bubble Pop Credit Freeze Inflation Spiral Bank Run Interest Rate Shock Airport Strike Energy Crisis Tax Scandal City Election Rent Control Tourism Boom Supply Chain Breakdown Events can combine with each other, create unexpected situations, and unlock secret achievements. I also want a global-event setting that is simply on or off, while event strength and duration scale with the round length. Rules Page I added a complete Rules tab designed like a pixel-art game manual. It explains the board, movement, properties, loans, cards, achievements, global events, social features, and settings. It uses an internal book-style scroll so the main application does not become a long scrolling page. Future Systems I am also planning a casino system using virtual money, with red, black, and green bets where the odds are not equal. Another planned feature is a fictional stock market connected to properties, countries, airports, utilities, and global events. Events could crash markets, increase rent values, affect airports, or create temporary investment opportunities. I also want to add unethical and outrages bank loans with high interest, strict repayment rules, and serious consequences. Music/sound icons I also added simple music and sound icons for the buttons instead of having the music on/off text Next Steps The next phase will be making these systems work together while keeping the game balanced, and also adding AI bots which utilise AI like deepseek v4 and so on so they able to actually judge the situation and think of possible ways for them to win. The aim is to use hcai to power them. I will also add normal BOTS as a fallback if my usage runs out"}, {"post_id": 58798, "ts": "2026-08-31T11:42:39Z", "hours": 9.8108, "text": "Poorup Redesign – Devlog #2 This phase was about continuing the complete redesign of the website, deciding on a UI theme, and implementing a new feature that I had wanted from the start but was not advanced enough to create before. New UI I am very proud to announce a complete redesign of the application. I decided to fully embrace a pixelated theme, and I personally think it looks great. It is genuinely one of the best UI systems I have ever designed. New Feature I decided to expand the trading system. You can now give out loans in exchange for premiums, equity, money, and more. This allows you to create fully customizable loans, such as: I give you $200 for 30% permanent equity in this spot. This means that you have to pay 30% less rent when you land on it and gain 30% of all rent paid on that plot. This is a system I have never seen in a Monopoly game, and I wanted to implement it from the start when I first had the idea for Poorup. New Feature #2 I have also decided to take the advice I was given and implement a room system. This allows players to join and create rooms, as well as make them public or private. I also added a quick-table feature that matches you with other people who have pressed the button, allowing you to play a quick round with random players. New Feature #3 I have created a complete profile system. You can now create a profile, view your statistics, win percentage, average money, and more. You are also able to create custom 32×32 icons to use while playing the game. New Feature #4 I also decided to add sounds and an open-source soundtrack I found called Pondering the Cosmos . which i think fits my new theme perfectly but maybe iam going to change it Next Step AI Bots The next Step will be adding bots but normal bots are boring they are just glofired search engines why i want to be a bit creative. I will use hackclub ai provider and give the bot a brain by combinging them with an AI like deepseek v4 flash this means the bot will be able to check how is he performing what are the most logical steps sell buy properties and trade and if wanted even chat with the user to make a deal would anybody like that?"}, {"post_id": 57234, "ts": "2026-08-29T10:31:03Z", "hours": 1.5744, "text": "Poorup Redesign So after my last ship i read through all the reviews and have decided to continue this project even though i really didnt plan for that. So there were 3 addition people wanted. A new UI, being able to join random people, better Animations and a Dev mode to test in solo player possibly with mods. What did i do? So i first started with thinking of a new design route so i asked chatgpt for some references of a good design. I decided on making the Whole Ui pixellated similar to the Arcade style and fully redesingen the SVG witth and now iam going to go over it and adjust it to fit ours. Of course this took like around 6 hours but I use figma on desktop and the browser tracking of hackatime doesnt seem to work how do you like the new svg? Next Steps Next Steps i redesignen the Full Ui to fit this pexelated style and making sure it looks good"}, {"post_id": 14594, "ts": "2026-06-23T19:20:12Z", "hours": 5.6261, "text": "Project Update: Bug Fixes Overview This phase was all about polishing the user experience, squashing gameplay bugs, and adding new repository documentation. After getting feedback I decided to change The whole UI Dynamic Theming & UI Improvements One of the major frontend improvements in this sprint was fixing the player icon chooser button functionality in the web interface. Fully redesignen the Front-End and more. I first of all started with replacing my .root with some new colors which are greenish. I also added some simple fade in/out animations to all Popups. Another bug was that it couldn’t quite fit in a screen of the size 1980 x 1080. I fixed that by making it possible to scroll down so everything you need for the game is shown on your screen. The way i tested it is by local hosting it and then pressin F12 in the browser and then you could adjust the size of the Window which was pretty neat. Also fixed a lot more of UI bugs such as weird buttons and more but this was the important stuff. Squashing Gameplay Bugs I knocked out two major bugs in this update: Trading System Fix: There was a bug where it wasnt possible for people to only request something without giving anything or make only money transactions so I fixed this. Special Property Popups: I resolved a rendering issue with the popups for special properties, specifically the Airports and Companies (Utilities). Now, when a player interacts with these tiles, the modal correctly pulls the specific data object and displays the unique rent calculations and purchase prices. Documentation Revamp I updated the README.md to ensure the decumentation was on point for anyone cloning the repo. I refactored and renamed SHOWCASE.md to Instructions.md . This provides a much clearer, step-by-step guide on how the game operates and how to get the local server running instead of just showcasing the Repo more. Conclusion The feedback was essential and really showed me how sloppy I worked it should now work perfectly even though i couldnt test it for 4 people"}, {"post_id": 11340, "ts": "2026-06-18T15:32:39Z", "hours": 1.8406, "text": "Update: UI/UX Fixes, Auction System Fixes, and Property Manager Integration FInal This update focused on providing a better user experience and just making it less buggy Key Changes 1. UI/UX Improvements Refactored layout components to improve visual consistency. Updated navigation paths so it makes more sense for the User and is just more logical Adjusted CSS rules to improve the game across different screen sizes. 2. Auction System Fixes Addressed synchronization issues with the auction state. Fixed logical errors in bid processing and countdown timers. 3. Property Manager Integration Fixed the Property Manager feature, allowing users to track and organize their properties. Integrated the property database schema with the existing auction mechanisms. Created user views for listing and editing properties. So just new UI 4. General Bug Fixes & Stability Cleaned up left over parts of old system"}, {"post_id": 10630, "ts": "2026-06-17T14:13:23Z", "hours": 2.5769, "text": "Poorup — Production Ready Over the past few days I’ve been doing a full production-readiness pass on Poorup . Here’s what I worked on: Bug fixes — Fixed auction edge cases where a disconnecting player would leave a ghost bid, locking the game Memory leak prevention — Added a garbage collector on the server to clean up empty rooms after 10 minutes UI polish — Fixed text cut-off in buttons and settings toggles, improved layout consistency across screen sizes Layout centering — The game board is now properly centered vertically and horizontally in the viewport Accessibility — Added focus-visible styles for keyboard navigation New setting — Exposed the “Double rent” toggle in the UI (the rule already existed in the engine) Code quality — Added JSDoc comments to core server classes, removed dead code The game is now polished and stable. Im shipping it"}, {"post_id": 8803, "ts": "2026-06-14T16:57:35Z", "hours": 0.465, "text": "Overview Today I worked on the front end an am basically finished with the easy stuff Iam now going to add the player icon and etc Front End I designed my front end and i think i can say that I am pretty good at basic JS/HTML/CSS and this project teached me alot Iam probally going to wrap it up in the next 2 post and focus on smth else. Monopoly repo After resarching a bit i found another open source monopoly game and my plan is now to copy some backend logic from it but i need to adjust it because his game is made to be playable localy and mine online so it will take same adjustment #Backend I added a Room system with the help of mutipile videos in which a random room code is generated and the server saves the generated room code making it possible for another use to insert it. The code will be if the round was ended."}, {"post_id": 8249, "ts": "2026-06-13T18:30:59Z", "hours": 2.8419, "text": "Overview Over the last few days, I’ve been triying to refactor my project, but i realised something I killed it i refactored it so often that i lost sight of the real goal and will proablly start from scratch restarting it from 0 i designed and svg file but just couldnt implement the right way. Cleaning the SVG My biggest headache was the game board. I designed a beautiful, detailed map in Figma, but exporting it as an SVG just made things difficult i tried making i clickable but i didnt know how to and i found no totorials regarding this so i will probally just create a board using html and css or maybe look for solution using ai Current System Status At the moment i have decided to refractor to vue by advice of some friends and ai because it makes the backend easier but i will proablly change back, because iam realising Iam making the project more complex than it has to be also. Conclusion I just wasted time trying to learn new stuff an refractoring and trying to not use ai. I would like for some adivice which ai I should use and if I should stick with vue or stay with or change back to default also this made me reflect on what kind of perfectionist iam an I will probally wrap up this project in the next few days because I realised front end is not for me I will continue learning it but will soon work on either python or C project after. I will just add the missing features with Ai"}, {"post_id": 6430, "ts": "2026-06-10T20:16:01Z", "hours": 0.6117, "text": "#Overview So today i didnt really code just refactored again and went back to css and decided to design all design elements in figma. It was pretty easy and II am now qustoning why i didnt do that instead also i only copied these 2. I will make my own streets afterwards and i also decided to redesign the website because it realy just a copy and i dont want to be sued but the board will probally look the same just different countries and maybe prices need to look for balancing and how it is normally in monopoly. But this probally going to take 2 to 3 days cause i really dont got any time in the next few days."}, {"post_id": 5789, "ts": "2026-06-09T18:22:00Z", "hours": 0.7531, "text": "Project Update: The Great Refactor & React Integration 📋 Overview Damn this looks trash just a small update and i jsut noticed tailwind actaully looks like trash are there any alternatives because i didnt expect it to look this bad in comparison to before and yes i do know its looks aigenrerated but i did myslef also tailwind is pretty easy if you get the hang of it just looks trash maybe going to watch some tuts cause i cant upload the final product like this."}, {"post_id": 5743, "ts": "2026-06-09T17:20:02Z", "hours": 1.3414, "text": "Overview This phase was a major point for the project. After successfully implementing the lobby chat and the 11x11 Monopoly board using Vanilla JS and CSS Grid, I realized that managing the game states (turns, money, properties, transactions) in Vanilla JS was going to lead to unmanageable spaghetti code and was way to hard. To keep the project clean and professional, I decided to perform a complete “hard reset” and refactor the entire frontend into a modern React Single Page Application (SPA) utilizing Tailwind CSS v4 [1.1.1, 1.1.8]. I always though about using it but found it weird and dififult for a beginer The Great Redesign Instead of keeping duplicate file structures or nesting my React app in a subfolder, I decided to do a complete wipe of the repository and initialize Vite directly at the root of my Poorup folder [1.1.1]. My backend directory ( server/ ) with the working Socket.io logic stays at the root level, sitting side-by-side with my brand-new React source directory ( src/ ).Because i didnt want to rewrite that all Tailwind v4 & Vite Setup (React Redesign - Lab 1) I verified that the setup is 100% correct by creating a basic functional component in src/App.jsx and rendering a test heading styled in large, bold, violet text using Tailwind v4 utility classes [1.1.8]. It compiled instantly and loaded perfectly in the browser. Next Steps Now that the modern React + Tailwind ecosystem is up and running at the root, I am starting Lab Challenge 2 (React Redesign) . I’ll be creating a dedicated <LandingScreen /> component, managing the nickname input using React useState hooks, and connecting Socket.io to React to emit player connection data back to the server [1.1.1, 1.2.6]. You know lab challenges for this i will watch some more videos leanr more js and learn react if possible Conclusion Deciding to start over from a blank folder was tough, but it was absolutely necessary. The codebase feels incredibly clean and changing to React will save me massive amounts of time as I start building out the actual Monopoly gameplay. But i now learned alot in the time i decided to atleast built the lobby and board in vanilla js,css and html. Also anybody knows an ki which is good in front end because i just realised iam trash in front end and ki is too"}, {"post_id": 5131, "ts": "2026-06-08T20:23:58Z", "hours": 1.7286, "text": "Overview This phase was important even though it was short. I transitioned from basic static mockups to building a fully functional, real-time multiplayer lobby system. I resolved tricky logical bugs and fought port conflicts, I also expanded my knowledge on js and am probally going to need to take a break to really learn all of js and will soon watch a 22 hour tut. Fixing the SPA Screen Switch (Lab 9) I started by tackling the dynamic transition from the login screen ( #landing-screen ) to the lobby screen ( #lobby-screen ). Space in HTML ID: I accidentally wrote id=\"landing screen\" (with a space) in my HTML, which broke my JavaScript’s querySelector because IDs cannot have spaces. Once I replaced the space with a dash ( id=\"landing-screen\" ) Now it works perfectly fine. Port Conflicts Right after getting the transitions working, my local server crashed on Port 3000. My terminal crashed and restored its history, leaving a Node process running in the background and locking the port i still dont know why it does that just looked on reddit and youtube. To easily bypass this without fighting Windows process managers, I updated my server.js and local client connection to run on Port 3005 . It started up instantly. Designing the 3-Column Lobby (Lab 10) With the screen switching working, I redesigned the lobby HTML to match the responsive 3-column layout of Richup.io [1]. I used Flexbox ( flex: 1 and flex: 2 for the center) to align: Left Column: A placeholder invite link input and a scrollable chat area [1]. Center Column: The player greeting, token color picker, and “Join Game” button [1]. Right Column: Game settings (dropdowns for starting cash) [1]. Structuring this required a bit of tweaking but not to hard. Interactive Color Picker & Socket Events (Lab 11) Next, I tackled the token selection grid [1]. I styled four distinct color circles (Red, Blue, Green, Yellow) in CSS and set up a .selected class that applies a thick white border and a glowing shadow. In client.js , I wrote a forEach loop that listens for clicks on each circle, removes the .selected class from all others, adds it to the active circle, and stores the selection in a global variable. On the server side, I set up a 'join-room' socket listener. Now, when a player selects a color and clicks “Join Game”, the client emits the color choice, and the backend successfully receives and logs it in the terminal [1]. Server-Side Multiplayer Sync (Lab 12) The most exciting part and hard part today was implementing real-time state synchronization. I declared a global activePlayers dictionary on the server to keep track of active sessions. When a user logs in, they are registered in the dictionary. When they choose a color and click “Join Game”, their color is updated, and the server broadcasts the entire updated list to all active clients via io.emit(\"update-players\") [1]. On the client side, I wrote a listener that clears out the #player-list and dynamically rebuilds it, coloring each player’s username text to match their selected token color. I also handled the 'disconnect' socket event to delete players from the dictionary when they close it. You can see the messaged in the terminal and yes it is antigravity but i dont use the ai and have only used it to refractor my notes, so i dont even have tokens anymore cause of the amount of notes i had. So i also decided i probally need to expand my file directory and iam thinking of using tailwind css or just using css and making custom icons using favicons and etc by using figma also i got approved for the Student github :)."}, {"post_id": 4397, "ts": "2026-06-07T18:32:25Z", "hours": 3.6853, "text": "Overview Today was massive for Poorup. I officially made the first steps into the website, creating the backend for the hompage and creating the CSS.. Transitioning From HTML to CSS I officially finished the basic HTML path on freeCodeCamp! It feels great to have the basic foundation down. I am still missing a lot of depth in semantic HTML and more advanced stuff, but I have enough of experienc to now build on it. I just need to learn some more js and CSS. I then watched some video regarding CSS and worked on it. I realised that CSS is really simple but involes alot of googling to find certain functions . I did one rooky mistake which was having the css file not in the right folder so it wasnt loading correctly and i was quite suprised Backend & Real-Time Socket.io Integration This is where the real engineering started today. Since Poorup is a real-time multiplayer board game, I can’t just use standard HTTP requests where the browser has to reload every time a player moves. I needed a permanent, open connection between the browser and the server. I set up a Node.js server with Express in server/server.js to serve my static folder. Then, I integrated Socket.io: Express Server: Serving the public folder on http://localhost:3000 . Socket.io Setup: Wrapped the Express app in an HTTP server and configured the connection listeners. Client-Side JS: Wrote client.js to capture input data and handle form events. The Struggle: I ran into a bug where clicking “Play” triggered the server connection even when the username field was completely empty, which bypassed my HTML required attribute. After digging into my event listeners, I realized I was listening to the click event on the button instead of the submit event on the form . Since the browser’s native validation only checks fields during a form submission, the click listener was bypassing it. Switching my listener to form.addEventListener(\"submit\") fixed the empty-name validation instantly. When I run node server/server.js now and type a name in the browser, the server terminal immediately logs the connection and prints the player’s name in real-time. Next Steps & Screen Switching Now that the backend is running and successfully communicating with the client, my next step is handling the UI transitions. Since we don’t want a full page reload (which would kill the WebSocket connection), I am working on setting up a Single Page Application (SPA) structure ,aksed ki what to do next by usign my earlier stated Lab approach in which i dont get code but how to do stuff and have to implement it. I am currently working on Lab Challenge 9 , where I will be wrapping the login screen in a #landing-screen div and the lobby in a #lobby-screen div. I’ll use JS to dynamically swap the .hidden class as soon as the server acknowledges that a player has successfully joined. Conclusion Overall, this phase was a huge step up from just writing static tags. I’m taking active notes on everything which you will later find in a second repo so you can build it your own with all the Lab challenges. I find it to be quite rewarding but now i have to lock in for school cause i got a vocabulary test in 2 days. I will probally upload a demo soon an do some major changes to color, theme, name and etc for copyright reasons"}, {"post_id": 3686, "ts": "2026-06-06T18:51:12Z", "hours": 2.2747, "text": "Stardance Progress Log: Poorup Development Current Progress Learning Path: Almost completed the Basic HTML section on freeCodeCamp. Note-taking: Iam taking personal notes on semantic HTML, document structures, tags, and form elements. My Learning Methodology (AI as a Mentor) To make sure I actually understand every line of code I write, I am using a strict, self-guided approach to learning: First of all i have strictly said to the ai to never write code for me and never give me the answer and just show me how i could achieve it. Also the ai acts strictly as a mentor. It analyzes my goals and designs custom “Lab Challenges” formatted exactly like freeCodeCamp exercises (with Objectives, User Stories, and Test suites). Because i found this to be quite efective. Also i decided to install the live preview extenstion to see my code in person and debug it easiear. What I’ve Built So Far Landing Page Structure: Created a solid textual game menu and lobby framework in public/index.html using headings ( h1 , h2 ), paragraphs, an unordered list for features, and an ordered list for instructions. Interactive Elements: Added call-to-action buttons for joining and creating lobbies. Next Steps Currently working on Lab Challenge 2 given by the ai: The Player Registration Form to practice form validation, input types (text, radio, checkbox), and connecting labels with inputs via attributes. Once HTML basics are solid, I will start exploring basic CSS styling."}, {"post_id": 2926, "ts": "2026-06-05T20:35:05Z", "hours": 0.7811, "text": "I have now started with creating the Github and also learning some HTML with free Code Camp. I also decided to take some notes in a md file reading through the guides"}]...
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Title: Poorup.io by @jeremy | Stardance
Devlogs:
Title: Poorup.io by @jeremy | Stardance
Devlogs:
I have now started with creating the Github and also learning some HTML with free Code Camp. I also decided to take some notes in a md file reading through the guides
Stardance Progress Log: Poorup Development Current Progress Learning Path: Almost completed the Basic HTML section on freeCodeCamp. Note-taking: Iam taking personal notes on semantic HTML, document structures, tags, and form elements. My Learning Methodology (AI as a Mentor) To make sure I actually understand every line of code I write, I am using a strict, self-guided approach to learning: First of all i have strictly said to the ai to never write code for me and never give me the answer and just show me how i could achieve it. Also the ai acts strictly as a mentor. It analyzes my goals and designs custom “Lab Challenges” formatted exactly like freeCodeCamp exercises (with Objectives, User Stories, and Test suites). Because i found this to be quite efective. Also i decided to install the live preview extenstion to see my code in person and debug it easiear. What I’ve Built So Far Landing Page Structure: Created a solid textual game menu and lobby framework in public/index.html using headings ( h1 , h2 ), paragraphs, an unordered list for features, and an ordered list for instructions. Interactive Elements: Added call-to-action buttons for joining and creating lobbies. Next Steps Currently working on Lab Challenge 2 given by the ai: The Player Registration Form to practice form validation, input types (text, radio, checkbox), and connecting labels with inputs via attributes. Once HTML basics are solid, I will start exploring basic CSS styling.
Overview Today was massive for Poorup. I officially made the first steps into the website, creating the backend for the hompage and creating the CSS.. Transitioning From HTML to CSS I officially finished the basic HTML path on freeCodeCamp! It feels great to have the basic foundation down. I am still missing a lot of depth in semantic HTML and more advanced stuff, but I have enough of experienc to now build on it. I just need to learn some more js and CSS. I then watched some video regarding CSS and worked on it. I realised that CSS is really simple but involes alot of googling to find certain functions . I did one rooky mistake which was having the css file not in the right folder so it wasnt loading correctly and i was quite suprised Backend & Real-Time Socket.io Integration This is where the real engineering started today. Since Poorup is a real-time multiplayer board game, I can’t just use standard HTTP requests where the browser has to reload every time a player moves. I needed a permanent, open connection between the browser and the server. I set up a Node.js server with Express in server/server.js to serve my static folder. Then, I integrated Socket.io: Express Server: Serving the public folder on http://localhost:3000 . Socket.io Setup: Wrapped the Express app in an HTTP server and configured the connection listeners. Client-Side JS: Wrote client.js to capture input data and handle form events. The Struggle: I ran into a bug where clicking “Play” triggered the server connection even when the username field was completely empty, which bypassed my HTML required attribute. After digging into my event listeners, I realized I was listening to the click event on the button instead of the submit event on the form . Since the browser’s native validation only checks fields during a form submission, the click listener was bypassing it. Switching my listener to form.addEventListener("submit") fixed the empty-name validation instantly. When I run node server/server.js now and type a name in the browser, the server terminal immediately logs the connection and prints the player’s name in real-time. Next Steps & Screen Switching Now that the backend is running and successfully communicating with the client, my next step is handling the UI transitions. Since we don’t want a full page reload (which would kill the WebSocket connection), I am working on setting up a Single Page Application (SPA) structure ,aksed ki what to do next by usign my earlier stated Lab approach in which i dont get code but how to do stuff and have to implement it. I am currently working on Lab Challenge 9 , where I will be wrapping the login screen in a #landing-screen div and the lobby in a #lobby-screen div. I’ll use JS to dynamically swap the .hidden class as soon as the server acknowledges that a player has successfully joined. Conclusion Overall, this phase was a huge step up from just writing static tags. I’m taking active notes on everything which you will later find in a second repo so you can build it your own with all the Lab challenges. I find it to be quite rewarding but now i have to lock in for school cause i got a vocabulary test in 2 days. I will probally upload a demo soon an do some major changes to color, theme, name and etc for copyright reasons
Overview This phase was important even though it was short. I transitioned from basic static mockups to building a fully functional, real-time multiplayer lobby system. I resolved tricky logical bugs and fought port conflicts, I also expanded my knowledge on js and am probally going to need to take a break to really learn all of js and will soon watch a 22 hour tut. Fixing the SPA Screen Switch (Lab 9) I started by tackling the dynamic transition from the login screen ( #landing-screen ) to the lobby screen ( #lobby-screen ). Space in HTML ID: I accidentally wrote id="landing screen" (with a space) in my HTML, which broke my JavaScript’s querySelector because IDs cannot have spaces. Once I replaced the space with a dash ( id="landing-screen" ) Now it works perfectly fine. Port Conflicts Right after getting the transitions working, my local server crashed on Port 3000. My terminal crashed and restored its history, leaving a Node process running in the background and locking the port i still dont know why it does that just looked on reddit and youtube. To easily bypass this without fighting Windows process managers, I updated my server.js and local client connection to run on Port 3005 . It started up instantly. Designing the 3-Column Lobby (Lab 10) With the screen switching working, I redesigned the lobby HTML to match the responsive 3-column layout of Richup.io [1]. I used Flexbox ( flex: 1 and flex: 2 for the center) to align: Left Column: A placeholder invite link input and a scrollable chat area [1]. Center Column: The player greeting, token color picker, and “Join Game” button [1]. Right Column: Game settings (dropdowns for starting cash) [1]. Structuring this required a bit of tweaking but not to hard. Interactive Color Picker & Socket Events (Lab 11) Next, I tackled the token selection grid [1]. I styled four distinct color circles (Red, Blue, Green, Yellow) in CSS and set up a .selected class that applies a thick white border and a glowing shadow. In client.js , I wrote a forEach loop that listens for clicks on each circle, removes the .selected class from all others, adds it to the active circle, and stores the selection in a global variable. On the server side, I set up a 'join-room' socket listener. Now, when a player selects a color and clicks “Join Game”, the client emits the color choice, and the backend successfully receives and logs it in the terminal [1]. Server-Side Multiplayer Sync (Lab 12) The most exciting part and hard part today was implementing real-time state synchronization. I declared a global activePlayers dictionary on the server to keep track of active sessions. When a user logs in, they are registered in the dictionary. When they choose a color and click “Join Game”, their color is updated, and the server broadcasts the entire updated list to all active clients via io.emit("update-players") [1]. On the client side, I wrote a listener that clears out the #player-list and dynamically rebuilds it, coloring each player’s username text to match their selected token color. I also handled the 'disconnect' socket event to delete players from the dictionary when they close it. You can see the messaged in the terminal and yes it is antigravity but i dont use the ai and have only used it to refractor my notes, so i dont even have tokens anymore cause of the amount of notes i had. So i also decided i probally need to expand my file directory and iam thinking of using tailwind css or just using css and making custom icons using favicons and etc by using figma also i got approved for the Student github :).
Overview This phase was a major point for the project. After successfully implementing the lobby chat and the 11x11 Monopoly board using Vanilla JS and CSS Grid, I realized that managing the game states (turns, money, properties, transactions) in Vanilla JS was going to lead to unmanageable spaghetti code and was way to hard. To keep the project clean and professional, I decided to perform a complete “hard reset” and refactor the entire frontend into a modern React Single Page Application (SPA) utilizing Tailwind CSS v4 [1.1.1, 1.1.8]. I always though about using it but found it weird and dififult for a beginer The Great Redesign Instead of keeping duplicate file structures or nesting my React app in a subfolder, I decided to do a complete wipe of the repository and initialize Vite directly at the root of my Poorup folder [1.1.1]. My backend directory ( server/ ) with the working Socket.io logic stays at the root level, sitting side-by-side with my brand-new React source directory ( src/ ).Because i didnt want to rewrite that all Tailwind v4 & Vite Setup (React Redesign - Lab 1) I verified that the setup is 100% correct by creating a basic functional component in src/App.jsx and rendering a test heading styled in large, bold, violet text using Tailwind v4 utility classes [1.1.8]. It compiled instantly and loaded perfectly in the browser. Next Steps Now that the modern React + Tailwind ecosystem is up and running at the root, I am starting Lab Challenge 2 (React Redesign) . I’ll be creating a dedicated <LandingScreen /> component, managing the nickname input using React useState hooks, and connecting Socket.io to React to emit player connection data back to the server [1.1.1, 1.2.6]. You know lab challenges for this i will watch some more videos leanr more js and learn react if possible Conclusion Deciding to start over from a blank folder was tough, but it was absolutely necessary. The codebase feels incredibly clean and changing to React will save me massive amounts of time as I start building out the actual Monopoly gameplay. But i now learned alot in the time i decided to atleast built the lobby and board in vanilla js,css and html. Also anybody knows an ki which is good in front end because i just realised iam trash in front end and ki is too
Project Update: The Great Refactor & React Integration 📋 Overview Damn this looks trash just a small update and i jsut noticed tailwind actaully looks like trash are there any alternatives because i didnt expect it to look this bad in comparison to before and yes i do know its looks aigenrerated but i did myslef also tailwind is pretty easy if you get the hang of it just looks trash maybe going to watch some tuts cause i cant upload the final product like this.
#Overview So today i didnt really code just refactored again and went back to css and decided to design all design elements in figma. It was pretty easy and II am now qustoning why i didnt do that instead also i only copied these 2. I will make my own streets afterwards and i also decided to redesign the website because it realy just a copy and i dont want to be sued but the board will probally look the same just different countries and maybe prices need to look for balancing and how it is normally in monopoly. But this probally going to take 2 to 3 days cause i really dont got any time in the next few days.
Overview Over the last few days, I’ve been triying to refactor my project, but i realised something I killed it i refactored it so often that i lost sight of the real goal and will proablly start from scratch restarting it from 0 i designed and svg file but just couldnt implement the right way. Cleaning the SVG My biggest headache was the game board. I designed a beautiful, detailed map in Figma, but exporting it as an SVG just made things difficult i tried making i clickable but i didnt know how to and i found no totorials regarding this so i will probally just create a board using html and css or maybe look for solution using ai Current System Status At the moment i have decided to refractor to vue by advice of some friends and ai because it makes the backend easier but i will proablly change back, because iam realising Iam making the project more complex than it has to be also. Conclusion I just wasted time trying to learn new stuff an refractoring and trying to not use ai. I would like for some adivice which ai I should use and if I should stick with vue or stay with or change back to default also this made me reflect on what kind of perfectionist iam an I will probally wrap up this project in the next few days because I realised front end is not for me I will continue learning it but will soon work on either python or C project after. I will just add the missing features with Ai
Overview Today I worked on the front end an am basically finished with the easy stuff Iam now going to add the player icon and etc Front End I designed my front end and i think i can say that I am pretty good at basic JS/HTML/CSS and this project teached me alot Iam probally going to wrap it up in the next 2 post and focus on smth else. Monopoly repo After resarching a bit i found another open source monopoly game and my plan is now to copy some backend logic from it but i need to adjust it because his game is made to be playable localy and mine online so it will take same adjustment #Backend I added a Room system with the help of mutipile videos in which a random room code is generated and the server saves the generated room code making it possible for another use to insert it. The code will be if the round was ended.
Poorup — Production Ready Over the past few days I’ve been doing a full production-readiness pass on Poorup . Here’s what I worked on: Bug fixes — Fixed auction edge cases where a disconnecting player would leave a ghost bid, locking the game Memory leak prevention — Added a garbage collector on the server to clean up empty rooms after 10 minutes UI polish — Fixed text cut-off in buttons and settings toggles, improved layout consistency across screen sizes Layout centering — The game board is now properly centered vertically and horizontally in the viewport Accessibility — Added focus-visible styles for keyboard navigation New setting — Exposed the “Double rent” toggle in the UI (the rule already existed in the engine) Code quality — Added JSDoc comments to core server classes, removed dead code The game is now polished and stable. Im shipping it
Update: UI/UX Fixes, Auction System Fixes, and Property Manager Integration FInal This update focused on providing a better user experience and just making it less buggy Key Changes 1. UI/UX Improvements Refactored layout components to improve visual consistency. Updated navigation paths so it makes more sense for the User and is just more logical Adjusted CSS rules to improve the game across different screen sizes. 2. Auction System Fixes Addressed synchronization issues with the auction state. Fixed logical errors in bid processing and countdown timers. 3. Property Manager Integration Fixed the Property Manager feature, allowing users to track and organize their properties. Integrated the property database schema with the existing auction mechanisms. Created user views for listing and editing properties. So just new UI 4. General Bug Fixes & Stability Cleaned up left over parts of old system
Project Update: Bug Fixes Overview This phase was all about polishing the user experience, squashing gameplay bugs, and adding new repository documentation. After getting feedback I decided to change The whole UI Dynamic Theming & UI Improvements One of the major frontend improvements in this sprint was fixing the player icon chooser button functionality in the web interface. Fully redesignen the Front-End and more. I first of all started with replacing my .root with some new colors which are greenish. I also added some simple fade in/out animations to all Popups. Another bug was that it couldn’t quite fit in a screen of the size 1980 x 1080. I fixed that by making it possible to scroll down so everything you need for the game is shown on your screen. The way i tested it is by local hosting it and then pressin F12 in the browser and then you could adjust the size of the Window which was pretty neat. Also fixed a lot more of UI bugs such as weird buttons and more but this was the important stuff. Squashing Gameplay Bugs I knocked out two major bugs in this update: Trading System Fix: There was a bug where it wasnt possible for people to only request something without giving anything or make only money transactions so I fixed this. Special Property Popups: I resolved a rendering issue with the popups for special properties, specifically the Airports and Companies (Utilities). Now, when a player interacts with these tiles, the modal correctly pulls the specific data object and displays the unique rent calculations and purchase prices. Documentation Revamp I updated the README.md to ensure the decumentation was on point for anyone cloning the repo. I refactored and renamed SHOWCASE.md to Instructions.md . This provides a much clearer, step-by-step guide on how the game operates and how to get the local server running instead of just showcasing the Repo more. Conclusion The feedback was essential and really showed me how sloppy I worked it should now work perfectly even though i couldnt test it for 4 people
Poorup Redesign So after my last ship i read through all the reviews and have decided to continue this project even though i really didnt plan for that. So there were 3 addition people wanted. A new UI, being able to join random people, better Animations and a Dev mode to test in solo player possibly with mods. What did i do? So i first started with thinking of a new design route so i asked chatgpt for some references of a good design. I decided on making the Whole Ui pixellated similar to the Arcade style and fully redesingen the SVG witth and now iam going to go over it and adjust it to fit ours. Of course this took like around 6 hours but I use figma on desktop and the browser tracking of hackatime doesnt seem to work how do you like the new svg? Next Steps Next Steps i redesignen the Full Ui to fit this pexelated style and making sure it looks good
Poorup Redesign – Devlog #2 This phase was about continuing the complete redesign of the website, deciding on a UI theme, and implementing a new feature that I had wanted from the start but was not advanced enough to create before. New UI I am very proud to announce a complete redesign of the application. I decided to fully embrace a pixelated theme, and I personally think it looks great. It is genuinely one of the best UI systems I have ever designed. New Feature I decided to expand the trading system. You can now give out loans in exchange for premiums, equity, money, and more. This allows you to create fully customizable loans, such as: I give you $200 for 30% permanent equity in this spot. This means that you have to pay 30% less rent when you land on it and gain 30% of all rent paid on that plot. This is a system I have never seen in a Monopoly game, and I wanted to implement it from the start when I first had the idea for Poorup. New Feature #2 I have also decided to take the advice I was given and implement a room system. This allows players to join and create rooms, as well as make them public or private. I also added a quick-table feature that matches you with other people who have pressed the button, allowing you to play a quick round with random players. New Feature #3 I have created a complete profile system. You can now create a profile, view your statistics, win percentage, average money, and more. You are also able to create custom 32×32 icons to use while playing the game. New Feature #4 I also decided to add sounds and an open-source soundtrack I found called Pondering the Cosmos . which i think fits my new theme perfectly but maybe iam going to change it Next Step AI Bots The next Step will be adding bots but normal bots are boring they are just glofired search engines why i want to be a bit creative. I will use hackclub ai provider and give the bot a brain by combinging them with an AI like deepseek v4 flash this means the bot will be able to check how is he performing what are the most logical steps sell buy properties and trade and if wanted even chat with the user to make a deal would anybody like that?
Poorup Redesign – Devlog #3 This phase was about expanding the social side of Poorup, adding more depth to the game, and planning future systems that make every round feel more alive. Social, Rankings, Achievements I added a complete friend system. Players can search for unique usernames, send and accept friend requests, remove or block players, report users, invite friends to rooms, and view public profiles without leaving the lobby. Profiles now include statistics such as wins, win rate, games played, average money, bankruptcies, achievements, and match history. I also added global rankings for wins, win rate, games played, achievements, and other statistics. Rankings and Social are now independent tabs instead of modals, with wider layouts that use the available screen space more effectively. Achievements now have custom pixel-art and SVG icons, rarity levels from Common to Mythical, filters, dates, categories, and clickable detail modals. Mythical achievements are extremely rare and can trigger a server-wide announcement for every player. Easter Egg I added the hidden Parlor Patrol minigame. Pressing CTRL + P on the home screen opens a secret mode where you shoot down police helicopters, planes, and drones. It includes custom explosions, animations, sounds, score tracking, and a secret achievement. Global Events Global Events are rare events that affect every player instead of only the person who landed on a tile. They can be triggered by round conditions or Surprise cards and can last several rounds. Ideas include: Housing Bubble Pop Credit Freeze Inflation Spiral Bank Run Interest Rate Shock Airport Strike Energy Crisis Tax Scandal City Election Rent Control Tourism Boom Supply Chain Breakdown Events can combine with each other, create unexpected situations, and unlock secret achievements. I also want a global-event setting that is simply on or off, while event strength and duration scale with the round length. Rules Page I added a complete Rules tab designed like a pixel-art game manual. It explains the board, movement, properties, loans, cards, achievements, global events, social features, and settings. It uses an internal book-style scroll so the main application does not become a long scrolling page. Future Systems I am also planning a casino system using virtual money, with red, black, and green bets where the odds are not equal. Another planned feature is a fictional stock market connected to properties, countries, airports, utilities, and global events. Events could crash markets, increase rent values, affect airports, or create temporary investment opportunities. I also want to add unethical and outrages bank loans with high interest, strict repayment rules, and serious consequences. Music/sound icons I also added simple music and sound icons for the buttons instead of having the music on/off text Next Steps The next phase will be making these systems work together while keeping the game balanced, and also adding AI bots which utilise AI like deepseek v4 and so on so they able to actually judge the situation and think of possible ways for them to win. The aim is to use hcai to power them. I will also add normal BOTS as a fallback if my usage runs out
Poorup Redesign - Devlog #4 This phase was mainly about setting up codescene doing a full restructuing with the help of AI and fixing bugs and adding missing features. I also added a simple, gambling and stock market system. Bots I first started with setting up the initial idea of bots so to the UI and a bit of the backend logic for bots and how they will interact with the game iam nowhere finished and I havent tried it out yet. Codescene After checking out the github studentpack again after a while I saw codescene, which is a code reviewer similar to coderabbit. I struggled a bit with the Setup but after running an analysisi I noticed how abysmall my codebase really is and how its missing structure, archtiectuer and etc, for example sepearting certain getures from game logic.js and creating their own thread for it. I also setup a full pr pipieline which I can use with my AI agents which aim will be fixing my architecture, and finding bugs before i push them. bugs I ran Qwen 3.8 flash on my pr pipileine with codescene and let it work indepnedlty to full restructer my codebase so the results are better and I have better architectural design I also let it fix any bugs it found. Bugs I found While trying out the game i found mutipile BUGS one of them affecting my secret minigame palor patrol. For some reason I was losing hearts for no appearent reason. The reason behind it was that even though UI was hidden the helicopters were still flying through. For some reason the heart bug still exists afterwards and even the AI isnt able to find out what it is so Iam completating making architecture changes to it. #Gambling I added a smile gambling system where you can bet money on a roulete on red, black, and green I didnt add any animation for it as I found it unecessary and I also made sure iam legally clear to make sth like this Stock market I created a simple stock market tab and backend which allows people to buy indexes of a property and made sure to connect it with global events so global events can affect the stock market but that is nowhere near usable. Next Steps Iam going to let my AI continue improving my codebase with codescene and continue the Stock market and afterwards add the bots.
Poorup Redesign - Devlog #5 This phase was mainly about fixing all bugs still exisitng, refactoring further with codescene and letting AI run over my code, also fixed some small missing features and simple bugs myself. Choosing Icon I noticed a bug in which because of logic I made before setting up custom icons the programm mapped custom icons people created onto persets and blocked them so for example your icon had red in it, the game decided to map it onto the red preset in the backend blocking it but showing yours in game, this came because I never rewrote this section after introducing custom icons. Ownership icon Before this change owenship on board was only shown with a simple like quadrat in the top right corner of the tile in the color you picked this is also something left over from the old preset logic. I decided to make it so It shows a smaller version of the face of the player which makes it look a lot cleaner. Missing Buttons This was mainly because I let AI write to much of my code, the finical trading tab which is centered around equity and everything missed a dropdown to choose who you send the trade to and even the button to send the trade which was a dumb oversight on my end. I also added a simple backend system for the dropdown inside that modal to only show the propertys a person owns. Bots I also continued working on the bot system though this was mainly watching tutorials and brainstorming further Next Steps Fix last bugs, fully add bot system and make sure UI looks good to release the first beta test hopefully the next post will be the last
Poorup Redesign - Devlog #6 This phase was mainly about adding more depth to the player interactions, improving the bot system, and making the rankings feel more alive. Deal Negotiation I redesigned the deal flow so trades, loans, equity, and hybrid deals all work in the same way. When you receive a deal, a modal appears with accept and negotiate. If you close it, the deal does not get declined and stays inside the Finance rail. Both players can now see the same deal collapsed in Finance. The receiver can negotiate, while the sender can adjust or cancel the deal. You can open a full read-only view, change the parameters, and send the new version back. The server also checks old deal IDs so an outdated modal cannot change a newer deal. Sponsored Purchases I also added sponsored purchases. If a player cannot afford a property, they can ask the table for help. Other players can reserve contributions, and once the full amount is available, the buyer accepts and is forced to buy that exact property. The money is automatically returned if the request is canceled, the property changes owner, or a player disconnects. It is not a loan and does not create equity. Bots I continued improving the AI and no-AI bots. The bots now receive more context about the board, current obligations, loans, events, opponents, future rent risk, expected cash flow, and their own previous decisions.AI bots can now also counter trades, negotiate player contracts, choose debt rescue actions, and make auction decisions. If the AI provider runs out of credits or fails, the no api key AI takes over Rankings I added recent trend indicators to the ranking rows, so you can see if a player is moving up, down, or staying flat. I also added a seasonal ranking scope based on the current calendar season. Rules Fixes I also fixed the Double GO setting so landing exactly on GO now pays the boosted amount, while simply passing GO still pays the normal amount.TestingI expanded the tests and ran long bot campaigns with auctions, loans, casino, market, global events, sponsorships, and negotiations. The latest regression suite passes and the longer 2,500-game campaign had zero stalled games. Next Steps The next major step is making the bots simulate several complete future turns and improving long-term negotiation behavior. After that I want to add deeper browser testing and seasonal ranking rewards. Also to lazy to do screenshots of new UI so you will get everything in the next devpost
Poorup Redesign - Devlog #7 This phase was mainly about doing a full audit over the game, fixing bugs which were still hidden inside the server and UI, and making the whole project easier to trust before the next merge. Finalising Bots, adding, themes adding new suprise features and more. Themes I decided to create 5 more themes which will fully change the look of the game, for the 5 i decided on 5 directions first of light mode, and then the 4 seasons so summer,autumm, winter, and spring. These took quite some time to create but I think they came out quite decent though they still need cleaning up Ranking Seasons I have now added ranking seasons which are 1 month each if you manage to rank on the leaderbaord at the end of the season you get a special cosmetic(newly added system) and a special Title Cosmetics I added a full cosmetics system and the ranking system so you can now get cosmetics from 2 places, either by getting them at the end of the season form the leaderboard or by getting them from achievements Card Upgrade I also now added the features to upgrade your bank account, if you pay enough money you can upgrade your card for 1000$ this gives you a card with 5% cashback which is the Spaarkasse karte(german Bank) and the nex level is the amex black card wich give you 10$ cashback and amex points which you can use for flying. Gambling UI I also decided to now give the gambling UI an animation it now has the same kind of case opening animation as CS2 so the roulette which goes form right to left. Plane station card Also made it so that you can now use the airplanes to skip things so you can fly to another station but of course you will have to pay alot and you have to pay a landing fee. If a player owns an Airpot he can decide the flying fee himeslf and the landing fee which means he could extort people if he is smart enough Quick Table I did some changes to Quick Table as it used to create a new public room every time. It now checks the live public room directory first, joins the most suitable open table, retries if somebody fills it during the join, and only creates a new Standard-40 room when no table can be joined. Private room codes are never exposed and the server still makes the final decision. Favicon I also designed a quick little favicon which is Just a P with a box around it but it looks quite good Music Candidates I am now searching for new Music for each theme so music changes with the theme Next Steps Cleaning up the UI one final time trying everything out and finally realsing the Beta and promoting it on reddit.
Poorup Redesign - Devlog #8 this phase mainly about consolidating the backend and adding a New admin only dashboard which will allow to analyze things easier for balane patches and etc in the future. This Phase was written only by hand hence the long time, normally I would use AI to speed up the process but I wanted to get some practice in. Also added legal and TOS pages Backend I found mutipile bugs such as simple Game bugs to not so simple leackage problems and other stuff which took quite some time to fix by hand and this really shows how I will probally pause using AI for coding after this project for a while Admin Dashboard I created this Dashboard so I would be allowed to pracitally analyze everything from how certain things affect the game and for example analyze them to see if they need fixes, balances or even remove them entirly. I also added things like seeing a rough strucutre of where my player base is from. If anybody is abusing the game somehow or bot traffic. Tos Pages These took quite long and were quite the hassle but I did it. though i am debating jus tdeleting them as I couldnt fill them out entirley as certain information is needed which would then make them 100% fool proof I forgot I also updated the Snow Theme and added music for each theme with a small music player in the bottom left though I just noticed I placed the icons wrong should be a quick 2 line fix Next Steps do the last fixes finnaly test the AI bots as they are fully setup but not setup do some balancing and realese it The next post should really be the last. Hopefully.
Poorup Redesign - Devlog #9 this phase was mainly about adding some missing things fully balancing everything also used the new model jev from typesafe as it was a perfect fit for the task. Admin Dashboard I now added a section in the admin Dashboard fully centered around the Bots which allows for dropping in any provider and choosing the model and see the request if theyre failing or not and etc this took quite a while as I coded this myself again as I wanted to practice a bit though I still needed Ai help as Iam so trash at js Removing TOS pages As i mentioned in the last devlog i have now decided to remove the TOS pages as they were jst not good looking and not complete and not needed. Music system I decided to remove the music player and rather make it so 1 music track is there for each theme and my next step ix expanding the profile page to allow choosing another music track as 12 are available in total but only 6 are used rn. I also decided that I am going to move the Theme chooser somewhere else as people get no indicator rn to find it New Idea for the Future Also I had a great Idea which i can incoperate into this but after the next ship. Its training a custom ml model on all the matches played by people and then incoperating it in the game. Because essentialy it would be a custom AI/Bot that is able to play monopoly as good as possible new features I also added the option to download all the data cause i noticed its saved on the server and maybe smb wants to download it will then be in a json. I also added the option to add an recovery email, because my plan is to allow people to sign up without email but they still need an option to recover data if needed I also added the option to rovoke all otehr session tokens then the onnes youre logged into rn, so essentially log out of all other devices and server sessions Next steps Cleaning up Ai code and reading through it all, 1 or 2 adjustments in Ui for example the global event banner needs to be relocated or the graphs for match history need to remade. Also the ranking page needs a little redesing. The next one will be the LAST ONE cause i cant deal with stardance anymore all my projects are getting rejected for dumb reasons, so this will be the last devlog and if it does not get accepted iam relocating somewhere else.
Poorup Redesign - Devlog #10 Iam aware this phase is 30 hours this is just cause i used hella AI and didnt want to count it towards my payout. this phase mainly about finishing touches running mutipile tests suits playing some games and finishing some things also fixing Ui and redoing the Ui of the Music First of all I added music for each of the 6 theme with a secondary theme which you can select under account and preferences I also made it easier to spot the different themes as they were hella hidden to be honest. Deactivation of palor patrol Though i didnt want to this I needed to deactivate palor patrol as it was simply impossible to use I checked m code in detail used and really did everything but I couldnt find the bug which makes it unplayablle so as long as I cant manage to fix it I have to deacitvate it. Next Phase pushing everything on nest setting up a piepleine so nest automatticaly pulls everything I push onto main in my repo and finnaly realsing it with thhe bots for players to use.
Poorup Redesign - Devlog #11 (FUCK MY LIFE) I am geniunly so tired of this project and my life in general i was so busy in the last few days cause of school and after shool clubs. This phase was mainly about recoding the Bot engine by hand, and updating the stock market modal inside the game also added New Ui for theme chooser and music and also added more sound tracks. I also redid statistics tabs in profile by hand and added better match history tracking Bot engine To be honest to Bot engine was so much AI stuff that i genuinly didnt understand what it was build on and how that is why I decided to take some time to read and research all the papers its build on and how it works. I then rewrote large parts of it to improve it and also found mutipile bugs in the logic of how it works and how it assigns values New account and preferences tab I fully redid some parts of the accounts and prefences tab to now allow for easier choosing of themes and also worked on the music engine so the music loops and youre able to choose different music depending on the theme. #Statsics tab I redid the whole tab as I found it quite stacked with 12 boxes for statsics and decicd to now add internal tabs to make it look cleaner this was a quick 30 minute changes as I didnt change logic but just frontend Next Steps Hopefully shipping adding HCAI and testing the AI bots and further UI refinement on tablet UI and 1440px desktop cause these are 2 of the most weirdest sizes https://poorup.jeremy-d.hackclub.app/ also if anybody wants to check it our but it is nowhere near finished so dont expect anything
Devlog after ship So after getting hella positive feedback regarding poorup which i highly appreciate my aim is to now make it have an even better user experience and etc. why? cause from the feedback i got, there are 3 areas I need to tackle, UI, game logic which is to complex and the User experience including rules and etc, Full redesign of the ingame lobby So after getting feedback that the board was to smallwhich was kinda expected and that the whole game is just clutered which i also assumed would happen cause all the features dont fit into the game i have done the following. I have redesigned the full ingame lobby with a new layout further inspired by richup(didnt want to do this but they have the most optimial layout) I have also redone the whole entire admin window cause to be honest it was horrondous and hard to use, and also just some small changes all around full redesign of modals so after doing the lobby i have now decided to fully redo a lot of the modal to have a better layout and etc so they are way more user friendly and acttually easy to understand, this also included cutting alot of features from certain modals because they just made them to complex and hard to use Cards and airpots this was something i was orrignally planning to release in the last ship but i just decided to ship it with this one i have finnaly added the option to buy new bank cards which you can use to get benefits like cashback of 10% on purchsees like rent payment suprise cards and other stuff, and I also added the option to use airpots to fly from one point to another and allow players to set the prices, Bots After reflecting a bit on my ai usage for the bots i decided to fully plug the whole programm into a repo which visualises it to see if it checks out with my mental map and I noticed so much slop which I would have never noticed before, this includes the whole Bot logic which i have probally never looked at cause i knew i wouldnt be able to code them. Though i probally should have cause this is the biggest slop i have ever seen and It introduced so many bugs which the ai couldnt find Next steps Right now all these changes are locally and not on github which are around +17000 lines of code and my aim is to further clean this up and fully push it with a new domain which is alredy online but will be kept hidden. here are soem before and afters, the more clutterd ones are the befores and the simplifyed ones after
Rework #1 Now you could be asking yourself? What have i done in the last 8 days to not post? Well Iam nearly finished with the full rework off all UI, Bug fixing and introducing new features, Chart Engine So i redid the whole system for charts and decided to build my own, because though i had one which worked it looked horrendous and really didnt fit poorup, you can see the new chart engine in the screenshot Game history I redid the whole entire game history system, because to be honest it was heavily vibed including its Ui and while cheking it, it looked like trash so I sat myself down and worked tiresly to fully redo it, and I even implemented the new chart system into it, Modals, Modals, Modals So I REDID NEARLY EVERY SINGLE MODAL IN THE GAME to provide a better User experience this took hella long and while doing it i noticed i had hackatime tracking off, because i had been working on some personal projects, hence the reason I only posted now because I lost so many hours, #Next Features Well to be honest there really arent anymore features i can add, the only thing left is fixing bugs and preparing it for the release and advertising it on reddit
Ships:
Poorup Poorup is a real-time multiplayer board game inspired by Richup(Monopoly), playable entirely in the browser What did I make? A full multiplayer board game running on a Node.js server with Socket.IO for real-time communication. The client is pure HTML, CSS, and JavaScript, no frameworks which is stupid if I look back on it . Features include: Room-based lobbies with a shareable room code Full Monopoly-style rules: buying, renting, building houses and hotels, mortgaging, and trading Live auctions with a countdown timer when a property is declined Configurable game rules per room (double rent, vacation cash, even build, auction, mortgage, randomized turn order, no rent in jail) Reconnect support — if you disconnect mid-turn, you can rejoin and resume In-game chat Automatic room cleanup when everyone leaves What was challenging? Shared states across multiple clients. Every player action, rolling dice, buying a property, placing a bid, has to be read server-side, broadcast to everyone, and reflected correctly on each client without race conditions or desync. Getting that right, especially during edge cases, took a lot of work. Edge cases in disconnects. A player disconnecting mid-auction is a different problem than disconnecting on their turn, which is different from the host disconnecting entirely. Each case needed its own handling: timers need to be cleared, pending actions need to be resolved, and remaining players need to stay in a valid game state. and i need alot of time and a bit of AI to fix that for me. Building a complete game UI with vanilla CSS. No component library, no utility framework — every modal, toggle, property card, and animation is hand-written. Honestly needed a lot of AI help here. Probally should have used a libary if I look back at it but it was fun to do it in plain CSS also for anyone wondering why the favicon is the one from vite i never deleted it and i wasnt in the mode to redesign a new one and tried to use the board map but that didnt work for some reason. What am I proud of? The architecture. The game logic lives entirely in gameLogic.js and has no knowledge of sockets or HTTP. The server in server.js wires events to logic calls and broadcasts the results. That separation made the codebase much easier to debug than it would have been otherwise but i needed AI to implement the idea i had the idea but wasnt quite able to do it. How to test it git clone https://github.com/jeremy341/Poorup.git cd Poorup npm install npm start Then open http://localhost:8080 in two separate tabs or browser windows.
Project Update I didnt even notice but all the changes i did i the last patches never got shipped so this one is about the last to changes which were adding modals, creating new UI and removing AI code check it out https://poorup.jeremy-d.hackclub.app/
Poorup — Biggest Update to date I’ve given the project a major overhaul, from its visual identity and everything else. This is geninuly one of the best projects i have created and iam proud to announce it I first started Poorup 3 and 1/2 months ago as a project to get introcude into webdesing and since then i have created 4 more website and revesiting it really shows my growth. Of course Ai was used by even then I could really feel my growth What was challening i decide to stay on CSS, html, and js instead of transferring it into another language for a simple reason i wanted to test how far i can push these 3 languages( i was just to lazy to learn a new language) How I used AI AI WAS USED IN THIS PROJECT for debugging and coding no UI or art generation. AI was a substantial coding and debugging tool, especially for backend work, bot logic, and tricky multiplayer edge cases. I used CodeScene to identify code-health hotspots. I wrote many page-specific backend features myself, then used GPT/Codex to help debug or split some larger hotspot files into smaller modules. Ai was also used to fix bugs in the Ipad Ui I created Poorup’s frontend UI and its SVG and art assets myself. AI helped in coding but never touched art. I didn’t compose the soundtrack. I selected open-source and other openly licensed tracks; their sources and license details are in the audio credits . I also rewrote the Git history to make the repository cleaner, so the current commit log isn’t a complete record of the project’s development. Also after around the 6th or 7th devlog i turned ai traccking of as to not fraud myself hours So if needed deplete hours. What’s new in this patch UI Full ui rework of everything nothing was left out every single Ui elemt was redone by scratch, with upto 6 themse each with their own custom soundtrack and background, this was the largest wish people had wished for when they reviewed my game and iam so proud of the UI. Boards and multiplayer New 40 and Metro-52 boards, with custom visual themes. Public rooms and private rooms with shareable codes; people can join as guests. Configurable rules, including double rent, vacation cash, even building, and randomized turn order. A deeper economy system Bank loans, player-to-player loans, equity deals, and hybrid contracts, with collateral and default consequences. Sponsored purchases: one player can fund another player’s property purchase in exchange for an agreed share. Negotiating now youre able to negotiate all offers you get instead of accepting or declining on the spot you can also keep them on hold An optional stock market for all the quant bros(gamblers) casino so now youre able to gamble Social I also added a full social systems with achievements, friends inviting people to lobbys seeing match history and more, also added the option to create your own 16x16 user icon Events one of the biggest features I decided to add global events which appear under certain conditions like to many houses standing which should reference the 2008 housing crises i also added stock market crash and alot more. Also global events can also combine to create seacil ones Parlor patrol this was supposed to be a cool minigame while waiting for your friends but it doesnt work and i cant fix the bug for the life of me so you can test it out but it doesnt work correclty all svg assets for it exist...
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43116
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X-Revenant by @nejenabinupa | Stardance
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nejenabinupa
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1
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49.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T17:17:01Z", "hours": 49.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this model is finished now all of the details are in the readme how you like it", "repo": "https://github.com/binupax6699/X-REVENANT-3D-MODLE", "demo": "https://sketchfab.com/3d-models/x-revenant-d105edc6008d4e148df14087eecc2355"}]...
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[{"post_id": 77351, "ts": "202 [{"post_id": 77351, "ts": "2026-10-06T17:11:44Z", "hours": 1.4131, "text": "finished up all and its ready now"}, {"post_id": 43397, "ts": "2026-08-08T16:48:16Z", "hours": 6.4225, "text": "Finally finished baking the textures to the body"}, {"post_id": 42499, "ts": "2026-08-07T08:42:02Z", "hours": 9.8578, "text": "I did the texturing for the all and I make the interior and put weapons that come out from openings, next will be backing the texture and sum small details to make it perfect."}, {"post_id": 41340, "ts": "2026-08-05T14:27:20Z", "hours": 10.5606, "text": "I added small details and sum small changes to the topology and cut out opening to add this that come out and I add the landing gear and it was the most complex part today and i even animated it and it look so perfect."}, {"post_id": 40203, "ts": "2026-08-03T16:38:36Z", "hours": 10.9303, "text": "Did so much changes and I think this is the final model I can get, maybe little more changes and textures I can add in next devlog, it’s looking good i think I did a great job to get to here and make it much more my style and better over time"}, {"post_id": 39555, "ts": "2026-08-02T16:15:05Z", "hours": 10.265, "text": "Took so long to make the based mash and it was good enough to work ok and need to make it perfect and make some small small changes along the way."}]...
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Title: X-Revenant by @nejenabinupa | Stardance
De Title: X-Revenant by @nejenabinupa | Stardance
Devlogs:
Took so long to make the based mash and it was good enough to work ok and need to make it perfect and make some small small changes along the way.
Did so much changes and I think this is the final model I can get, maybe little more changes and textures I can add in next devlog, it’s looking good i think I did a great job to get to here and make it much more my style and better over time
I added small details and sum small changes to the topology and cut out opening to add this that come out and I add the landing gear and it was the most complex part today and i even animated it and it look so perfect.
I did the texturing for the all and I make the interior and put weapons that come out from openings, next will be backing the texture and sum small details to make it perfect.
Finally finished baking the textures to the body
finished up all and its ready now
Ships:
this model is finished now all of the details are in the readme how you like it...
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1792853411.1223686
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1792939811.1223686
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65881
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Julius Ceasar by @HarvyLiu | Stardance
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HarvyLiu
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2
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4.0
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3
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T16:54:41Z", "hours": 1.0, "multiplier": 2.83, "payout": 3, "blessing": "neutral", "text": "Now it has 5 commands in total!! I hope to add more but I’ve got midterm next week so… 💀, Anyways, wish everyone out there also maintaining well on their studies lol", "repo": "https://github.com/HarvyLiu/Julius-Ceasar", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}, {"ship_num": 2, "ts": "2026-09-29T12:47:03Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finished 3 commands of the ciphering/encoding bot Julius Ceasar!! Try it out! I’ll be constantly adding more commands in the future, pls look forward to it!", "repo": "https://github.com/HarvyLiu/Julius-Ceasar", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
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[{"post_id": 76755, "ts": "202 [{"post_id": 76755, "ts": "2026-10-04T14:31:49Z", "hours": 0.6206, "text": "atbash finished!"}, {"post_id": 75549, "ts": "2026-09-30T12:25:24Z", "hours": 0.3617, "text": "I seriously do not know how is it like this, this is absolute nonsense, I only used AI to generate five lines of code, in the codebase and a README template for me to fill in detail. I typed everything else on my own, I don’t understand 🥀🥀. AI doesnt need 2 hours to type that thing 😭😭"}, {"post_id": 75178, "ts": "2026-09-29T12:15:32Z", "hours": 0.2681, "text": "Base64 slash command finished!!"}, {"post_id": 74877, "ts": "2026-09-28T14:19:31Z", "hours": 0.4367, "text": "Base64 encoding function added! Haven’t finished it’s slash command tho"}, {"post_id": 74586, "ts": "2026-09-27T17:57:30Z", "hours": 0.4936, "text": "Added rot13 for simplicity!! More commands incoming~"}, {"post_id": 74538, "ts": "2026-09-27T16:22:05Z", "hours": 0.8083, "text": "Btw, I forgot to say, I did a major change for this mission. I remembered that discord bot suggests using python. I never built one before though, so for my slack bot (since I’m also preparing for a python exam), I decided to write it in: Python. I went online and found the official document and also asked AI for help for the slack parts. Slash commands are 100% hand made, you can go check it out, it’s written a bit poorly but it works. It works then don’t touch it am I wrong?"}, {"post_id": 74284, "ts": "2026-09-27T03:53:06Z", "hours": 0.795, "text": "Finished the first ciphering function, first a basic one, Caesar cipher!"}]...
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Title: Julius Ceasar by @HarvyLiu | Stardance
Dev Title: Julius Ceasar by @HarvyLiu | Stardance
Devlogs:
Finished the first ciphering function, first a basic one, Caesar cipher!
Btw, I forgot to say, I did a major change for this mission. I remembered that discord bot suggests using python. I never built one before though, so for my slack bot (since I’m also preparing for a python exam), I decided to write it in: Python. I went online and found the official document and also asked AI for help for the slack parts. Slash commands are 100% hand made, you can go check it out, it’s written a bit poorly but it works. It works then don’t touch it am I wrong?
Added rot13 for simplicity!! More commands incoming~
Base64 encoding function added! Haven’t finished it’s slash command tho
Base64 slash command finished!!
I seriously do not know how is it like this, this is absolute nonsense, I only used AI to generate five lines of code, in the codebase and a README template for me to fill in detail. I typed everything else on my own, I don’t understand 🥀🥀. AI doesnt need 2 hours to type that thing 😭😭
atbash finished!
Ships:
Finished 3 commands of the ciphering/encoding bot Julius Ceasar!! Try it out! I’ll be constantly adding more commands in the future, pls look forward to it!
Now it has 5 commands in total!! I hope to add more but I’ve got midterm next week so… 💀, Anyways, wish everyone out there also maintaining well on their studies lol...
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1792817278.749385
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1792903678.749385
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49526
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RedC2 by @redsimit | Stardance
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redsimit
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3
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7.0
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71
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T16:53:51Z", "hours": 3.0, "multiplier": 10.97, "payout": 35, "blessing": "neutral", "text": "REDC2 is a terminal-based dashboard built in Python, designed to monitor and control multiple systems over SSH from a single window. I created this tool because I wanted a simpler way to manage my personal homelab (an old laptop and a Raspberry Pi) without cluttering my screen with endless terminal windows. Python’s simplicity made it the perfect choice since the project didn’t require low-level programming. Key Features & Updates • Centralized Dashboard: Run main.py to instantly view all your systems in a single terminal interface. • Simple Configuration: Devices and settings are easily managed through straightforward .toml files. • Real-Time Monitoring: Keep an eye on system health with live tracking for CPU usage, RAM usage, and system status. • Smooth Navigation: Press Escape to quickly jump between systems, or use Ctrl + P to open a command palette for interface customization. • Cross-Platform Stability: Completely fixed previous lagging and bugging issues across different operating systems. Ultimately, REDC2 removes the friction from managing a small homelab—making it faster, cleaner, and much more convenient.", "repo": "https://github.com/Simit6155/RedC2", "demo": "https://github.com/Simit6155/RedC2/releases/tag/v0.2"}, {"ship_num": 2, "ts": "2026-10-02T13:16:25Z", "hours": 1.0, "multiplier": 11.02, "payout": 14, "blessing": "neutral", "text": "REDC2 is a terminal-based tool that allows you to control and monitor multiple systems from a single window using SSH (Secure Shell). I built REDC2 in Python because of its simplicity and because this project does not require low-level programming. I personally run a homelab with two devices: an old laptop and a Raspberry Pi. I always disliked having multiple terminal windows open just to manage my systems, so I created REDC2 to bring everything together in one interface. When you run main.py, REDC2 displays your configured devices in a simple terminal dashboard. The devices are configured through .toml files, and the dashboard displays information such as CPU usage, RAM usage, and system status. You can customize the terminal interface using Ctrl + P to open the command palette. Switching between devices is also simple: press the Escape key to move between systems. FIXED LAGGING AND BUGGING IN DIFFIRENT OS’s !! The goal of REDC2 is to make managing a small homelab faster, cleaner, and more convenient without needing multiple terminal windows.", "repo": "https://github.com/Simit6155/RedC2", "demo": "https://github.com/Simit6155/RedC2/releases/tag/v0.2"}, {"ship_num": 3, "ts": "2026-08-17T15:19:37Z", "hours": 3.0, "multiplier": 8.55, "payout": 22, "blessing": "neutral", "text": "REDC2 REDC2 is a terminal-based tool that allows you to control and monitor multiple systems from a single window using SSH (Secure Shell) . I built REDC2 in Python because of its simplicity and because this project does not require low-level programming. I personally run a homelab with two devices: an old laptop and a Raspberry Pi. I always disliked having multiple terminal windows open just to manage my systems, so I created REDC2 to bring everything together in one interface. When you run main.py , REDC2 displays your configured devices in a simple terminal dashboard. The devices are configured through .toml files, and the dashboard displays information such as CPU usage, RAM usage, and system status . You can customize the terminal interface using Ctrl + P to open the command palette. Switching between devices is also simple: press the Escape key to move between systems. The goal of REDC2 is to make managing a small homelab faster, cleaner, and more convenient without needing multiple terminal windows.", "repo": "https://github.com/Simit6155/RedC2", "demo": "https://github.com/Simit6155/RedC2/releases/tag/v0.2"}]...
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[{"post_id": 77341, "ts": "202 [{"post_id": 77341, "ts": "2026-10-06T16:51:57Z", "hours": 0.9006, "text": "Final Version REDC2 Works on Linux, MacOS and Windows without problems. Information about this project: REDC2 is a terminal-based tool that allows you to control and monitor multiple systems from a single window using SSH (Secure Shell). I built REDC2 in Python because of its simplicity and because this project does not require low-level programming. I personally run a homelab with two devices: an old laptop and a Raspberry Pi. I always disliked having multiple terminal windows open just to manage my systems, so I created REDC2 to bring everything together in one interface. When you run main.py, REDC2 displays your configured devices in a simple terminal dashboard. The devices are configured through .toml files, and the dashboard displays information such as CPU usage, RAM usage, and system status. You can customize the terminal interface using Ctrl + P to open the command palette. Switching between devices is also simple: press the Escape key to move between systems. The goal of REDC2 is to make managing a small homelab faster, cleaner, and more convenient without needing multiple terminal windows."}, {"post_id": 77096, "ts": "2026-10-05T17:00:28Z", "hours": 1.2503, "text": "Fixing MacOS compatability Issues"}, {"post_id": 76723, "ts": "2026-10-04T12:47:58Z", "hours": 1.0189, "text": "Spent an hour cleaning the code and the filesystem. So easy to read now"}, {"post_id": 52390, "ts": "2026-08-22T14:42:16Z", "hours": 0.5719, "text": "DEVLOG #5 Updated the parts where i used AI, The final project has no AI involved rn :) REDC2 lets you access your devices/machines through SSH using Python. It gives you the ability to switch between machines easily and gives you basic infos about your configured machines. I use this everyday messing with my homelab"}, {"post_id": 52277, "ts": "2026-08-22T11:55:14Z", "hours": 0.7256, "text": "Turned into exe and created a machines.toml.example file ready to ship"}, {"post_id": 48887, "ts": "2026-08-17T13:34:41Z", "hours": 0.4503, "text": "REDC2 DEVLOG 3 - squashed two nasty bugs Spent today hunting down two bugs that were making the SSH terminal panel basically unusable. Bug #1: crashing on select Selecting a machine from the command bar threw a DuplicateIds exception and killed the terminal widget. Turns out Textual’s Widget.remove() is async — it just schedules the removal, it doesn’t happen instantly. My code was removing the old terminal widget and then immediately mounting a new one with the same hardcoded id (ssh-terminal), so the two calls raced each other and Textual saw two widgets claiming the same id at once. Fixed it by giving each terminal instance a unique id (ssh-terminal-1, ssh-terminal-2, …) instead of reusing one. Bug #2: invisible typing in the command bar Typing into the main redc2> input box showed nothing on screen even though the input was working fine under the hood. Textual’s Input widget defaults to a border: tall style that needs ~3 rows to actually render the text row. My CSS forced the input down to height: 1 without accounting for the border, so the text row got squeezed to zero height and effectively vanished. Fix: stripped the border and added proper padding on the compact input. Both fixed now — dashboard select → terminal open → typing all work smoothly. Butter on warm bread. 🧈🍞"}, {"post_id": 48483, "ts": "2026-08-16T21:02:27Z", "hours": 1.3567, "text": "REDC2 Devlog 2 - Floating Terminal Feature Date: Aug 16, 2026 So I added a floating terminal panel to REDC2. The whole thing took a few hours. Why The dashboard was fine but having all command output in a separate section meant you couldn’t see both the machine status and what you just ran at the same time. Wanted the output accessible with a quick keybind without cluttering the main view. How Added a new FloatingTerminal container that sits in an overlay layer. It’s reactive so toggling visibility is smooth. Ctrl+T brings it up/down. All command output gets mirrored there automatically via the logging pipeline. Used Textual’s layer system to keep it from blocking the dashboard. Size and position are just CSS (width/height/offset), so it’s easy to customize. The Issues Initial CSS used right/bottom which Textual doesn’t support. Switched to offset. That fixed it.Paramiko had version issues with keys. Downgraded to 3.4.1 and added password auth support to the config since most people just want to use passwords anyway.SSH key format stuff is annoying. Just went with password auth as default and made it dead simple. What Works Toggle with Ctrl+TReal-time command outputScrollable history (max 2000 lines)Doesn’t block dashboard interactionWorks over SSH fine What’s Left Draggable terminal (low priority)Copy/paste in terminal (Textual limitation)Separate shell session option (would need more work) It’s production ready though. Deployed to homelab and it just works. Stats: ~100 lines of new code1 file modified (app.py)0 breaking changesWorks with password or key authNo new dependencies Pretty solid for an afternoon’s work."}, {"post_id": 48109, "ts": "2026-08-16T12:14:15Z", "hours": 0.7122, "text": "REDC2 devlog #1 Started REDC2, a small terminal tool for SSHing into my own machines (an Ubuntu server and a Raspberry Pi) without opening a new terminal every time. You type list, get an id for each machine, then select 0 and it just runs real ssh under the hood. No custom protocol, just a nicer front end for something I already do constantly. Spent today mostly fixing bugs from the first rough version. select was calling ssh_into(), a function that didn’t exist, so picking a machine just crashed. Also had bad indentation, the quit/exit handling was nested inside the select block instead of next to it, and the main guard was indented inside main() so the script never actually ran. Fixed both, then added colorama for colored output (green connecting, red errors, yellow on abort), and handling for when ssh isn’t installed at all, it checks /etc/os-release to find the distro and offers to install openssh instead of just crashing. Machines are still hardcoded in a list at the top of the file, works but doesn’t scale. Next up is moving that into a config file so I don’t have to edit the script to add a machine, and adding a status check so list shows which machines are actually reachable."}]...
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Title: RedC2 by @redsimit | Stardance
Devlogs:
RE Title: RedC2 by @redsimit | Stardance
Devlogs:
REDC2 devlog #1 Started REDC2, a small terminal tool for SSHing into my own machines (an Ubuntu server and a Raspberry Pi) without opening a new terminal every time. You type list, get an id for each machine, then select 0 and it just runs real ssh under the hood. No custom protocol, just a nicer front end for something I already do constantly. Spent today mostly fixing bugs from the first rough version. select was calling ssh_into(), a function that didn’t exist, so picking a machine just crashed. Also had bad indentation, the quit/exit handling was nested inside the select block instead of next to it, and the main guard was indented inside main() so the script never actually ran. Fixed both, then added colorama for colored output (green connecting, red errors, yellow on abort), and handling for when ssh isn’t installed at all, it checks /etc/os-release to find the distro and offers to install openssh instead of just crashing. Machines are still hardcoded in a list at the top of the file, works but doesn’t scale. Next up is moving that into a config file so I don’t have to edit the script to add a machine, and adding a status check so list shows which machines are actually reachable.
REDC2 Devlog 2 - Floating Terminal Feature Date: Aug 16, 2026 So I added a floating terminal panel to REDC2. The whole thing took a few hours. Why The dashboard was fine but having all command output in a separate section meant you couldn’t see both the machine status and what you just ran at the same time. Wanted the output accessible with a quick keybind without cluttering the main view. How Added a new FloatingTerminal container that sits in an overlay layer. It’s reactive so toggling visibility is smooth. Ctrl+T brings it up/down. All command output gets mirrored there automatically via the logging pipeline. Used Textual’s layer system to keep it from blocking the dashboard. Size and position are just CSS (width/height/offset), so it’s easy to customize. The Issues Initial CSS used right/bottom which Textual doesn’t support. Switched to offset. That fixed it.Paramiko had version issues with keys. Downgraded to 3.4.1 and added password auth support to the config since most people just want to use passwords anyway.SSH key format stuff is annoying. Just went with password auth as default and made it dead simple. What Works Toggle with Ctrl+TReal-time command outputScrollable history (max 2000 lines)Doesn’t block dashboard interactionWorks over SSH fine What’s Left Draggable terminal (low priority)Copy/paste in terminal (Textual limitation)Separate shell session option (would need more work) It’s production ready though. Deployed to homelab and it just works. Stats: ~100 lines of new code1 file modified (app.py)0 breaking changesWorks with password or key authNo new dependencies Pretty solid for an afternoon’s work.
REDC2 DEVLOG 3 - squashed two nasty bugs Spent today hunting down two bugs that were making the SSH terminal panel basically unusable. Bug #1: crashing on select Selecting a machine from the command bar threw a DuplicateIds exception and killed the terminal widget. Turns out Textual’s Widget.remove() is async — it just schedules the removal, it doesn’t happen instantly. My code was removing the old terminal widget and then immediately mounting a new one with the same hardcoded id (ssh-terminal), so the two calls raced each other and Textual saw two widgets claiming the same id at once. Fixed it by giving each terminal instance a unique id (ssh-terminal-1, ssh-terminal-2, …) instead of reusing one. Bug #2: invisible typing in the command bar Typing into the main redc2> input box showed nothing on screen even though the input was working fine under the hood. Textual’s Input widget defaults to a border: tall style that needs ~3 rows to actually render the text row. My CSS forced the input down to height: 1 without accounting for the border, so the text row got squeezed to zero height and effectively vanished. Fix: stripped the border and added proper padding on the compact input. Both fixed now — dashboard select → terminal open → typing all work smoothly. Butter on warm bread. 🧈🍞
Turned into exe and created a machines.toml.example file ready to ship
DEVLOG #5 Updated the parts where i used AI, The final project has no AI involved rn :) REDC2 lets you access your devices/machines through SSH using Python. It gives you the ability to switch between machines easily and gives you basic infos about your configured machines. I use this everyday messing with my homelab
Spent an hour cleaning the code and the filesystem. So easy to read now
Fixing MacOS compatability Issues
Final Version REDC2 Works on Linux, MacOS and Windows without problems. Information about this project: REDC2 is a terminal-based tool that allows you to control and monitor multiple systems from a single window using SSH (Secure Shell). I built REDC2 in Python because of its simplicity and because this project does not require low-level programming. I personally run a homelab with two devices: an old laptop and a Raspberry Pi. I always disliked having multiple terminal windows open just to manage my systems, so I created REDC2 to bring everything together in one interface. When you run main.py, REDC2 displays your configured devices in a simple terminal dashboard. The devices are configured through .toml files, and the dashboard displays information such as CPU usage, RAM usage, and system status. You can customize the terminal interface using Ctrl + P to open the command palette. Switching between devices is also simple: press the Escape key to move between systems. The goal of REDC2 is to make managing a small homelab faster, cleaner, and more convenient without needing multiple terminal windows.
Ships:
REDC2 REDC2 is a terminal-based tool that allows you to control and monitor multiple systems from a single window using SSH (Secure Shell) . I built REDC2 in Python because of its simplicity and because this project does not require low-level programming. I personally run a homelab with two devices: an old laptop and a Raspberry Pi. I always disliked having multiple terminal windows open just to manage my systems, so I created REDC2 to bring everything together in one interface. When you run main.py , REDC2 displays your configured devices in a simple terminal dashboard. The devices are configured through .toml files, and the dashboard displays information such as CPU usage, RAM usage, and system status . You can customize the terminal interface using Ctrl + P to open the command palette. Switching between devices is also simple: press the Escape key to move between systems. The goal of REDC2 is to make managing a small homelab faster, cleaner, and more convenient without needing multiple terminal windows.
REDC2 is a terminal-based tool that allows you to control and monitor multiple systems from a single window using SSH (Secure Shell). I built REDC2 in Python because of its simplicity and because this project does not require low-level programming. I personally run a homelab with two devices: an old laptop and a Raspberry Pi. I always disliked having multiple terminal windows open just to manage my systems, so I created REDC2 to bring everything together in one interface. When you run main.py, REDC2 displays your configured devices in a simple terminal dashboard. The devices are configured through .toml files, and the dashboard displays information such as CPU usage, RAM usage, and system status. You can customize the terminal interface using Ctrl + P to open the command palette. Switching between devices is also simple: press the Escape key to move between systems. FIXED LAGGING AND BUGGING IN DIFFIRENT OS’s !! The goal of REDC2 is to make managing a small homelab faster, cleaner, and more convenient without needing multiple terminal windows.
REDC2 is a terminal-based dashboard built in Python, designed to monitor and control multiple systems over SSH from a single window. I created this tool because I wanted a simpler way to manage my personal homelab (an old laptop and a Raspberry Pi) without cluttering my screen with endless terminal windows. Python’s simplicity made it the perfect choice since the project didn’t require low-level programming. Key Features & Updates • Centralized Dashboard: Run main.py to instantly view all your systems in a single terminal interface. • Simple Configuration: Devices and settings are easily managed through straightforward .toml files. • Real-Time Monitoring: Keep an eye on system health with live tracking for CPU usage, RAM usage, and system status. • Smooth Navigation: Press Escape to quickly jump between systems, or use Ctrl + P to open a command palette for interface customization. • Cross-Platform Stability: Completely fixed previous lagging and bugging issues across different operating systems. Ultimately, REDC2 removes the friction from managing a small homelab—making it faster, cleaner, and much more convenient....
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1792850084.8423493
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1792936484.8423493
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68274
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My own site! by @itzdeep2 | Stardance
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itzdeep2
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1
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2.0
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2
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T15:34:35Z", "hours": 2.0, "multiplier": 1.37, "payout": 2, "blessing": "neutral", "text": "i did it all by my own as it is my first project. i have embeded the html and css both in the html file. The website is not a professional, but I hope that you like it. Thank You", "repo": "https://github.com/itzdeep2/Builder-Site-Portfolio", "demo": "https://itzdeep2.github.io/Builder-Site-Portfolio/"}]...
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[{"post_id": 77328, "ts": "202 [{"post_id": 77328, "ts": "2026-10-06T15:32:25Z", "hours": 1.7064, "text": "i made the website by my own i have embeded the css in the html itself. the website is not professional but as it is my first project i hope you would like it….!!!!!"}]...
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Title: My own site! by @itzdeep2 | Stardance
Devl Title: My own site! by @itzdeep2 | Stardance
Devlogs:
i made the website by my own i have embeded the css in the html itself. the website is not professional but as it is my first project i hope you would like it….!!!!!
Ships:
i did it all by my own as it is my first project. i have embeded the html and css both in the html file. The website is not a professional, but I hope that you like it. Thank You...
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1792817682.811755
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1792904082.811755
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37294
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Voxelized by @luxi | Stardance
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luxi
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3
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59.0
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594
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T15:25:38Z", "hours": 16.0, "multiplier": 10.96, "payout": 90, "blessing": "neutral", "text": "I’ve finished another release of the voxel engine, it’s more optimized, has volumetric clouds, light sources and procedural generation.", "repo": "https://github.com/nixuntris/Voxelized", "demo": "https://github.com/nixuntris/Voxelized/releases"}, {"ship_num": 2, "ts": "2026-09-01T15:53:27Z", "hours": 20.0, "multiplier": 13.94, "payout": 279, "blessing": "neutral", "text": "I implemented GUI, more varied scenes, reflections to the water Along with general QOL and it should be slightly faster than before. I worked on documenting the technical details as well", "repo": "https://github.com/nixuntris/Voxelized", "demo": "https://github.com/nixuntris/Voxelized/releases"}, {"ship_num": 3, "ts": "2026-08-22T00:02:33Z", "hours": 23.0, "multiplier": 11.55, "payout": 225, "blessing": "neutral", "text": "I’ve implemented a software raytracer that runs on the CPU in real time. It’s quite heavy still so a beefy system is recommended. (I use a 5950x). It uses avx2 to speed up the direction calculations along with a low level ray pass (the complete list of functionality is listed in the release description on github)", "repo": "https://github.com/nixuntris/Voxelized", "demo": "https://github.com/nixuntris/Voxelized/releases"}]...
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[{"post_id": 77319, "ts": "202 [{"post_id": 77319, "ts": "2026-10-06T15:13:15Z", "hours": 1.5731, "text": "I implemented a chunk based acceleration tree, so that only chunks within the radius of the light get lit. Not that much. Been busy with school and studying math. I will be working on documenting the technical changes since the last blog post. Currently just releasing since a lot of hours accumulated since the last release"}, {"post_id": 68531, "ts": "2026-09-15T08:34:43Z", "hours": 3.5928, "text": "I have implemented lights, currently they are pixel pixel. Not going with per voxel probes, too expensive. Probably gonna do irradiance 8^3 probes. Very simple not yet optimized"}, {"post_id": 64404, "ts": "2026-09-08T19:12:52Z", "hours": 2.1897, "text": "I’ll let the video speak for itself"}, {"post_id": 63546, "ts": "2026-09-07T13:52:14Z", "hours": 2.6008, "text": "I’ve implemented gradual world gen, so instead of generating all at once they get generated on demand. Currently it’s still constrained to a specific size but I will fix it by changing to a hashmap. I need to also implement chunk prioritization for better experience and multi thread it better."}, {"post_id": 62385, "ts": "2026-09-05T18:31:27Z", "hours": 6.4331, "text": "Clouds and more optimizations. I store 2 pre-calculated noise maps, one is height, the other is density I use them in combination to create clouds"}, {"post_id": 59644, "ts": "2026-09-01T15:49:00Z", "hours": 7.4706, "text": "I have implemented more different world types, gui improvements, water reflections, world loading and unloading etc… Mostly general optimizations and QOL improvements rather than a deep technique. Something I plan for the release after this one"}, {"post_id": 57639, "ts": "2026-08-29T20:56:01Z", "hours": 5.1456, "text": "I implemented larger worlds and a very basic menu to choose it’s size. Along with the ability to dynamically change resolutions, (currently controllable by keyboard but I want to make a full ui for all the graphical stuff). I removed trees as I want to move towards space colonization and ones that will actually look good. Overall rendering a world that is 4096^2x512 is not much slower than 8192^2x512 thanks to distance fields. I am moving forward with getting acceptable performance for a game, but it’s still not perfect. Also superliminal gave me a license to their cpu debugging software suite for free ;) so it will get fine tuned after I have all techniques implemented"}, {"post_id": 56222, "ts": "2026-08-27T21:51:26Z", "hours": 2.3972, "text": "I’ve been working on documenting my ray tracer further. Here’s a link to my blog post explaining the technical details: https://nixuntris.github.io/Private-Website/blueprint.html?id=raytracer"}, {"post_id": 53363, "ts": "2026-08-23T21:40:11Z", "hours": 5.0497, "text": "I implemented colored lighting, and light absorption, eg different materials absorb different amounts of light along with light diffusion so that light scatters, I am working on an upscaler and on demand probe allocation(it’s easily the heaviest part of the storage). I also implemented quantizing distance4 values to consume less memory. I also speed up world generation and multithreaded it. Overall focusing on memory storage. It’s very buggy rn however so a lot of bug fixing incoming"}, {"post_id": 51979, "ts": "2026-08-21T23:48:26Z", "hours": 6.6522, "text": "I’ve been optimizing the project. Now it can handle much larger render distances, at higher fps and I added deduping along with light absorption per material. It’s highly experimental but it works. I’ve improved on the terrain gen a bit more so that the scene is a bit more complex. I also finished lods. I am preping the ship"}, {"post_id": 51054, "ts": "2026-08-20T15:15:56Z", "hours": 2.9011, "text": "I’ve been working on optimizing the renderer and the world structure and acceleration data generation. I’ve implemented that low resolution pass, screen space lods that calculate the distance to start based on resolution and fovy. Along with just making the algorithm faster. I added secondary rays that use per voxel data as it’s faster to calculate (so a cheat code in a way because per pixel shadows are more expensive) they are only a visibility check for now. Along with speeding up the world gen and adding actual tree crowns. I plan on simiding the rays themself now along with the fact that speeding up world gen and making it more interesting is one of my more important tasks along with implementing proper global illumination and upscaling(there is a partial simple implementantion however it does no edge detection and smoothing). This is all running on a 5950x at 1000x1000 resolution at about 40-45 fps average (yes I know a frame time should be given instead of fps but I haven’t yet exactly built a debugger for it) however at 80% internal resolution it’s about 50-60 fps."}, {"post_id": 49233, "ts": "2026-08-17T21:58:24Z", "hours": 13.7969, "text": "I’ve been working on a realtime CPU voxel raytracer. It utilizes raymarching combined with multi level DDA for fast primary rays. I calculate distance fields stored in an octree format to optimize the raymarcher. I simded the ray direction calculation and multithreaded it. It utilizes checkerboard rendering while keeping the quality seemless. Every even frame gets to use odd’s frame distance, to speed up the traversal speeds. I want to implement a low level traversal algorithm for odd frames to speed up their traversal as well. Sadly I am not yet ready to blog but I am forced to as to not lose more hours. I tried to experiment with more techniques but I decided to still go with raytracing as I already have anotehr rasterization project going on."}]...
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Title: Voxelized by @luxi | Stardance
Devlogs:
I’ Title: Voxelized by @luxi | Stardance
Devlogs:
I’ve been working on a realtime CPU voxel raytracer. It utilizes raymarching combined with multi level DDA for fast primary rays. I calculate distance fields stored in an octree format to optimize the raymarcher. I simded the ray direction calculation and multithreaded it. It utilizes checkerboard rendering while keeping the quality seemless. Every even frame gets to use odd’s frame distance, to speed up the traversal speeds. I want to implement a low level traversal algorithm for odd frames to speed up their traversal as well. Sadly I am not yet ready to blog but I am forced to as to not lose more hours. I tried to experiment with more techniques but I decided to still go with raytracing as I already have anotehr rasterization project going on.
I’ve been working on optimizing the renderer and the world structure and acceleration data generation. I’ve implemented that low resolution pass, screen space lods that calculate the distance to start based on resolution and fovy. Along with just making the algorithm faster. I added secondary rays that use per voxel data as it’s faster to calculate (so a cheat code in a way because per pixel shadows are more expensive) they are only a visibility check for now. Along with speeding up the world gen and adding actual tree crowns. I plan on simiding the rays themself now along with the fact that speeding up world gen and making it more interesting is one of my more important tasks along with implementing proper global illumination and upscaling(there is a partial simple implementantion however it does no edge detection and smoothing). This is all running on a 5950x at 1000x1000 resolution at about 40-45 fps average (yes I know a frame time should be given instead of fps but I haven’t yet exactly built a debugger for it) however at 80% internal resolution it’s about 50-60 fps.
I’ve been optimizing the project. Now it can handle much larger render distances, at higher fps and I added deduping along with light absorption per material. It’s highly experimental but it works. I’ve improved on the terrain gen a bit more so that the scene is a bit more complex. I also finished lods. I am preping the ship
I implemented colored lighting, and light absorption, eg different materials absorb different amounts of light along with light diffusion so that light scatters, I am working on an upscaler and on demand probe allocation(it’s easily the heaviest part of the storage). I also implemented quantizing distance4 values to consume less memory. I also speed up world generation and multithreaded it. Overall focusing on memory storage. It’s very buggy rn however so a lot of bug fixing incoming
I’ve been working on documenting my ray tracer further. Here’s a link to my blog post explaining the technical details: https://nixuntris.github.io/Private-Website/blueprint.html?id=raytracer
I implemented larger worlds and a very basic menu to choose it’s size. Along with the ability to dynamically change resolutions, (currently controllable by keyboard but I want to make a full ui for all the graphical stuff). I removed trees as I want to move towards space colonization and ones that will actually look good. Overall rendering a world that is 4096^2x512 is not much slower than 8192^2x512 thanks to distance fields. I am moving forward with getting acceptable performance for a game, but it’s still not perfect. Also superliminal gave me a license to their cpu debugging software suite for free ;) so it will get fine tuned after I have all techniques implemented
I have implemented more different world types, gui improvements, water reflections, world loading and unloading etc… Mostly general optimizations and QOL improvements rather than a deep technique. Something I plan for the release after this one
Clouds and more optimizations. I store 2 pre-calculated noise maps, one is height, the other is density I use them in combination to create clouds
I’ve implemented gradual world gen, so instead of generating all at once they get generated on demand. Currently it’s still constrained to a specific size but I will fix it by changing to a hashmap. I need to also implement chunk prioritization for better experience and multi thread it better.
I’ll let the video speak for itself
I have implemented lights, currently they are pixel pixel. Not going with per voxel probes, too expensive. Probably gonna do irradiance 8^3 probes. Very simple not yet optimized
I implemented a chunk based acceleration tree, so that only chunks within the radius of the light get lit. Not that much. Been busy with school and studying math. I will be working on documenting the technical changes since the last blog post. Currently just releasing since a lot of hours accumulated since the last release
Ships:
I’ve implemented a software raytracer that runs on the CPU in real time. It’s quite heavy still so a beefy system is recommended. (I use a 5950x). It uses avx2 to speed up the direction calculations along with a low level ray pass (the complete list of functionality is listed in the release description on github)
I implemented GUI, more varied scenes, reflections to the water Along with general QOL and it should be slightly faster than before. I worked on documenting the technical details as well
I’ve finished another release of the voxel engine, it’s more optimized, has volumetric clouds, light sources and procedural generation....
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1792835430.6706874
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1792921830.6706874
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66348
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the bot which slacks off by @Parrot | Stardance
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Parrot
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2
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1.0
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1
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T15:19:25Z", "hours": 0.0, "multiplier": 1.26, "payout": 1, "blessing": "neutral", "text": "Comment what I should add next! Added commands /parrot_nap /parrot_coffee and /parrot_panic", "repo": "https://github.com/ryan113cpu/SlackingOffBot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?_gl=1*gzqgmu*_gcl_au*NDA4OTc1ODMxLjE3ODkxNTc1MjMuLS4tLjE3ODkxNTc1NTIuMjA1Mjg0NjA4OC4xNzkwNzY3Mzg4LjE3OTA3NjczODc."}, {"ship_num": 2, "ts": "2026-09-29T20:58:21Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "YAYAYYAYAYAYYAYA! Finally finished my Slack bot after spend like 5 hours on nest:( BUT.. BUT…BUT i finally done!!!!!!!!!!!!!!!!!!!!!!!!!! GONNA ADD MORE COMMANDS STAY TUNED!!", "repo": "https://github.com/ryan113cpu/SlackingOffBot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?_gl=1*gzqgmu*_gcl_au*NDA4OTc1ODMxLjE3ODkxNTc1MjMuLS4tLjE3ODkxNTc1NTIuMjA1Mjg0NjA4OC4xNzkwNzY3Mzg4LjE3OTA3NjczODc."}]...
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[{"post_id": 77320, "ts": "202 [{"post_id": 77320, "ts": "2026-10-06T15:17:42Z", "hours": 0.4375, "text": "Summiting to see What commands I should add next!!"}, {"post_id": 75264, "ts": "2026-09-29T16:20:38Z", "hours": 0.2867, "text": "IM LIKE SO DONE WITH NEST HOW DO I GET IT TO WORK IVE BEEN TRYIN FOR LIKE 6 HOURS NOW"}, {"post_id": 75018, "ts": "2026-09-28T21:22:43Z", "hours": 0.2731, "text": "Ive actully spent over like 2 hours on this like figuring out the node and slack api tocken and then github giving me 6k repos and all that idk why its showing me only 16 min"}, {"post_id": 74997, "ts": "2026-09-28T20:10:45Z", "hours": 0.3642, "text": "Devlog #1 Curently working on connecting node and VScode»> >< «<"}]...
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Title: the bot which slacks off by @Parrot | Stard Title: the bot which slacks off by @Parrot | Stardance
Devlogs:
Devlog #1 Curently working on connecting node and VScode»> >< «<
Ive actully spent over like 2 hours on this like figuring out the node and slack api tocken and then github giving me 6k repos and all that idk why its showing me only 16 min
IM LIKE SO DONE WITH NEST HOW DO I GET IT TO WORK IVE BEEN TRYIN FOR LIKE 6 HOURS NOW
Summiting to see What commands I should add next!!
Ships:
YAYAYYAYAYAYYAYA! Finally finished my Slack bot after spend like 5 hours on nest:( BUT.. BUT…BUT i finally done!!!!!!!!!!!!!!!!!!!!!!!!!! GONNA ADD MORE COMMANDS STAY TUNED!!
Comment what I should add next! Added commands /parrot_nap /parrot_coffee and /parrot_panic...
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1792092026.263127
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1792956026.263127
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64385
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Space-bot by @Abis-Aman | Stardance
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Abis-Aman
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1
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1.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T15:04:45Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "so to use the bot the reviwer need to go to bot spam chnnel and typle the commnads .i think the bots are in bot spam if it through another way pls notify me . And my other project has benn in review for a month now so if you can pls speed it up", "repo": "https://github.com/AbisAman-Dev/simple-Bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 71737, "ts": "202 [{"post_id": 71737, "ts": "2026-09-21T12:54:50Z", "hours": 0.425, "text": "Dev log 2 so done the whole java code after some learning and undrestanding of the quide"}, {"post_id": 71722, "ts": "2026-09-21T11:45:07Z", "hours": 0.8492, "text": "Dev log 1 so stated learing the guide and asking ai what the codes are as java is on bigene bigener level for me"}]...
|
Title: Space-bot by @Abis-Aman | Stardance
Devlog Title: Space-bot by @Abis-Aman | Stardance
Devlogs:
Dev log 1 so stated learing the guide and asking ai what the codes are as java is on bigene bigener level for me
Dev log 2 so done the whole java code after some learning and undrestanding of the quide
Ships:
so to use the bot the reviwer need to go to bot spam chnnel and typle the commnads .i think the bots are in bot spam if it through another way pls notify me . And my other project has benn in review for a month now so if you can pls speed it up...
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1792814131.284194
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1792900531.284194
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56873
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Smart Switchboard by @yashtakhtani | Stardance
|
yashtakhtani
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T14:00:53Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made the smart switchboard, it makes the non smart devices in the room actually smart. I faced a few challenges. Mainly the led lights, they were 2mm wide and I could not solder them at all. 2nd the switches. I wanted to order buttons but I ordered buttons which toggle. however this was as easy fix I just stuck some cardboard on the bottom so they don’t go all the way in and it worked. now I didn’t install it completely because it’s a rented place and mounting was way complicated then it is supposed to be so I just connected and tested with one of the bulbs in my room.", "repo": "https://github.com/Yash-Takhtani/Smart-Switchboard", "demo": ""}]...
|
[{"post_id": 77286, "ts": "202 [{"post_id": 77286, "ts": "2026-10-06T13:20:06Z", "hours": 9.4656, "text": "Built! I made the switchboard. I came up with one issue only. The led are 2mm wide so its basically not possible to solder them. other than that it works"}, {"post_id": 64123, "ts": "2026-09-08T10:11:12Z", "hours": 2.7467, "text": "Devlog 7 Completed the Firmware The firmware is also ready!!! I made the firmware through which you could control the 4 relays mapped to 3 lights and a socket with either the webserver or the physical buttons. The led lights would respond accordingly. The rotary will be used to control my smart fan via an IR blaster API. Right now it might not be he best but I will improve and fix bugs once I get the hardware."}, {"post_id": 62694, "ts": "2026-09-06T05:42:54Z", "hours": 0.7236, "text": "Devlog 6 Made a simple webpage Today I made a simple html and css page which will be used to control the devices. It just has a title and a few buttons in a grid. Later I will map javascript functions to actually control them."}, {"post_id": 62308, "ts": "2026-09-05T16:39:58Z", "hours": 0.3806, "text": "Devlog 5 README! Made a Readme specifying the entire project and also a Bill Of Materials (BOM). The firmware part is still left though."}, {"post_id": 62281, "ts": "2026-09-05T16:01:16Z", "hours": 1.2669, "text": "Devlog 4 Finished the 3D model I just finished with the 3D model. I have made the complete base with borders. I measured the position of screw holes in my current switchboard and placed the screw holes in this accordingly. However I don’t know how do I hide these screw holes. I just added these circular caps. It is not the best solution so if you have any ideas on how can I cover the screw holes then pls tell me in comments. I also made and initialised the github repo."}, {"post_id": 61592, "ts": "2026-09-04T16:02:48Z", "hours": 1.5167, "text": "Devlog 3 I made a simple 3D for the switchboard plate. It has holes to place the LEDs, push buttons and rotary. The buttons and rotary will also be 3D printed. The plug socket will be stuck behind it. Next I need to add screw holes to mount it and a border."}, {"post_id": 61308, "ts": "2026-09-04T05:00:50Z", "hours": 1.1336, "text": "Devlog 2 I reworked the schematic. My light bulb has some kind proprietary way of controlling and doesn’t have any simple API. So I just added another relay. I also added LED’s which will act as indicators around my switches and rotary. I already have socket so I will reuse it. I did the wiring and since everything is not on a single pcb and things have to be placed far away I will just keep this as a schematic and not make a pcb. -_-"}, {"post_id": 59164, "ts": "2026-08-31T19:54:07Z", "hours": 0.7733, "text": "Devlog 1 Smart Switchboard I am working on this smart switch board. It will have 4 buttons and rotary encoder switch controlling non smart devices with relays and a smartlight and smartfan with their API. 2 buttons will be controlling 2 lights via a relay and 1 button will be controlling a socket with relay. 1 button will control a smartbulb via esp 32. Then a smartfan will be controlled by a rotary encoder switch with smart fan api. I started working on the schematic and wasted so much time looking for the right symbol and footprints of a relay module. Right now its pretty messy I will fix this and also add LED indicators."}]...
|
Title: Smart Switchboard by @yashtakhtani | Starda Title: Smart Switchboard by @yashtakhtani | Stardance
Devlogs:
Devlog 1 Smart Switchboard I am working on this smart switch board. It will have 4 buttons and rotary encoder switch controlling non smart devices with relays and a smartlight and smartfan with their API. 2 buttons will be controlling 2 lights via a relay and 1 button will be controlling a socket with relay. 1 button will control a smartbulb via esp 32. Then a smartfan will be controlled by a rotary encoder switch with smart fan api. I started working on the schematic and wasted so much time looking for the right symbol and footprints of a relay module. Right now its pretty messy I will fix this and also add LED indicators.
Devlog 2 I reworked the schematic. My light bulb has some kind proprietary way of controlling and doesn’t have any simple API. So I just added another relay. I also added LED’s which will act as indicators around my switches and rotary. I already have socket so I will reuse it. I did the wiring and since everything is not on a single pcb and things have to be placed far away I will just keep this as a schematic and not make a pcb. -_-
Devlog 3 I made a simple 3D for the switchboard plate. It has holes to place the LEDs, push buttons and rotary. The buttons and rotary will also be 3D printed. The plug socket will be stuck behind it. Next I need to add screw holes to mount it and a border.
Devlog 4 Finished the 3D model I just finished with the 3D model. I have made the complete base with borders. I measured the position of screw holes in my current switchboard and placed the screw holes in this accordingly. However I don’t know how do I hide these screw holes. I just added these circular caps. It is not the best solution so if you have any ideas on how can I cover the screw holes then pls tell me in comments. I also made and initialised the github repo.
Devlog 5 README! Made a Readme specifying the entire project and also a Bill Of Materials (BOM). The firmware part is still left though.
Devlog 6 Made a simple webpage Today I made a simple html and css page which will be used to control the devices. It just has a title and a few buttons in a grid. Later I will map javascript functions to actually control them.
Devlog 7 Completed the Firmware The firmware is also ready!!! I made the firmware through which you could control the 4 relays mapped to 3 lights and a socket with either the webserver or the physical buttons. The led lights would respond accordingly. The rotary will be used to control my smart fan via an IR blaster API. Right now it might not be he best but I will improve and fix bugs once I get the hardware.
Built! I made the switchboard. I came up with one issue only. The led are 2mm wide so its basically not possible to solder them. other than that it works
Ships:
I have made the smart switchboard, it makes the non smart devices in the room actually smart. I faced a few challenges. Mainly the led lights, they were 2mm wide and I could not solder them at all. 2nd the switches. I wanted to order buttons but I ordered buttons which toggle. however this was as easy fix I just stuck some cardboard on the bottom so they don’t go all the way in and it worked. now I didn’t install it completely because it’s a rented place and mounting was way complicated then it is supposed to be so I just connected and tested with one of the bulbs in my room....
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1792853750.7316918
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1792940150.7316918
|
|
68102
|
TeriEcommerce by @hackman | Stardance
|
hackman
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T13:15:29Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So I made an ECommerce site , i am curently learning backend so I mainly focus on backend , my main chanllange was the part where i have to live it connect and all .", "repo": "https://github.com/divyanshkashyap037-ship-it/TeriEcommerce", "demo": "https://teriecommerce.vercel.app/"}]...
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[{"post_id": 77021, "ts": "202 [{"post_id": 77021, "ts": "2026-10-05T11:53:58Z", "hours": 7.4106, "text": "TeriEcommerce it is a Ecommerce site i mainly focus on backend i use mongodb for backend and storgae database"}]...
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Title: TeriEcommerce by @hackman | Stardance
Devl Title: TeriEcommerce by @hackman | Stardance
Devlogs:
TeriEcommerce it is a Ecommerce site i mainly focus on backend i use mongodb for backend and storgae database
Ships:
So I made an ECommerce site , i am curently learning backend so I mainly focus on backend , my main chanllange was the part where i have to live it connect and all ....
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1792817455.76533
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1792903855.76533
|
|
68242
|
MY-PAGE by @ellie_wood | Stardance
|
ellie_wood
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T12:53:08Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a webpage about myself that I can also use similar to a portfolio for myself. The page includes information on me as well as links to other project(s) that I have and will be creating. Through this project, styling and me just didn’t seem to get along. I always ended up messing up which seemed to normally end up with it just being an issue of a nested div not being correct. Though these tend to mess me up since I never seem to spot them. Style wise though I am happy with the results of how the page looks. I wanted to take inspiration from old newspapers for the style of the page and I think I did my best to represent this idea. Though I did have the limitations of how I wanted it to look vs. what I was actually putting on the page for content. I did not use AI to code any of this site, I only used it to point out where two errors were, both of which were the nested div errors that I was just being very very blind to. I did not use AI in any other way.", "repo": "https://github.com/elliewoodward2024-ops/Portfolio", "demo": "https://elliewoodward2024-ops.github.io/Portfolio/"}]...
|
[{"post_id": 77277, "ts": "202 [{"post_id": 77277, "ts": "2026-10-06T12:26:11Z", "hours": 4.8531, "text": "I made a personal website. I decided to try my best to match an old newspaper aesthetic, so this is what I ended up with."}]...
|
Title: MY-PAGE by @ellie_wood | Stardance
Devlogs Title: MY-PAGE by @ellie_wood | Stardance
Devlogs:
I made a personal website. I decided to try my best to match an old newspaper aesthetic, so this is what I ended up with.
Ships:
I made a webpage about myself that I can also use similar to a portfolio for myself. The page includes information on me as well as links to other project(s) that I have and will be creating. Through this project, styling and me just didn’t seem to get along. I always ended up messing up which seemed to normally end up with it just being an issue of a nested div not being correct. Though these tend to mess me up since I never seem to spot them. Style wise though I am happy with the results of how the page looks. I wanted to take inspiration from old newspapers for the style of the page and I think I did my best to represent this idea. Though I did have the limitations of how I wanted it to look vs. what I was actually putting on the page for content. I did not use AI to code any of this site, I only used it to point out where two errors were, both of which were the nested div errors that I was just being very very blind to. I did not use AI in any other way....
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1792817461.2570999
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1792903861.2570999
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|
51008
|
My first slack bot! by @Raihan_pr | Stardance
|
Raihan_pr
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T12:00:34Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built my first Slack bot, Kunju, using Node.js and Slack Bolt. It has commands like /kunju-ping, /kunju-help, /kunju-catfact, and /kunju-joke. The challenging part was getting the bot working properly and deploying it on Nest. I’m proud that I got my first bot running 24/7. You can test the commands in the linked Slack channel.", "repo": "https://github.com/Raihanpr135/kunju-slack-bot", "demo": "https://hackclub.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 52083, "ts": "202 [{"post_id": 52083, "ts": "2026-08-22T04:47:54Z", "hours": 1.0714, "text": "Look guys, When will the approval come"}]...
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Title: My first slack bot! by @Raihan_pr | Stardan Title: My first slack bot! by @Raihan_pr | Stardance
Devlogs:
Look guys, When will the approval come
Ships:
I built my first Slack bot, Kunju, using Node.js and Slack Bolt. It has commands like /kunju-ping, /kunju-help, /kunju-catfact, and /kunju-joke. The challenging part was getting the bot working properly and deploying it on Nest. I’m proud that I got my first bot running 24/7. You can test the commands in the linked Slack channel....
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1792853681.1702988
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1792940081.1702988
|
|
67220
|
My Personal Site by @lanhoamanh | Stardance
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lanhoamanh
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1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T08:48:47Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a personal website that reflects my own identity, featuring three sections centered on my life: projects, academics, and daily life. I found it challenging to align the images and content properly so that the images wouldn’t overflow the screen or become pixelated. I am proud to have built this personal site and to showcase who I am.", "repo": "https://github.com/lanhoamanh/My-personal-site", "demo": "https://mps-delta.vercel.app/"}]...
|
[{"post_id": 77217, "ts": "202 [{"post_id": 77217, "ts": "2026-10-06T04:05:32Z", "hours": 3.6333, "text": "Hi there! I’ve finally finished the “School” and “Daily Life” sections. I’ve added a few photos to each section to illustrate the content—yes, those are real photos from my own life. I hope you enjoy the website."}, {"post_id": 76436, "ts": "2026-10-03T14:37:17Z", "hours": 2.3061, "text": "Hi, I’m back to provide an update on my progress. I’ve finished the “projects” section. Here, I talk about two projects I’ve worked on and include images and some videos of them."}, {"post_id": 76073, "ts": "2026-10-02T08:07:48Z", "hours": 1.99, "text": "Hi there! I’m working on the “My Personal Site” project. I’ve finished the HTML structure and added CSS to create the layout. I ran into a few issues while tweaking the design—specifically, images were pixelated and overflowing the screen—but I managed to sort it all out. Next up, I’ll be coding three more sections: Projects, School, and Daily Life."}]...
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Title: My Personal Site by @lanhoamanh | Stardance Title: My Personal Site by @lanhoamanh | Stardance
Devlogs:
Hi there! I’m working on the “My Personal Site” project. I’ve finished the HTML structure and added CSS to create the layout. I ran into a few issues while tweaking the design—specifically, images were pixelated and overflowing the screen—but I managed to sort it all out. Next up, I’ll be coding three more sections: Projects, School, and Daily Life.
Hi, I’m back to provide an update on my progress. I’ve finished the “projects” section. Here, I talk about two projects I’ve worked on and include images and some videos of them.
Hi there! I’ve finally finished the “School” and “Daily Life” sections. I’ve added a few photos to each section to illustrate the content—yes, those are real photos from my own life. I hope you enjoy the website.
Ships:
I created a personal website that reflects my own identity, featuring three sections centered on my life: projects, academics, and daily life. I found it challenging to align the images and content properly so that the images wouldn’t overflow the screen or become pixelated. I am proud to have built this personal site and to showcase who I am....
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1792092083.1720781
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1792956083.1720781
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|
47159
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Exoplanet Finder by @kingvon | Stardance
|
kingvon
|
1
|
18.0
|
307
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T08:48:09Z", "hours": 18.0, "multiplier": 14.49, "payout": 307, "blessing": "neutral", "text": "a smol app that searches NASA Kepler telescope data for signs of an exoplanet. it takes a star catalog ID and fetches years worth of brightness data, cleans and detrends the signal and runs a built from scratch Box Least Square algorithm to look for periodic dimmings that indicate a exoplanet passed in front of its host star. and from that dip it calculates more data like orbital period, transit duration, physical size relative to earth, and also flags the confident of detection. and PLEASE, i am begging you if you dont understand how any of this works just test against the given “try these” lol, and have patience while it loads since its a built-from-scratch scientific algorithm made for learning purposes.", "repo": "https://github.com/pratiksingh94/exoplanet-finder", "demo": "https://exoplanet.pratiksingh.xyz/"}]...
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[{"post_id": 61789, "ts": "202 [{"post_id": 61789, "ts": "2026-09-04T21:25:09Z", "hours": 1.1606, "text": "TESS and K2 missions dont work, i am sorry its been 5 days i didnt get time to code properly but what i know is that i cannot add support for TESS and K2 for now. _ i tried everything which i can for now, K2 fires its thrusters every 6 hours to correct its position and that thruster fire overpowers the star transit, i tried increasing period_min and increasing it enough did lead to getting correct period but that was only posible cuz i already knew the period of the star i was testing on, from what it looks like i think just rolling median in detrending isnt enough for K2 mission stars, and i am not planning to implement the corrections it requires for now _ TESS had 2mins candence so it had over 1 million data points and in multiple loops it lead to taking hours to analyse, and my BLS double pass scales too much with data points, but i binned it like i did for the plot but even with that it took around 18 minutes to run and produced a 24x period which was an alias, idk how the alias array didnt even include the normal alias, maybe because the period is less than 1 day and my algo searches between period_min and max and min was set to 1. that tells about the problem but it kinda proves that my system finds period based on what you feed into it in some values which i need to work on, cuz some stars can be weird, and wont lie i am giving up on it for now."}, {"post_id": 58240, "ts": "2026-08-30T16:31:16Z", "hours": 0.6033, "text": "Advanced options in search finally added period min, period max, and mission selection in search, ez but looks like i should use shadcn buttons instead the advanced options button doesnt look like a button lowk"}, {"post_id": 57652, "ts": "2026-08-29T21:18:45Z", "hours": 1.3597, "text": "Result card rework shiii i made it hella good now it has a nice border and tooltips for each metric, and a verdict explaination in a details summary tag also remved the basic confidence display cuz it wasnt telling anything, now it has explaination"}, {"post_id": 53090, "ts": "2026-08-23T14:56:15Z", "hours": 1.5681, "text": "Better scoring and Confidence levels pain in ASS bro so i started from a normal scoring system which worked fine for finding periods but it wasnt good for confidence factors cuz it scales with dataset, so a bigger data set despite having no period will still have better score than a smaller data set with a period, so i need a better scoring system Signal-to-Noise Ratio this idea came while i was soldering a jammer i am working on lol so i measured the ratio and replaced the basic system with depth / (noise / sqrt(n_in)) it is not the perfect SNR system but it works nice enough. _ so i tested it against KIC 8462852 which does not have any exoplanet, and the signal was still wrong cuz this star (Tabby’s star) is a bit weird and it has large periodic dimming events and it was long enough on a single candence on various points to score high enough on SNR and look like a strong signal, so that made it clear that SNR isnt alone enough Coverage-Ratio check THIS finally passed every test, it clusters in transit points between time gaps so a bigger time gap will make a new occurence, and it counts those occurances, the tabby’s star had only 2 so i made the limit 5, the “transit” must occur more than 5 times to be qualified for SNR check, which worked good and finally i got WEAK signal on that star check."}, {"post_id": 51869, "ts": "2026-08-21T19:02:22Z", "hours": 2.2372, "text": "Minimal UI work (functional) made this very simple search thingy, it was easy asf i used recharts to plot that, which was the real pain cuz the data has 60k+ points to plot and it was taking too long but most of those points werent nececssary so i made smaller bins of those points and plotted them which worked fine __ i am yet to work on the confidence score, i dont have enough observations to decide on a “good enough high score” so thats a todo for now __ and variables like mission, period min, and period max are also a todo for now :3"}, {"post_id": 49783, "ts": "2026-08-18T18:28:52Z", "hours": 1.1842, "text": "/api/search made API route for analysis it runs the pipeline scripts in order: ingest -> detrend -> analysis and all that takes ton of time, so there is a cached/ file and it creates files of star’s ingestion and detrended data. analysis however is re-run everytime cuz period min and max can change"}, {"post_id": 48959, "ts": "2026-08-17T15:17:15Z", "hours": 0.5639, "text": "Initialized nextjs app just that, initalized nextjs app and picked a nice color scheme from tweakcn.com"}, {"post_id": 48442, "ts": "2026-08-16T19:49:09Z", "hours": 6.9469, "text": "Analysis script holy rupnil judgement so if you dont know in this project i am just getting the light curve data from a library, other than that i am doing EVERYTHING from scratch, so this is the 7 hour dev log of what i did in my analysis script. bls.py most time was spent here trying to write Box Least Square algorithm from scratch, it will be used to find the orbital period of the planet from the folded data, i wrote various versions in order to find the correct and best way to do it and had to fix shit ton of bugs, which i wrote down for this dev log (check below) analysis.py after lot of rough work focused around Kepler 8 star in bls.py i transfered the BLS and other refining functions to analysis script for a proper cli, it takes detrended data json file and outputs: orbital period of planet confidence score (calculated from depth of transit) duration of transit (calculated two different ways) phase start hella problems i faced performance in BLS algo: the very first version i wrote had a triple loop, it was like 2+ billion operations so it was taking like 7 minutes to complete and give wrong orbital period, then i switched to numpy to use vectorization and it made it hella fast, dropped the time to just 60 seconds “aliases”: later i found out that i was not getting wrong orbital period it was just different multiples of the period, so i had to make a function check_aliases which gets the first 4 values of period it could find and the aliases[0] is the best one with highest score precision: the values were never precise and the reason was that the BLS seach wasnt enough, what i needed to do was a coarse search and get a general idea of transt and do a more precise search on top of the coarse values which i did with a function i made bls_search_two_pass who’s period was then correct but with lower score and another multiple was still with higher score, so after hella digging i found that it was a like chicken and egg problem yk, see the BLS search needs duration to calculate stuff better and we dont know that duration, we can get the duration by doing some calculations on period but to get period we need to do BLS search, so at first i used a constant value 0.4 of duration after some manual experimenting, which works as a decent enough heuristic at first, then after we get a nice period i use the refine_duration function which then digs in and calculates the best duration value, which is THEN used to run another BLS search this time with proper suitable duration. so it went like: bls coarse search -> bls precise search -> bls alias calculation -> duration refining -> anoher precise search and then we come to proper orbital period with highest score, FINALLY. this dev log was MUCH bigger but got deleted cuz it wasnt saved and this fucking error deleted it, now i am too frustrated and idc enough to write it completey again this is all i had saved"}, {"post_id": 46415, "ts": "2026-08-13T16:37:48Z", "hours": 0.9556, "text": "Data cleaning and Detrending removing outliers made a simple z score calculation, just removes values 3 standard deviations away, got a “nice enough” result and removed like ~2000 values from ~64000 values (4 years of data) lmao detrending why: this was important, cuz the telescope moves around to protect its instruments from the sun and various other reasons, so there can be gaps which look like a transit but they arent, they are slow and long in transition unlike a real exoplanet between the star and the telescope, that transit will be like an instant sharp dip, so i had to smooth out those false values __ used a basic moving window median to divide out those values, you can see the before and after of detrending in first two pics and this is how the script runs: python detrend.py --input lightcurve.json --output detrended.json --window 50"}, {"post_id": 45972, "ts": "2026-08-12T20:05:26Z", "hours": 1.0861, "text": "Some exploration and Light Curve ingestion first dev log lightkurve library so i spent some of the time messing around with this library exploring and plotting random things, this library can fetch public data from telescope missions like Kepler, K2, and TESS and it makes getting that data and normalising some values a bit easy so i tested those things and i plotted this in matplotlib this is one light curve of Kepler-8, you can see the gap in the data that MIGHT be an exoplanet lmao, who knows ingestion script so i will make different scripts for differnet stuff and make a single pipeline later ig, the current script runs like: python ingest.py --star \"KIC 6922244\" --output lightcurve.json it takes the star name output as file name or json output in stdin, and then it downloads a HUGE file (check screenshot lightcurve.json ) full of the timestamp and flux values (which are basically brightness of the star at that timestamp) further analysis will be done on the output of ts script."}]...
|
Title: Exoplanet Finder by @kingvon | Stardance
D Title: Exoplanet Finder by @kingvon | Stardance
Devlogs:
Some exploration and Light Curve ingestion first dev log lightkurve library so i spent some of the time messing around with this library exploring and plotting random things, this library can fetch public data from telescope missions like Kepler, K2, and TESS and it makes getting that data and normalising some values a bit easy so i tested those things and i plotted this in matplotlib this is one light curve of Kepler-8, you can see the gap in the data that MIGHT be an exoplanet lmao, who knows ingestion script so i will make different scripts for differnet stuff and make a single pipeline later ig, the current script runs like: python ingest.py --star "KIC 6922244" --output lightcurve.json it takes the star name output as file name or json output in stdin, and then it downloads a HUGE file (check screenshot lightcurve.json ) full of the timestamp and flux values (which are basically brightness of the star at that timestamp) further analysis will be done on the output of ts script.
Data cleaning and Detrending removing outliers made a simple z score calculation, just removes values 3 standard deviations away, got a “nice enough” result and removed like ~2000 values from ~64000 values (4 years of data) lmao detrending why: this was important, cuz the telescope moves around to protect its instruments from the sun and various other reasons, so there can be gaps which look like a transit but they arent, they are slow and long in transition unlike a real exoplanet between the star and the telescope, that transit will be like an instant sharp dip, so i had to smooth out those false values __ used a basic moving window median to divide out those values, you can see the before and after of detrending in first two pics and this is how the script runs: python detrend.py --input lightcurve.json --output detrended.json --window 50
Analysis script holy rupnil judgement so if you dont know in this project i am just getting the light curve data from a library, other than that i am doing EVERYTHING from scratch, so this is the 7 hour dev log of what i did in my analysis script. bls.py most time was spent here trying to write Box Least Square algorithm from scratch, it will be used to find the orbital period of the planet from the folded data, i wrote various versions in order to find the correct and best way to do it and had to fix shit ton of bugs, which i wrote down for this dev log (check below) analysis.py after lot of rough work focused around Kepler 8 star in bls.py i transfered the BLS and other refining functions to analysis script for a proper cli, it takes detrended data json file and outputs: orbital period of planet confidence score (calculated from depth of transit) duration of transit (calculated two different ways) phase start hella problems i faced performance in BLS algo: the very first version i wrote had a triple loop, it was like 2+ billion operations so it was taking like 7 minutes to complete and give wrong orbital period, then i switched to numpy to use vectorization and it made it hella fast, dropped the time to just 60 seconds “aliases”: later i found out that i was not getting wrong orbital period it was just different multiples of the period, so i had to make a function check_aliases which gets the first 4 values of period it could find and the aliases[0] is the best one with highest score precision: the values were never precise and the reason was that the BLS seach wasnt enough, what i needed to do was a coarse search and get a general idea of transt and do a more precise search on top of the coarse values which i did with a function i made bls_search_two_pass who’s period was then correct but with lower score and another multiple was still with higher score, so after hella digging i found that it was a like chicken and egg problem yk, see the BLS search needs duration to calculate stuff better and we dont know that duration, we can get the duration by doing some calculations on period but to get period we need to do BLS search, so at first i used a constant value 0.4 of duration after some manual experimenting, which works as a decent enough heuristic at first, then after we get a nice period i use the refine_duration function which then digs in and calculates the best duration value, which is THEN used to run another BLS search this time with proper suitable duration. so it went like: bls coarse search -> bls precise search -> bls alias calculation -> duration refining -> anoher precise search and then we come to proper orbital period with highest score, FINALLY. this dev log was MUCH bigger but got deleted cuz it wasnt saved and this fucking error deleted it, now i am too frustrated and idc enough to write it completey again this is all i had saved
Initialized nextjs app just that, initalized nextjs app and picked a nice color scheme from tweakcn.com
/api/search made API route for analysis it runs the pipeline scripts in order: ingest -> detrend -> analysis and all that takes ton of time, so there is a cached/ file and it creates files of star’s ingestion and detrended data. analysis however is re-run everytime cuz period min and max can change
Minimal UI work (functional) made this very simple search thingy, it was easy asf i used recharts to plot that, which was the real pain cuz the data has 60k+ points to plot and it was taking too long but most of those points werent nececssary so i made smaller bins of those points and plotted them which worked fine __ i am yet to work on the confidence score, i dont have enough observations to decide on a “good enough high score” so thats a todo for now __ and variables like mission, period min, and period max are also a todo for now :3
Better scoring and Confidence levels pain in ASS bro so i started from a normal scoring system which worked fine for finding periods but it wasnt good for confidence factors cuz it scales with dataset, so a bigger data set despite having no period will still have better score than a smaller data set with a period, so i need a better scoring system Signal-to-Noise Ratio this idea came while i was soldering a jammer i am working on lol so i measured the ratio and replaced the basic system with depth / (noise / sqrt(n_in)) it is not the perfect SNR system but it works nice enough. _ so i tested it against KIC 8462852 which does not have any exoplanet, and the signal was still wrong cuz this star (Tabby’s star) is a bit weird and it has large periodic dimming events and it was long enough on a single candence on various points to score high enough on SNR and look like a strong signal, so that made it clear that SNR isnt alone enough Coverage-Ratio check THIS finally passed every test, it clusters in transit points between time gaps so a bigger time gap will make a new occurence, and it counts those occurances, the tabby’s star had only 2 so i made the limit 5, the “transit” must occur more than 5 times to be qualified for SNR check, which worked good and finally i got WEAK signal on that star check.
Result card rework shiii i made it hella good now it has a nice border and tooltips for each metric, and a verdict explaination in a details summary tag also remved the basic confidence display cuz it wasnt telling anything, now it has explaination
Advanced options in search finally added period min, period max, and mission selection in search, ez but looks like i should use shadcn buttons instead the advanced options button doesnt look like a button lowk
TESS and K2 missions dont work, i am sorry its been 5 days i didnt get time to code properly but what i know is that i cannot add support for TESS and K2 for now. _ i tried everything which i can for now, K2 fires its thrusters every 6 hours to correct its position and that thruster fire overpowers the star transit, i tried increasing period_min and increasing it enough did lead to getting correct period but that was only posible cuz i already knew the period of the star i was testing on, from what it looks like i think just rolling median in detrending isnt enough for K2 mission stars, and i am not planning to implement the corrections it requires for now _ TESS had 2mins candence so it had over 1 million data points and in multiple loops it lead to taking hours to analyse, and my BLS double pass scales too much with data points, but i binned it like i did for the plot but even with that it took around 18 minutes to run and produced a 24x period which was an alias, idk how the alias array didnt even include the normal alias, maybe because the period is less than 1 day and my algo searches between period_min and max and min was set to 1. that tells about the problem but it kinda proves that my system finds period based on what you feed into it in some values which i need to work on, cuz some stars can be weird, and wont lie i am giving up on it for now.
Ships:
a smol app that searches NASA Kepler telescope data for signs of an exoplanet. it takes a star catalog ID and fetches years worth of brightness data, cleans and detrends the signal and runs a built from scratch Box Least Square algorithm to look for periodic dimmings that indicate a exoplanet passed in front of its host star. and from that dip it calculates more data like orbital period, transit duration, physical size relative to earth, and also flags the confident of detection. and PLEASE, i am begging you if you dont understand how any of this works just test against the given “try these” lol, and have patience while it loads since its a built-from-scratch scientific algorithm made for learning purposes....
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1792853328.0964909
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1792939728.0964909
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68244
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My website by @shogunxfortnite | Stardance
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shogunxfortnite
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T08:41:43Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website saying what I like", "repo": "https://github.com/shogunxfortnite-cyber/My-website", "demo": "https://mywebsiteforhackclub.edgeone.dev/"}]...
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[{"post_id": 77251, "ts": "202 [{"post_id": 77251, "ts": "2026-10-06T08:40:08Z", "hours": 0.3136, "text": "I am working on my website and the things I like"}]...
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Title: My website by @shogunxfortnite | Stardance
Title: My website by @shogunxfortnite | Stardance
Devlogs:
I am working on my website and the things I like
Ships:
I made a website saying what I like...
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1792817462.1549304
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1792903862.1549304
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68176
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My_site by @SCAMMARAS | Stardance
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SCAMMARAS
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T08:23:12Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a self inturdaction website that also has a small story in it. I found challenging to make letters apear slowly so i used ai to help me with that. Overall it was a great activity for my boring Monday evening", "repo": "https://github.com/Nikolaossamaras/My_Website", "demo": "https://nikolaossamaras.github.io/My_Website/"}]...
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[{"post_id": 77248, "ts": "202 [{"post_id": 77248, "ts": "2026-10-06T08:19:41Z", "hours": 0.8125, "text": "Devlog 1 | Today i started this mission . I created a small 3paged website with html css and a little bit of javascript. In my site i describe myself and it has a short story to keep the visitor enterntained. With javascript i made the buttons to work and the text to appear over time (made it with ai). Well i also published the site with github."}]...
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Title: My_site by @SCAMMARAS | Stardance
Devlogs: Title: My_site by @SCAMMARAS | Stardance
Devlogs:
Devlog 1 | Today i started this mission . I created a small 3paged website with html css and a little bit of javascript. In my site i describe myself and it has a short story to keep the visitor enterntained. With javascript i made the buttons to work and the text to appear over time (made it with ai). Well i also published the site with github.
Ships:
I made a self inturdaction website that also has a small story in it. I found challenging to make letters apear slowly so i used ai to help me with that. Overall it was a great activity for my boring Monday evening...
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1792817457.7477305
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1792903857.7477305
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9269
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My website by @Blxm | Stardance
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Blxm
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1
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11.0
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20
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T08:19:18Z", "hours": 11.0, "multiplier": 1.71, "payout": 20, "blessing": "neutral", "text": "I made my website Admidditally, not my best work, but dosn’t matter. What did i build? I built a simple portfolio website using svelte, and tailwind. Challenges This was my first project i used svelte, and tailwind in, so it’s basically to get my feet wet in both svelte and tailwind.", "repo": "https://github.com/BlxCode/blxmwebsitev4", "demo": "https://blxm.me/"}]...
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[{"post_id": 77243, "ts": "202 [{"post_id": 77243, "ts": "2026-10-06T08:12:16Z", "hours": 0.4228, "text": "Changed languages stats board Changed the languages stas board from being hackatime to github stats"}, {"post_id": 74648, "ts": "2026-09-27T20:56:44Z", "hours": 0.6978, "text": "Added about me and stats Added an about me, and hackatime & github stats"}, {"post_id": 74230, "ts": "2026-09-27T00:35:09Z", "hours": 0.3431, "text": "Added languages I know section Alright… so i added a section where i list langueges i know."}, {"post_id": 73842, "ts": "2026-09-26T04:47:14Z", "hours": 1.3631, "text": "Added a Projects component to the website ALright, projects. It’s quite simple. just a new svelte file and some more tailwind. Nothing that much tbh"}, {"post_id": 73024, "ts": "2026-09-24T07:20:00Z", "hours": 2.3736, "text": "Added A body to the website alright, so last dev log there was litterally nothing in my website, just a header. Today, I added some things inside the website, like a carousel for an about me, and a contact me page!"}, {"post_id": 72553, "ts": "2026-09-23T06:17:34Z", "hours": 6.2411, "text": "Experimenting W/ Svelte (I need a mousepad lol) Ok, so why am I experimenting? well. My current website, which I had already taken down just loooks old, and unprofetional. Especially with the yellow background. Hense, why I took it down, and I’m going to replace it with a new one! It’ll be quite similar to my other website project, but this one would be more cooler. This is actually my first project with svelte, and tailwind! It’ll be fun figruing out svelte, tailwind, and eventually vite, cuz i gotta ship this for stardust you know… I need a mousepad. Tailwind imo is just more powerful than bootstrap, and because I used bootstrap to make my old website, tailwind should be quite easy to grasp."}]...
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Title: My website by @Blxm | Stardance
Devlogs:
E Title: My website by @Blxm | Stardance
Devlogs:
Experimenting W/ Svelte (I need a mousepad lol) Ok, so why am I experimenting? well. My current website, which I had already taken down just loooks old, and unprofetional. Especially with the yellow background. Hense, why I took it down, and I’m going to replace it with a new one! It’ll be quite similar to my other website project, but this one would be more cooler. This is actually my first project with svelte, and tailwind! It’ll be fun figruing out svelte, tailwind, and eventually vite, cuz i gotta ship this for stardust you know… I need a mousepad. Tailwind imo is just more powerful than bootstrap, and because I used bootstrap to make my old website, tailwind should be quite easy to grasp.
Added A body to the website alright, so last dev log there was litterally nothing in my website, just a header. Today, I added some things inside the website, like a carousel for an about me, and a contact me page!
Added a Projects component to the website ALright, projects. It’s quite simple. just a new svelte file and some more tailwind. Nothing that much tbh
Added languages I know section Alright… so i added a section where i list langueges i know.
Added about me and stats Added an about me, and hackatime & github stats
Changed languages stats board Changed the languages stas board from being hackatime to github stats
Ships:
I made my website Admidditally, not my best work, but dosn’t matter. What did i build? I built a simple portfolio website using svelte, and tailwind. Challenges This was my first project i used svelte, and tailwind in, so it’s basically to get my feet wet in both svelte and tailwind....
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1792853343.4276521
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1792939743.4276521
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51600
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My own site! by @Mahmoud_Mohamed | Stardance
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Mahmoud_Mohamed
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T08:12:57Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’ve made a personal web-site for me . it has 3 sections ,first section is a small brief about me second section has my previous projects and the third has my contact data. The most Challenging part of this project was css specially flex (some thing in css used to align the web-site) , anyone wants to test this project should know basic HTML , and some advenced CSS Concepts).", "repo": "https://github.com/MahmoudMohamed99-AI/My-website", "demo": "https://mahmoudmohamed99-ai.github.io/My-website/"}]...
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[{"post_id": 77240, "ts": "202 [{"post_id": 77240, "ts": "2026-10-06T07:53:41Z", "hours": 0.5925, "text": "My presonal web-site"}, {"post_id": 51109, "ts": "2026-08-20T16:36:00Z", "hours": 0.3628, "text": "This my personal website . I hope to like it! if you have any tips to improve it , please write them in the comments ☺️"}]...
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Title: My own site! by @Mahmoud_Mohamed | Stardanc Title: My own site! by @Mahmoud_Mohamed | Stardance
Devlogs:
This my personal website . I hope to like it! if you have any tips to improve it , please write them in the comments ☺️
My presonal web-site
Ships:
I’ve made a personal web-site for me . it has 3 sections ,first section is a small brief about me second section has my previous projects and the third has my contact data. The most Challenging part of this project was css specially flex (some thing in css used to align the web-site) , anyone wants to test this project should know basic HTML , and some advenced CSS Concepts)....
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1792853742.163851
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1792940142.163851
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9931
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ChatPatches by @obro1984 | Stardance
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obro1984
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1
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83.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T05:39:03Z", "hours": 83.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is Chat Patches! I’m gonna cut to the chase and explain the process of developing recently because everything about the mod is on the GitHub readme, in the changelog, and in these devlogs. Recently I’ve found time management difficult and as a result I’ve had to be more efficient and creative about how I’m spending my time developing. There’s been an influx in community contributions via PR which has been quite helpful, but most is still left up to me. However, one benefit of not having as much time to work on things is that issues I can’t seem to solve have more time for me to simmer and ponder to come up with solutions. however, this has postponed some big features i’ve already been putting off even more… hopefully i can get around to those and find some breakthrough point to pull myself through. anyways, in terms of changes, most of it has been bugfixes, but there have been a handful of additions recently, especially related to new configuration options (compact-safe messages, human-readable time format, cleaner context menu, etc.) - of course with plans to add many more. i’m proud of all these features and how far the mod has come, and frankly i’m surprised im even still developing it. i hope i can get the bigger stuff done soon so i can move on to bigger things, though. to test the mod, just set up fabricmc as explained on their website or via literally any modded minecraft tutorial - i recommend using a third-party launcher such as PrismLauncher as it keeps track of everything for you and wraps it in a nice interface. once your installation is ready simply add chat patches and its dependencies (again, using a launcher will help as it will add the deps for you!) and run the game! i hope your experience is bettered and you make the chat feel as personalized as you like :D", "repo": "https://github.com/mrbuilder1961/ChatPatches", "demo": "https://modrinth.com/mod/chatpatches/gallery"}]...
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[{"post_id": 77225, "ts": "202 [{"post_id": 77225, "ts": "2026-10-06T05:21:48Z", "hours": 7.6692, "text": "8.0.0 released! yes, it’s been done! chat patches has been in alpha for a year and the better part of another? all because i finally impl’d the omnivers-stonecutter buildscript and additionally wanted more large-scale changes (test suite, neoforge support, DFU migration codec) ((of which are still planned… eventually!!)) … but then i just never took it off. well, you can’t wait around forever. also, this update is perfect for releasing as a whopping TEN issue reports were closed upon release, with countless others fixed soundlessly! credit where it’s due, there was a fair amount of community support via PRs for this release, but that doesn’t take away from the benefit we as a community experience from it being added! while we’re out here celebrating these crushed bugs, new features, and the return to release-channel versions, i think it’s safe to say chat patches is worthy of shipping too! i hope you’ve enjoyed using chat patches and it’s bettered your minecraft experience - and if you haven’t used it, i hope you’ll give it a try and let me know what you think. thanks again to everyone who contributed and cheers to even more fixes and features in the future! 🎉🥳💃🎈"}, {"post_id": 72734, "ts": "2026-09-23T16:44:23Z", "hours": 12.9153, "text": "i’ve been very busy with university starting, but recently there has been an influx in PRs fixing bugs, which is awesome! so i’ve been monitoring those and slowly merging them into the main branch. additionally, i’ve been chipping away at fixes and suggestion implementations here and there; specifically: excluding specific messages from being compacted updating to 26.3 actually uploading signature files (now that Modrinth officially supports them) fixing chat auto scrolling while duplicate messages are being received adding fallbacks for the chat log’s codec provider in case the current one fails/doesn’t exist ..and more!! i hope to add more stuff soon and publish a release, but i have about 4 free minutes per week and unfortunately, i end up not wanting to spend it on largely unpaid labor. nevertheless, my aspirations remain and my hopes are high!"}, {"post_id": 46725, "ts": "2026-08-14T05:34:29Z", "hours": 5.3536, "text": "i’ve been SUPER busy as of late, and will probably continue to be for at least another week or two if not longer, but i’m starting to begin to wrap up unit testing. i finally pushed the existing tests and framework to github on a separate branch, but bc i’m so bad at Git, IntelliJ is fucking up my other changes i’m currently working on (updating the main omnivers branch to 26.3-snapshot-8 )… so hopefully i can fix that soon. unfortunately i don’t know when the unit testing will be finished, as it takes a longggg time to figure out the little edge cases, and i prefer to avoid AI everywhere possible (although there’s only so much ethical struggling i can endure before i need to ask for help)."}, {"post_id": 29224, "ts": "2026-07-16T00:17:47Z", "hours": 10.7325, "text": "Unit Testing! yup, that’s what’s been taking so long. i actually got past the gradle setup part pretty quick, i just wasn’t expecting current code to be so… dysfunctional. i’ve done a lot of rewriting and test formatting and sometimes it just gets really brain numbing so i put on a youtube video in the background and then its been 45 minutes and i havent changed anything… but i just achieved my first all-passing test milestone! so i’ll be pushing it soon and then i’ll the changes that make everything pass will follow soon after. currently I’m targeting TextUtil , where the most edge-cases take place, in the form of String <-> Component transformations. ultimiately i’d like to also do E2E testing in the form of Fabric’s ClientGameTest , but those can only be done on the most recent version due to FAPI not backporting changes (it’s probably for the best anyway) - so i’ll be doing that last. that’s it for now! i can’t wait for everyone (especially me), to benefit from this when future releases are checked before releasing! yayyyy!!!"}, {"post_id": 21584, "ts": "2026-07-03T16:47:26Z", "hours": 22.8564, "text": "hey chat! i’ve finished up some of that stuff from before. most notably: publishMods now works again! turns out Modrinth just recently (i.e. this week) allowed attaching signatures to builds so it’s not currently supported with MPP also, turns out the whole checksum thing was kinda useless because Modrinth has provided file hashes via their API this whole time - so… i think i’m gonna table that idea for now and use that later i published a new version ( alpha.11 ) that fixes the teensy-eensy little problem that incomplete mixins were accidentally included in the jar uploaded to CF and MR as alpha.10 . whoops! version parsing is now much more robust and typically requires only one gradle property to be specified! for newer releases you can override the FMJ version (ex. w/ ~26.2 for the 26.2 subproject) and the rest is handled automatically. i’m also waiting on MPP#116 to see if this can be consolidated entirely, with no need for an extra override! the classtweaker is now stone-cut so it’s a bit easier to see what is applied to where cleaned up the buildscript more (it is perpetually dirty :/) fixed a handful of bugs and impl’d a couple suggestions! and now, i get to move on to one of the most daunting but hopefully most rewarding things: drumroll please…. ztzttstz.z.t..z….. unit testing!!! you’re probably thinking, chat patches hasn’t had any unit tests this WHOLE time!??! and you’d be right! idk how there aren’t more bugs. but now i’m putting everything else (chat patches wise, at least) on hold to get this done. bc if i don’t do it now, it will never get done. ik this isn’t very pretty but you gotta do what you gotta do."}, {"post_id": 15214, "ts": "2026-06-24T18:36:47Z", "hours": 23.2442, "text": "i’ve been doing what feels like a lot but isn’t overall much. i’ve been refactoring the Kotlin Gradle buildscript, which i’m notoriously bad at so it’s taking a really long time. some of my (attempted) changes include: generating signatures and checksums with published builds (2/3 done) simplified stonecutter replacements and swaps assessed what will need to change to transition to the new modstitch-toolkit minorly updated mod-publish-plugin and started planning for new version range parsing and functionality in other things, i’ve: fixed the context menu deletion option resetting the scroll pos removed the entirely unused option table in the README better utilized classtweakers in the context menu implemented annotation-based constraints for config options replaced the dual-impl option validation system with a unified one via codecs (now used in the YACL config, with one annoying side effect) future-proofed the module-based fabric api importing so that it only loads what’s necessary (and it should work with neoforge when i eventually impl that!) updated mod functionality to 26.2 (despite being unable to publish everything at once 😑)"}]...
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Title: ChatPatches by @obro1984 | Stardance
Devlo Title: ChatPatches by @obro1984 | Stardance
Devlogs:
i’ve been doing what feels like a lot but isn’t overall much. i’ve been refactoring the Kotlin Gradle buildscript, which i’m notoriously bad at so it’s taking a really long time. some of my (attempted) changes include: generating signatures and checksums with published builds (2/3 done) simplified stonecutter replacements and swaps assessed what will need to change to transition to the new modstitch-toolkit minorly updated mod-publish-plugin and started planning for new version range parsing and functionality in other things, i’ve: fixed the context menu deletion option resetting the scroll pos removed the entirely unused option table in the README better utilized classtweakers in the context menu implemented annotation-based constraints for config options replaced the dual-impl option validation system with a unified one via codecs (now used in the YACL config, with one annoying side effect) future-proofed the module-based fabric api importing so that it only loads what’s necessary (and it should work with neoforge when i eventually impl that!) updated mod functionality to 26.2 (despite being unable to publish everything at once 😑)
hey chat! i’ve finished up some of that stuff from before. most notably: publishMods now works again! turns out Modrinth just recently (i.e. this week) allowed attaching signatures to builds so it’s not currently supported with MPP also, turns out the whole checksum thing was kinda useless because Modrinth has provided file hashes via their API this whole time - so… i think i’m gonna table that idea for now and use that later i published a new version ( alpha.11 ) that fixes the teensy-eensy little problem that incomplete mixins were accidentally included in the jar uploaded to CF and MR as alpha.10 . whoops! version parsing is now much more robust and typically requires only one gradle property to be specified! for newer releases you can override the FMJ version (ex. w/ ~26.2 for the 26.2 subproject) and the rest is handled automatically. i’m also waiting on MPP#116 to see if this can be consolidated entirely, with no need for an extra override! the classtweaker is now stone-cut so it’s a bit easier to see what is applied to where cleaned up the buildscript more (it is perpetually dirty :/) fixed a handful of bugs and impl’d a couple suggestions! and now, i get to move on to one of the most daunting but hopefully most rewarding things: drumroll please…. ztzttstz.z.t..z….. unit testing!!! you’re probably thinking, chat patches hasn’t had any unit tests this WHOLE time!??! and you’d be right! idk how there aren’t more bugs. but now i’m putting everything else (chat patches wise, at least) on hold to get this done. bc if i don’t do it now, it will never get done. ik this isn’t very pretty but you gotta do what you gotta do.
Unit Testing! yup, that’s what’s been taking so long. i actually got past the gradle setup part pretty quick, i just wasn’t expecting current code to be so… dysfunctional. i’ve done a lot of rewriting and test formatting and sometimes it just gets really brain numbing so i put on a youtube video in the background and then its been 45 minutes and i havent changed anything… but i just achieved my first all-passing test milestone! so i’ll be pushing it soon and then i’ll the changes that make everything pass will follow soon after. currently I’m targeting TextUtil , where the most edge-cases take place, in the form of String <-> Component transformations. ultimiately i’d like to also do E2E testing in the form of Fabric’s ClientGameTest , but those can only be done on the most recent version due to FAPI not backporting changes (it’s probably for the best anyway) - so i’ll be doing that last. that’s it for now! i can’t wait for everyone (especially me), to benefit from this when future releases are checked before releasing! yayyyy!!!
i’ve been SUPER busy as of late, and will probably continue to be for at least another week or two if not longer, but i’m starting to begin to wrap up unit testing. i finally pushed the existing tests and framework to github on a separate branch, but bc i’m so bad at Git, IntelliJ is fucking up my other changes i’m currently working on (updating the main omnivers branch to 26.3-snapshot-8 )… so hopefully i can fix that soon. unfortunately i don’t know when the unit testing will be finished, as it takes a longggg time to figure out the little edge cases, and i prefer to avoid AI everywhere possible (although there’s only so much ethical struggling i can endure before i need to ask for help).
i’ve been very busy with university starting, but recently there has been an influx in PRs fixing bugs, which is awesome! so i’ve been monitoring those and slowly merging them into the main branch. additionally, i’ve been chipping away at fixes and suggestion implementations here and there; specifically: excluding specific messages from being compacted updating to 26.3 actually uploading signature files (now that Modrinth officially supports them) fixing chat auto scrolling while duplicate messages are being received adding fallbacks for the chat log’s codec provider in case the current one fails/doesn’t exist ..and more!! i hope to add more stuff soon and publish a release, but i have about 4 free minutes per week and unfortunately, i end up not wanting to spend it on largely unpaid labor. nevertheless, my aspirations remain and my hopes are high!
8.0.0 released! yes, it’s been done! chat patches has been in alpha for a year and the better part of another? all because i finally impl’d the omnivers-stonecutter buildscript and additionally wanted more large-scale changes (test suite, neoforge support, DFU migration codec) ((of which are still planned… eventually!!)) … but then i just never took it off. well, you can’t wait around forever. also, this update is perfect for releasing as a whopping TEN issue reports were closed upon release, with countless others fixed soundlessly! credit where it’s due, there was a fair amount of community support via PRs for this release, but that doesn’t take away from the benefit we as a community experience from it being added! while we’re out here celebrating these crushed bugs, new features, and the return to release-channel versions, i think it’s safe to say chat patches is worthy of shipping too! i hope you’ve enjoyed using chat patches and it’s bettered your minecraft experience - and if you haven’t used it, i hope you’ll give it a try and let me know what you think. thanks again to everyone who contributed and cheers to even more fixes and features in the future! 🎉🥳💃🎈
Ships:
This is Chat Patches! I’m gonna cut to the chase and explain the process of developing recently because everything about the mod is on the GitHub readme, in the changelog, and in these devlogs. Recently I’ve found time management difficult and as a result I’ve had to be more efficient and creative about how I’m spending my time developing. There’s been an influx in community contributions via PR which has been quite helpful, but most is still left up to me. However, one benefit of not having as much time to work on things is that issues I can’t seem to solve have more time for me to simmer and ponder to come up with solutions. however, this has postponed some big features i’ve already been putting off even more… hopefully i can get around to those and find some breakthrough point to pull myself through. anyways, in terms of changes, most of it has been bugfixes, but there have been a handful of additions recently, especially related to new configuration options (compact-safe messages, human-readable time format, cleaner context menu, etc.) - of course with plans to add many more. i’m proud of all these features and how far the mod has come, and frankly i’m surprised im even still developing it. i hope i can get the bigger stuff done soon so i can move on to bigger things, though. to test the mod, just set up fabricmc as explained on their website or via literally any modded minecraft tutorial - i recommend using a third-party launcher such as PrismLauncher as it keeps track of everything for you and wraps it in a nice interface. once your installation is ready simply add chat patches and its dependencies (again, using a launcher will help as it will add the deps for you!) and run the game! i hope your experience is bettered and you make the chat feel as personalized as you like :D...
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1792853789.1863167
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1792940189.1863167
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68219
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Very Simple BlackJack by @Fluxion | Stardance
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Fluxion
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1
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0.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T04:41:52Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This was a just very simple game for me to see how hackclub works.", "repo": "https://github.com/thefluxion/bj", "demo": "https://rawcdn.githack.com/thefluxion/bj/c1547c83f902b26cd14d30b1347172f90b7b774a/index.html"}]...
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[{"post_id": 77222, "ts": "202 [{"post_id": 77222, "ts": "2026-10-06T04:36:28Z", "hours": 0.2667, "text": "Done!"}]...
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Title: Very Simple BlackJack by @Fluxion | Stardan Title: Very Simple BlackJack by @Fluxion | Stardance
Devlogs:
Done!
Ships:
This was a just very simple game for me to see how hackclub works....
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1792817459.488456
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1792903859.488456
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68187
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Dodge the blocks by @Omm | Stardance
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Omm
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1
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4.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T03:38:22Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple video game where the players have to dodge falling rocks and survive for as long as possible. The biggest difficulty I faced was when i completely messed by the most important file and had to rebuilt it from scratch. I’m proud of myself for making a game from scratch. To test it, open the demo link and use the controls shown in the game to move the player and dodge the rocks.", "repo": "https://github.com/kingom1818/dodge-the-blocks", "demo": "https://kingom1818.github.io/dodge-the-blocks/"}]...
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[{"post_id": 77211, "ts": "202 [{"post_id": 77211, "ts": "2026-10-06T03:32:41Z", "hours": 0.9183, "text": "Finally! End of the project. Goodbye!"}, {"post_id": 77200, "ts": "2026-10-06T02:19:23Z", "hours": 1.7797, "text": "Its 10:15pm. Im gonna try to complete the game before going to bed. Who would have imagined that my first project is taking me like a million hours to build. Btw i had to start over again because i don’t know what i did with my first main file. Most of it had to be re-written. Hope that’s okay! Anyways gotta get to work now."}, {"post_id": 77188, "ts": "2026-10-06T00:17:18Z", "hours": 1.3331, "text": "Working on the backend of the code. I believe there is some problem with it, don’t know what it is but we’ll figure it out!"}]...
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Title: Dodge the blocks by @Omm | Stardance
Devlo Title: Dodge the blocks by @Omm | Stardance
Devlogs:
Working on the backend of the code. I believe there is some problem with it, don’t know what it is but we’ll figure it out!
Its 10:15pm. Im gonna try to complete the game before going to bed. Who would have imagined that my first project is taking me like a million hours to build. Btw i had to start over again because i don’t know what i did with my first main file. Most of it had to be re-written. Hope that’s okay! Anyways gotta get to work now.
Finally! End of the project. Goodbye!
Ships:
I made a simple video game where the players have to dodge falling rocks and survive for as long as possible. The biggest difficulty I faced was when i completely messed by the most important file and had to rebuilt it from scratch. I’m proud of myself for making a game from scratch. To test it, open the demo link and use the controls shown in the game to move the player and dodge the rocks....
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1792817458.6408324
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1792903858.6408324
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65552
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Ping Pong Game by @Sadiya | Stardance
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Sadiya
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1
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3.0
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3
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T01:59:51Z", "hours": 3.0, "multiplier": 1.11, "payout": 3, "blessing": "neutral", "text": "I made a browser based game where players can control bars that are on opposite sides of the bar and try to keep the ball from getting past the bars. A challenge I faced was getting the JS to work and debugging. I am proud of being able to finish this project despite having a huge schedule and facing personal life.", "repo": "https://github.com/sadiyameem/ping-pong-game", "demo": "https://sadiyameem.github.io/ping-pong-game/"}]...
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[{"post_id": 77177, "ts": "202 [{"post_id": 77177, "ts": "2026-10-05T22:36:40Z", "hours": 1.7719, "text": "This has taken me sometime because I was sick (still currently am) and I was trying to balance college but I was able to finish it and it now works the way that it should."}, {"post_id": 74565, "ts": "2026-09-27T17:20:51Z", "hours": 1.1158, "text": "I have been working on this and as I was doing this I realized that I did something similar like this when I did GWC on Replit now I am making this project on VScode and I close to being done I have the HTML and CSS but the JS was not working so I am putting my focus on that right now."}]...
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Title: Ping Pong Game by @Sadiya | Stardance
Devl Title: Ping Pong Game by @Sadiya | Stardance
Devlogs:
I have been working on this and as I was doing this I realized that I did something similar like this when I did GWC on Replit now I am making this project on VScode and I close to being done I have the HTML and CSS but the JS was not working so I am putting my focus on that right now.
This has taken me sometime because I was sick (still currently am) and I was trying to balance college but I was able to finish it and it now works the way that it should.
Ships:
I made a browser based game where players can control bars that are on opposite sides of the bar and try to keep the ball from getting past the bars. A challenge I faced was getting the JS to work and debugging. I am proud of being able to finish this project despite having a huge schedule and facing personal life....
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1792817253.9342735
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1792903653.9342735
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66663
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Bukus VS Beans by @Al_Lee | Stardance
|
Al_Lee
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1
|
22.0
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403
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T01:44:40Z", "hours": 22.0, "multiplier": 18.45, "payout": 403, "blessing": "neutral", "text": "I made a game where you play as a brave buku, and your job is to shoot down the ship and the beans while dodging attacks. I found challenging learning godot’s scripting, since this is my first game on a actual game engine (scratch doesnt count). I am really proud of how my game came together, it looks so polished for my first game. Others should read the controls in the README or Itch.io page and be aware that it takes a few attempts to beat the boss", "repo": "https://github.com/alchoilee-lgtm/The-Bukan-War", "demo": "https://inzpire.itch.io/the-bukan-war"}]...
|
[{"post_id": 77193, "ts": "202 [{"post_id": 77193, "ts": "2026-10-06T01:13:34Z", "hours": 2.5953, "text": "The Bukan War is offically DONE :) I’ve made it possible to skip the story I added extra polish, to the win screen, and got rid of some exploits Made the game more fun by adjusting difficulty The YAP: To detect the story skip thing, I just whipped up a simple script that, when space bar is pressed, makes a clone of the transition and swaps scenes. There was an exploit (thanks @Ethen for finding it), that if you go behind the boss, you can just avoid the attacks and just win. I patched this by putting a Staticbody2D, so that it blocks the player from going behind the boss. Also, for the difficulty, I made the player AND the boss have more health, and made it that you can HEAL heath when you shoot Beans and your health bar is full. The extra health is a GENIUS, 100IQ effort to get players to play my game longer while also making it a bit easier with those struggling with the game (like me). OH yeah, to the win screen, I just added rainbow coloured particles coming out from the bottom middle of the screen. I just made the colour curve light red, and made the hue variation as MAXED as possible for rainbow colour :)"}, {"post_id": 76916, "ts": "2026-10-05T02:28:02Z", "hours": 9.5928, "text": "IM DONEEEEEEEEE A bit more playtesting and polishing, and I’ll be done What I’ve Done Made a text-to-bullet function for a boss attack. This took SOOOOO long, probably the most technical thing the project. To simplify a lot, its a 5x5 bitmap code shot out with a function to create text Made a shockwave attack. It shoots in a semi circle pattern with some gaps in it Made a bunch of art Added voicelines done by family, which was sped up for less cracking and cuz the voice seemed a but weird Fixed a bunch of bugs Made menu, and made buttons whiter when hovered and darker when clicked Made ded and win screen"}, {"post_id": 76101, "ts": "2026-10-02T10:09:57Z", "hours": 4.3194, "text": "I got a bit done :) Today I managed to add 2/5 boss attacks as well as soundtrack (from pixabay) and some SFX from JSFXR (they really are the best SFX website lol) What I have left: Make 3 more boss attacks Not get cooked up by the boss in my own game Do voice lines for dramatic story Fix 50 trillion bugs Make some actual art for the bullets Make a Main Menu Since I dont know a lot of Godot coding, my progress is a bit slow, but at least I get more hours in lol :D"}, {"post_id": 75448, "ts": "2026-09-30T03:54:04Z", "hours": 4.2678, "text": "2nd Devlog of Bukus vs Beans I added a ship that the player has to shoot at, I added randomly moving “drunk” beans, so that the player can shoot for ammo/energy for their gun. The beans just pick a direction and move in a direction for some time, and they keep doing that I also added shoot particles and background particles which, I think, looks quite nice :) It look like quite a while getting hang of the particle system, but I can now confidently use it :) Shoutout to @hedgehog81 for helping me with the particles and other stuff"}, {"post_id": 75161, "ts": "2026-09-29T10:30:49Z", "hours": 1.0744, "text": "I’m making a boss game, where the Bukus have to shoot down the Bean’s ship. The lore: The beans and bukus have been fighting for 10 years now, and both sides are tired of it. A buku buku called “Bukuysses” comes up with a genius idea. They get a statue, for the Beanthena, and they choose one strong buku buku to go inside it. They leave it floating in space, and the Beans protector ship ( which is a bean pod), collect the statue :) The warriors inside the ship get drunk celebrating and go back to they planet, and the brave warrior comes out, of the spaceship and starts shooting at the spaceship. the problem is, he forgot to bring the correct gun, so he has to use Bean Energy, which you get by killing the beans. The beans bounce around the screen randomly because they are drunk and they get vaporized into energy in 1 shot. The ship has this “defence mechanism”, that acts as the boss fight (I got inspired by The Odyssey plz dont sue me)"}]...
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Title: Bukus VS Beans by @Al_Lee | Stardance
Devl Title: Bukus VS Beans by @Al_Lee | Stardance
Devlogs:
I’m making a boss game, where the Bukus have to shoot down the Bean’s ship. The lore: The beans and bukus have been fighting for 10 years now, and both sides are tired of it. A buku buku called “Bukuysses” comes up with a genius idea. They get a statue, for the Beanthena, and they choose one strong buku buku to go inside it. They leave it floating in space, and the Beans protector ship ( which is a bean pod), collect the statue :) The warriors inside the ship get drunk celebrating and go back to they planet, and the brave warrior comes out, of the spaceship and starts shooting at the spaceship. the problem is, he forgot to bring the correct gun, so he has to use Bean Energy, which you get by killing the beans. The beans bounce around the screen randomly because they are drunk and they get vaporized into energy in 1 shot. The ship has this “defence mechanism”, that acts as the boss fight (I got inspired by The Odyssey plz dont sue me)
2nd Devlog of Bukus vs Beans I added a ship that the player has to shoot at, I added randomly moving “drunk” beans, so that the player can shoot for ammo/energy for their gun. The beans just pick a direction and move in a direction for some time, and they keep doing that I also added shoot particles and background particles which, I think, looks quite nice :) It look like quite a while getting hang of the particle system, but I can now confidently use it :) Shoutout to @hedgehog81 for helping me with the particles and other stuff
I got a bit done :) Today I managed to add 2/5 boss attacks as well as soundtrack (from pixabay) and some SFX from JSFXR (they really are the best SFX website lol) What I have left: Make 3 more boss attacks Not get cooked up by the boss in my own game Do voice lines for dramatic story Fix 50 trillion bugs Make some actual art for the bullets Make a Main Menu Since I dont know a lot of Godot coding, my progress is a bit slow, but at least I get more hours in lol :D
IM DONEEEEEEEEE A bit more playtesting and polishing, and I’ll be done What I’ve Done Made a text-to-bullet function for a boss attack. This took SOOOOO long, probably the most technical thing the project. To simplify a lot, its a 5x5 bitmap code shot out with a function to create text Made a shockwave attack. It shoots in a semi circle pattern with some gaps in it Made a bunch of art Added voicelines done by family, which was sped up for less cracking and cuz the voice seemed a but weird Fixed a bunch of bugs Made menu, and made buttons whiter when hovered and darker when clicked Made ded and win screen
The Bukan War is offically DONE :) I’ve made it possible to skip the story I added extra polish, to the win screen, and got rid of some exploits Made the game more fun by adjusting difficulty The YAP: To detect the story skip thing, I just whipped up a simple script that, when space bar is pressed, makes a clone of the transition and swaps scenes. There was an exploit (thanks @Ethen for finding it), that if you go behind the boss, you can just avoid the attacks and just win. I patched this by putting a Staticbody2D, so that it blocks the player from going behind the boss. Also, for the difficulty, I made the player AND the boss have more health, and made it that you can HEAL heath when you shoot Beans and your health bar is full. The extra health is a GENIUS, 100IQ effort to get players to play my game longer while also making it a bit easier with those struggling with the game (like me). OH yeah, to the win screen, I just added rainbow coloured particles coming out from the bottom middle of the screen. I just made the colour curve light red, and made the hue variation as MAXED as possible for rainbow colour :)
Ships:
I made a game where you play as a brave buku, and your job is to shoot down the ship and the beans while dodging attacks. I found challenging learning godot’s scripting, since this is my first game on a actual game engine (scratch doesnt count). I am really proud of how my game came together, it looks so polished for my first game. Others should read the controls in the README or Itch.io page and be aware that it takes a few attempts to beat the boss...
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1792817350.8485837
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1792903750.8485837
|
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40695
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Agamemnon Armor From The Odyssey by @nejenabinupa Agamemnon Armor From The Odyssey by @nejenabinupa | Stardance...
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nejenabinupa
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1
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46.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T22:14:49Z", "hours": 46.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "my Agamemnon Armor From The Odyssey that i make in 3d, all of the details are in the readme", "repo": "https://github.com/binupax6699/AGEMENMNON-ARMOR-3D-MODLE", "demo": "https://sketchfab.com/3d-models/agemenmnon-armor-3d-modle-ddb5b8fa0023412498e85a3ae109d622"}]...
|
[{"post_id": 75331, "ts": "202 [{"post_id": 75331, "ts": "2026-09-29T19:24:31Z", "hours": 3.1283, "text": "Finsh up the stuff and it’s good to go"}, {"post_id": 43114, "ts": "2026-08-08T06:24:45Z", "hours": 1.4717, "text": "Remake the textures with depth and more realistic colors,next will be baking the textures"}, {"post_id": 41351, "ts": "2026-08-05T14:41:59Z", "hours": 4.1028, "text": "I added a Sword to the armor set and make sum tweaks to the rig and now it’s good for animation"}, {"post_id": 38695, "ts": "2026-08-01T06:46:28Z", "hours": 10.6783, "text": "It took around 15h my addon got deactivated for no reason and that 5h got lost 😞, but i completed the armor and the rigging part fully need to add sum normal maps to give it sum small details for everything."}, {"post_id": 37106, "ts": "2026-07-29T16:12:54Z", "hours": 10.58, "text": "After long long time make thing much progress on making the body, now just need to clone up sum polygons Make the face from sculpting because of that there’s around 400k + faces and vertices but make the body light and have only 8.5 K faces and vertices"}, {"post_id": 36401, "ts": "2026-07-28T14:18:30Z", "hours": 9.4525, "text": "Agamemnon Helmet Cleaned up the helmet topology and cheek guards, Added the vertebrae spine, I optimization hair without a particle hair but with a custom alpha png images to make it fast And I Applied the final satin black metal, gold filigree trim. Now moving to the body and armor"}, {"post_id": 35922, "ts": "2026-07-27T17:52:20Z", "hours": 6.6144, "text": "Agamemnon Helmet Complete Base Mesh modeling for the Agamemnon helmet. "}]...
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Title: Agamemnon Armor From The Odyssey by @nejena Title: Agamemnon Armor From The Odyssey by @nejenabinupa | Stardance
Devlogs:
Agamemnon Helmet Complete Base Mesh modeling for the Agamemnon helmet.
Agamemnon Helmet Cleaned up the helmet topology and cheek guards, Added the vertebrae spine, I optimization hair without a particle hair but with a custom alpha png images to make it fast And I Applied the final satin black metal, gold filigree trim. Now moving to the body and armor
After long long time make thing much progress on making the body, now just need to clone up sum polygons Make the face from sculpting because of that there’s around 400k + faces and vertices but make the body light and have only 8.5 K faces and vertices
It took around 15h my addon got deactivated for no reason and that 5h got lost 😞, but i completed the armor and the rigging part fully need to add sum normal maps to give it sum small details for everything.
I added a Sword to the armor set and make sum tweaks to the rig and now it’s good for animation
Remake the textures with depth and more realistic colors,next will be baking the textures
Finsh up the stuff and it’s good to go
Ships:
my Agamemnon Armor From The Odyssey that i make in 3d, all of the details are in the readme...
|
1792856940.5369468
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1792943340.5369468
|
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66011
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Coder AI by @Vojtik8IT | Stardance
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Vojtik8IT
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1
|
2.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T21:54:01Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "**An open-source AI Discord assistant built to help you planning your ideas, building them, and importing them to GitHub! Highlights: Automated code generation with a GitHub integration Lightweight and easy to setup Feedback and stars are welcome!", "repo": "https://github.com/koubik-design/coder-bot", "demo": "https://discord.com/oauth2/authorize?client_id=1537085683955535923"}]...
|
[{"post_id": 74180, "ts": "202 [{"post_id": 74180, "ts": "2026-09-26T21:10:50Z", "hours": 1.6997, "text": "The logging After many thinking i think the logging needs to be better, so i am going to work on a better logging system and try to add: AutoModeration Slash commands"}]...
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Title: Coder AI by @Vojtik8IT | Stardance
Devlogs Title: Coder AI by @Vojtik8IT | Stardance
Devlogs:
The logging After many thinking i think the logging needs to be better, so i am going to work on a better logging system and try to add: AutoModeration Slash commands
Ships:
**An open-source AI Discord assistant built to help you planning your ideas, building them, and importing them to GitHub! Highlights: Automated code generation with a GitHub integration Lightweight and easy to setup Feedback and stars are welcome!...
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1792817293.3068624
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1792903693.3068624
|
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36761
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Mistral Render by @nejenabinupa | Stardance
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nejenabinupa
|
1
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19.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T20:50:18Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is my video 3d project i make in blender, all of the details are in my readme :) hope you enjoy", "repo": "https://github.com/binupax6699/BUGATTI-MISTRAL-3D-CINEMATIC", "demo": "https://youtube.com/shorts/ZmAk8Z7RWeg?si=TdBVIASjr5qswlSs"}]...
|
[{"post_id": 58127, "ts": "202 [{"post_id": 58127, "ts": "2026-08-30T14:12:38Z", "hours": 3.4978, "text": "I rerendered the video because it look so noisy and Chang the render engine to eevee to make it look better and it’s good to go and ship"}, {"post_id": 46700, "ts": "2026-08-14T04:23:14Z", "hours": 1.9681, "text": "I Finshed animating and rendering the video."}, {"post_id": 35660, "ts": "2026-07-27T07:49:41Z", "hours": 6.5467, "text": "Shifted the Bugatti Mistral and Elephant scene from Satin Black to a Pearl White look with Gold accents Materials: Swapped to Pearl White paint and refined the gold tusk details. Lighting: Built a dynamic outdoor environment with soft sky lighting and ground reflections. Animation: Keyframed smooth camera sweeps and light movements to highlight the body lines."}, {"post_id": 33611, "ts": "2026-07-23T17:43:31Z", "hours": 6.9311, "text": "Imported a base 3D model of the Bugatti Mistral from Sketchfab, fixed geometry issues, and customized it with my own satin black and gold aesthetic. Modeled a low-poly dancing elephant sculpture to pair with the vehicle, setting up lighting, studio reflections, and camera angles for these high-contrast renders. I’m currently working on making the video and fixing some issues for the final ship."}]...
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Title: Mistral Render by @nejenabinupa | Stardance Title: Mistral Render by @nejenabinupa | Stardance
Devlogs:
Imported a base 3D model of the Bugatti Mistral from Sketchfab, fixed geometry issues, and customized it with my own satin black and gold aesthetic. Modeled a low-poly dancing elephant sculpture to pair with the vehicle, setting up lighting, studio reflections, and camera angles for these high-contrast renders. I’m currently working on making the video and fixing some issues for the final ship.
Shifted the Bugatti Mistral and Elephant scene from Satin Black to a Pearl White look with Gold accents Materials: Swapped to Pearl White paint and refined the gold tusk details. Lighting: Built a dynamic outdoor environment with soft sky lighting and ground reflections. Animation: Keyframed smooth camera sweeps and light movements to highlight the body lines.
I Finshed animating and rendering the video.
I rerendered the video because it look so noisy and Chang the render engine to eevee to make it look better and it’s good to go and ship
Ships:
this is my video 3d project i make in blender, all of the details are in my readme :) hope you enjoy...
|
1792853573.6071932
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1792939973.6071932
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53878
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Kiko(Focusing app) by @Davonys | Stardance
|
Davonys
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1
|
23.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T19:35:49Z", "hours": 23.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Kiko is a productivity web application designed to help you stay focused. You can create both one-time and recurring tasks to manage your schedule. To keep you company, Kiko features an interactive character that works, studies, and relaxes with you. Stay motivated by competing on the leaderboard—but be careful! If you miss a deadline, your virtual garden will begin to wither.", "repo": "https://github.com/davitkhlghatyan2010-afk/Kiko", "demo": "https://kiko-frontend-eta.vercel.app/"}]...
|
[{"post_id": 77143, "ts": "202 [{"post_id": 77143, "ts": "2026-10-05T19:32:00Z", "hours": 3.2706, "text": "So, I fixed some mechanics and added interactivity!"}, {"post_id": 57324, "ts": "2026-08-29T13:17:17Z", "hours": 5.7256, "text": "I have already finished website and now I will work mostly on documentatin!1"}, {"post_id": 54702, "ts": "2026-08-25T19:31:46Z", "hours": 14.4011, "text": "I have done design and documentation(PRD)!!!"}]...
|
Title: Kiko(Focusing app) by @Davonys | Stardance
Title: Kiko(Focusing app) by @Davonys | Stardance
Devlogs:
I have done design and documentation(PRD)!!!
I have already finished website and now I will work mostly on documentatin!1
So, I fixed some mechanics and added interactivity!
Ships:
Kiko is a productivity web application designed to help you stay focused. You can create both one-time and recurring tasks to manage your schedule. To keep you company, Kiko features an interactive character that works, studies, and relaxes with you. Stay motivated by competing on the leaderboard—but be careful! If you miss a deadline, your virtual garden will begin to wither....
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1792856916.790889
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1792943316.790889
|
|
27688
|
SATELIDOM by @Andrea | Stardance
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Andrea
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1
|
18.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T19:11:48Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is done, i wanna be on the builded queque", "repo": "https://github.com/Tei-Pancake/Satelite", "demo": ""}]...
|
[{"post_id": 61525, "ts": "202 [{"post_id": 61525, "ts": "2026-09-04T14:06:40Z", "hours": 2.1242, "text": "I finish building my project!"}, {"post_id": 28955, "ts": "2026-07-15T15:55:33Z", "hours": 1.2781, "text": "Proud of what I did this time, thank you all for the support :) see you next time on a (Hopefully) amazing project, this is everything, Andrea over and Out!"}, {"post_id": 24479, "ts": "2026-07-08T01:44:27Z", "hours": 8.8253, "text": "DEVLOG #2 Today I reached a major milestone in my project: I finished the complete 3D model of my satellite! After many hours of prototyping, wiring components, debugging code, and testing sensors, I finally assembled the full digital design. My goal was to build a compact satellite-inspired device where every component has a real purpose and the necessary sensors remain exposed to interact with the environment. Current hardware: 🔹 Raspberry Pi Pico W 🔹 PIR motion sensor 🔹 DHT11 temperature & humidity sensor 🔹 16×2 I2C LCD display 🔹 Status LED 🔹 Passive buzzer Current features: ✅ Motion detection ✅ Audible and visual intrusion alarm ✅ Real-time temperature and humidity monitoring ✅ LCD interface that alternates between the satellite status and environmental data Next milestone: 📡 Integrate Telegram notifications so the satellite can send real-time intrusion alerts directly to my phone. After that, I’ll move on to 3D printing the enclosure, assembling the final hardware, and testing the complete prototype. It’s exciting to see this idea evolve from a concept into a working project (a sexy one). There is still work to do, but every iteration gets me one step closer to the final satellite. Feedback and suggestions are always welcome!"}, {"post_id": 20770, "ts": "2026-07-02T13:47:28Z", "hours": 6.1689, "text": "DEVLOG #1 This is a summary about what I did from day 1 to day 3 (Today) of my newest project, a satelite, I hope u Like It: Throughout the days, I dedicated myself to making it work, because I didn’t really have an image in my head of how I wanted the polished version to look, so I got to work. I tested each component individually, which were: DHT11: A humidity and temperature sensor. LCD Screen. PIR: Presence sensor (Although let’s call it a motion detector). Buzzer: A little device that produces vibrations to generate sound. LED: Just an LED. Raspberry Pi Pico W: The brain of everything. In general, I didn’t have many problems with the components, EXCEPT for the LCD screen. It gave me the most trouble because I had never worked with one before, and there I was for an hour trying to make it work. Then I realized that I didn’t want to risk my components foolishly, so I did an online test (which I had to repeat because I didn’t do it right). But I already assembled it IRL, and these are its functions: An LED that blinks slowly when the satellite is active. The PIR detects when something moves in its field of vision, and triggers an alarm that is audible through the Buzzer, and the LED starts blinking faster. The DHT11 measures the ambient temperature and humidity and displays it on the LCD screen. The object is identified through a message on the screen. There is another part of the project in development, and I hope to show it soon."}]...
|
Title: SATELIDOM by @Andrea | Stardance
Devlogs:
Title: SATELIDOM by @Andrea | Stardance
Devlogs:
DEVLOG #1 This is a summary about what I did from day 1 to day 3 (Today) of my newest project, a satelite, I hope u Like It: Throughout the days, I dedicated myself to making it work, because I didn’t really have an image in my head of how I wanted the polished version to look, so I got to work. I tested each component individually, which were: DHT11: A humidity and temperature sensor. LCD Screen. PIR: Presence sensor (Although let’s call it a motion detector). Buzzer: A little device that produces vibrations to generate sound. LED: Just an LED. Raspberry Pi Pico W: The brain of everything. In general, I didn’t have many problems with the components, EXCEPT for the LCD screen. It gave me the most trouble because I had never worked with one before, and there I was for an hour trying to make it work. Then I realized that I didn’t want to risk my components foolishly, so I did an online test (which I had to repeat because I didn’t do it right). But I already assembled it IRL, and these are its functions: An LED that blinks slowly when the satellite is active. The PIR detects when something moves in its field of vision, and triggers an alarm that is audible through the Buzzer, and the LED starts blinking faster. The DHT11 measures the ambient temperature and humidity and displays it on the LCD screen. The object is identified through a message on the screen. There is another part of the project in development, and I hope to show it soon.
DEVLOG #2 Today I reached a major milestone in my project: I finished the complete 3D model of my satellite! After many hours of prototyping, wiring components, debugging code, and testing sensors, I finally assembled the full digital design. My goal was to build a compact satellite-inspired device where every component has a real purpose and the necessary sensors remain exposed to interact with the environment. Current hardware: 🔹 Raspberry Pi Pico W 🔹 PIR motion sensor 🔹 DHT11 temperature & humidity sensor 🔹 16×2 I2C LCD display 🔹 Status LED 🔹 Passive buzzer Current features: ✅ Motion detection ✅ Audible and visual intrusion alarm ✅ Real-time temperature and humidity monitoring ✅ LCD interface that alternates between the satellite status and environmental data Next milestone: 📡 Integrate Telegram notifications so the satellite can send real-time intrusion alerts directly to my phone. After that, I’ll move on to 3D printing the enclosure, assembling the final hardware, and testing the complete prototype. It’s exciting to see this idea evolve from a concept into a working project (a sexy one). There is still work to do, but every iteration gets me one step closer to the final satellite. Feedback and suggestions are always welcome!
Proud of what I did this time, thank you all for the support :) see you next time on a (Hopefully) amazing project, this is everything, Andrea over and Out!
I finish building my project!
Ships:
This is done, i wanna be on the builded queque...
|
1792853554.0958016
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1792939954.0958016
|
|
20935
|
zod by @AhmedKhaledAhmed | Stardance
|
AhmedKhaledAhmed
|
2
|
88.28
|
1014
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T17:40:20Z", "hours": 44.0, "multiplier": 13.43, "payout": 593, "blessing": "neutral", "text": "ZodLang is a small, interpreted, dynamically-typed language implemented in Go and inspired by Thorsten Ball’s Writing an Interpreter in Go and Writing a Compiler in Go. It is designed to be small, simple, and easy to use. It is not a general-purpose replacement for Python or Ruby. Instead, it is built for people who want to enjoy programming and learn at the same time. The initial version was a tree-walk interpreter, but now it is a VM. I created the new version Tetris, a 3D cube simulation, and a minimal version of vim. And you can do more.", "repo": "https://github.com/theawakener0/Zod", "demo": "https://github.com/theawakener0/Zod/releases/latest"}, {"ship_num": 2, "ts": "2026-08-27T20:22:35Z", "hours": 36.0, "multiplier": 11.59, "payout": 421, "blessing": "neutral", "text": "Zod is a small, interpreted, dynamic typed language for joyful programming you can build many things from 2D terminal games to tiny ml experiments and more.", "repo": "https://github.com/theawakener0/Zod", "demo": "https://github.com/theawakener0/Zod/releases/latest"}]...
|
[{"post_id": 80179, "ts": "202 [{"post_id": 80179, "ts": "2026-10-16T15:48:10Z", "hours": 8.2819, "text": "DevLog#19 — Currently, I am testing and seeing what I can built using ZodLang. And I built with ZodLang a minimal Codex-like AI harness. It is cool, but needs more work. Stay tuned…."}, {"post_id": 77108, "ts": "2026-10-05T17:28:26Z", "hours": 3.4997, "text": "DevLog#18 — I created a minimal version of vim using ZodLang. Before submitting, I got the idea to recreate a minimal version of vim using ZodLang to show how the language works. I am ready to ship…"}, {"post_id": 76077, "ts": "2026-10-02T08:26:29Z", "hours": 4.8414, "text": "DevLog#17 — I fixed the term library in the stdlib and added raw mode to it (Made it cross-platform). I am currently on version 0.7.0 , and I think I am ready to ship the new version of ZodLang…"}, {"post_id": 75219, "ts": "2026-09-29T14:40:10Z", "hours": 7.1428, "text": "DevLog#16 — I built a 3D cube simulation, and Tetris using ZodLang. Yeah, the language is currently able to build things, Cool things. And this is just the beginning. ZodLang started as a simple toy language and now it is on the road of becoming a full programming language. Thank you all for helping……."}, {"post_id": 73498, "ts": "2026-09-25T07:42:48Z", "hours": 3.7936, "text": "DevLog#15 — I finished the bytecode compiler and vm!!!!!!!!!!!!!!!!!!!!! Also, I have added a full module system to the language, and made the language a bit clean. I will improve the built-ins function and add a full stdlib . Also, the Demo for the current in developing version will be cool….. Wish me luck…"}, {"post_id": 69739, "ts": "2026-09-17T18:04:39Z", "hours": 3.5044, "text": "DevLog#14 — I have added Closures and I can finally said I finished ZodLang bytecode compiler and vm ( I mean that I just finished the core of the language ). The coming DevLogs will be fire……. Stay tuned………"}, {"post_id": 68021, "ts": "2026-09-14T12:08:53Z", "hours": 8.0092, "text": "DevLog#13 — I have added functions and builtins-functions to the bytecode compiler and the vm. Yeah, I spent like a week on this phase, it was hard, but the results of this phase is unlimited. I have completed 70% of the language. I hope ZodLang really turn to be something great. Wish me luck. And stay tuned for the cool things coming."}, {"post_id": 61366, "ts": "2026-09-04T07:35:36Z", "hours": 2.5022, "text": "DevLog#12 — I have added Strings , Arrays , and Hashes to the bytecode compiler and the vm. I thought at first that it would be hard, but turns out it was smooth and easy. Well, not that easy because the Hashes had an issue that I discovered later when I tested the repl, turns out the Hashes doesn’t appear in the repl, but it worked in the tests, so that was weird, but I solved it by keeping track of the order of Hashes . I must continue the bytecode compiler and the vm by adding functions, and built-in functions. Wish me luck……."}, {"post_id": 60792, "ts": "2026-09-03T11:57:16Z", "hours": 1.7017, "text": "DevLog#11 — I have added variables to the bytecode compiler and the vm. Mostly, it was easy, but the assigning char := was a bit tricky to implement in the bytecode compiler and the vm. I made a global environment for setting and getting the values in the variables. I must now focus on implementing / adding strings, arrays, and hashes. Wish me luck……"}, {"post_id": 60112, "ts": "2026-09-02T08:36:53Z", "hours": 1.7417, "text": "DevLog#11 — Finished adding the other comparison expression. I implemented if conditions to the bytecode compiler and the vm. It worked just fine, but It was tense ordering the instructions to make the compiler compile the if condition in a good way. I must now start by adding else-if, and variables. Wish me luck."}, {"post_id": 59450, "ts": "2026-09-01T09:44:41Z", "hours": 2.9603, "text": "DevLog#10 — Finished adding FLOAT_OBJ to the bytecode compiler and vm. Also, supported the operations +, -, *, / . I Implemented BOOLEAN_OBJ and comparison expression in the bytecode compiler and vm too. I will work now on adding more ways in the comparison expression. Also, adding if conditions."}, {"post_id": 58849, "ts": "2026-08-31T13:02:11Z", "hours": 4.44, "text": "DevLog#9 — Currently, Implementing the bytecode compiler and VM. I managed to to finish the initial part of the compiler and the vm. I was able to add integers, it can’t add float and it can’t do any operation other than addition. What I will do now is to add float to compiler so I can add them, and then I will I will add the other operation. I hope this bytecode compiler phase works good, so I can implement the full compiler so Zod could be like Go, Zig, and Rust in the future."}, {"post_id": 55675, "ts": "2026-08-27T17:14:20Z", "hours": 8.3244, "text": "DevLog#8 — Zod is finally here. I finished building the interpreter phase (Yeah, Zod will be a compiled language soon). I added MATRIX_OBJ and that opens ways to build cool things with the language like this demo of Conway’s game of life built in Zod. Cooool!!!!!!! right."}, {"post_id": 41354, "ts": "2026-08-05T14:45:04Z", "hours": 5.5675, "text": "DevLog #7 — I have added hash map in Zod. Also added hash built-in functions like insert() , remove() , contains() , keys() , vals() . NOTE: The hash map is randomized due to Go maps logic."}, {"post_id": 38285, "ts": "2026-07-31T16:25:59Z", "hours": 3.4467, "text": "DevLog #6 — Zod finally has built-in functions, not many, but still good. Zod has len() , println() , printf() , input() , int() , string() , and type() . Also I have added string datatype, for-loop , and a loop {} statement like in Rust. Zod is becoming better day after day and I hope it become a great small language."}, {"post_id": 36622, "ts": "2026-07-28T21:00:05Z", "hours": 4.0358, "text": "DevLog #5 — Zod is finally functional. After I have built the evaluator and added it to the REPL, Zod became a fully function language, Its not a full language, but its still functional. I still have to add more datatypes and built-in functions since it only has integers and boolean , and no built-in function . Zod is becoming a programming language day after day and I think the of its becoming a programming language is near."}, {"post_id": 35237, "ts": "2026-07-26T15:14:47Z", "hours": 3.3225, "text": "DevLog #4 — I have added FunctionLiteral , CallExpressions , and IfExpressions . Also, updated the REPL with the parser. Now, I will start working on the Evaluation."}, {"post_id": 32218, "ts": "2026-07-21T07:51:01Z", "hours": 7.6453, "text": "DevLog #3 –– Today I made significant progress on Zod’s parser. The parser can now handle: Let statements , Assignment statements , Return statements , Infix expressions , Prefix expressions , and Boolean literals . There’s still plenty of work to do, but the parser is taking shape and the language is starting to feel real. My goal with Zod remains the same: to create a programming language that puts learning first while still being capable of building interesting and practical projects."}, {"post_id": 11573, "ts": "2026-06-18T21:13:14Z", "hours": 1.5856, "text": "Finally, I built the repl foundation, but the AST, parser, and eval are still left. Wish me luck…."}, {"post_id": 10682, "ts": "2026-06-17T15:24:19Z", "hours": 2.4353, "text": "Currently, expanding the lexer of zod. I am planning to make zod have mixed syntax between C, Go, and Rust."}]...
|
Title: zod by @AhmedKhaledAhmed | Stardance
Devlo Title: zod by @AhmedKhaledAhmed | Stardance
Devlogs:
Currently, expanding the lexer of zod. I am planning to make zod have mixed syntax between C, Go, and Rust.
Finally, I built the repl foundation, but the AST, parser, and eval are still left. Wish me luck….
DevLog #3 –– Today I made significant progress on Zod’s parser. The parser can now handle: Let statements , Assignment statements , Return statements , Infix expressions , Prefix expressions , and Boolean literals . There’s still plenty of work to do, but the parser is taking shape and the language is starting to feel real. My goal with Zod remains the same: to create a programming language that puts learning first while still being capable of building interesting and practical projects.
DevLog #4 — I have added FunctionLiteral , CallExpressions , and IfExpressions . Also, updated the REPL with the parser. Now, I will start working on the Evaluation.
DevLog #5 — Zod is finally functional. After I have built the evaluator and added it to the REPL, Zod became a fully function language, Its not a full language, but its still functional. I still have to add more datatypes and built-in functions since it only has integers and boolean , and no built-in function . Zod is becoming a programming language day after day and I think the of its becoming a programming language is near.
DevLog #6 — Zod finally has built-in functions, not many, but still good. Zod has len() , println() , printf() , input() , int() , string() , and type() . Also I have added string datatype, for-loop , and a loop {} statement like in Rust. Zod is becoming better day after day and I hope it become a great small language.
DevLog #7 — I have added hash map in Zod. Also added hash built-in functions like insert() , remove() , contains() , keys() , vals() . NOTE: The hash map is randomized due to Go maps logic.
DevLog#8 — Zod is finally here. I finished building the interpreter phase (Yeah, Zod will be a compiled language soon). I added MATRIX_OBJ and that opens ways to build cool things with the language like this demo of Conway’s game of life built in Zod. Cooool!!!!!!! right.
DevLog#9 — Currently, Implementing the bytecode compiler and VM. I managed to to finish the initial part of the compiler and the vm. I was able to add integers, it can’t add float and it can’t do any operation other than addition. What I will do now is to add float to compiler so I can add them, and then I will I will add the other operation. I hope this bytecode compiler phase works good, so I can implement the full compiler so Zod could be like Go, Zig, and Rust in the future.
DevLog#10 — Finished adding FLOAT_OBJ to the bytecode compiler and vm. Also, supported the operations +, -, *, / . I Implemented BOOLEAN_OBJ and comparison expression in the bytecode compiler and vm too. I will work now on adding more ways in the comparison expression. Also, adding if conditions.
DevLog#11 — Finished adding the other comparison expression. I implemented if conditions to the bytecode compiler and the vm. It worked just fine, but It was tense ordering the instructions to make the compiler compile the if condition in a good way. I must now start by adding else-if, and variables. Wish me luck.
DevLog#11 — I have added variables to the bytecode compiler and the vm. Mostly, it was easy, but the assigning char := was a bit tricky to implement in the bytecode compiler and the vm. I made a global environment for setting and getting the values in the variables. I must now focus on implementing / adding strings, arrays, and hashes. Wish me luck……
DevLog#12 — I have added Strings , Arrays , and Hashes to the bytecode compiler and the vm. I thought at first that it would be hard, but turns out it was smooth and easy. Well, not that easy because the Hashes had an issue that I discovered later when I tested the repl, turns out the Hashes doesn’t appear in the repl, but it worked in the tests, so that was weird, but I solved it by keeping track of the order of Hashes . I must continue the bytecode compiler and the vm by adding functions, and built-in functions. Wish me luck…….
DevLog#13 — I have added functions and builtins-functions to the bytecode compiler and the vm. Yeah, I spent like a week on this phase, it was hard, but the results of this phase is unlimited. I have completed 70% of the language. I hope ZodLang really turn to be something great. Wish me luck. And stay tuned for the cool things coming.
DevLog#14 — I have added Closures and I can finally said I finished ZodLang bytecode compiler and vm ( I mean that I just finished the core of the language ). The coming DevLogs will be fire……. Stay tuned………
DevLog#15 — I finished the bytecode compiler and vm!!!!!!!!!!!!!!!!!!!!! Also, I have added a full module system to the language, and made the language a bit clean. I will improve the built-ins function and add a full stdlib . Also, the Demo for the current in developing version will be cool….. Wish me luck…
DevLog#16 — I built a 3D cube simulation, and Tetris using ZodLang. Yeah, the language is currently able to build things, Cool things. And this is just the beginning. ZodLang started as a simple toy language and now it is on the road of becoming a full programming language. Thank you all for helping…….
DevLog#17 — I fixed the term library in the stdlib and added raw mode to it (Made it cross-platform). I am currently on version 0.7.0 , and I think I am ready to ship the new version of ZodLang…
DevLog#18 — I created a minimal version of vim using ZodLang. Before submitting, I got the idea to recreate a minimal version of vim using ZodLang to show how the language works. I am ready to ship…
DevLog#19 — Currently, I am testing and seeing what I can built using ZodLang. And I built with ZodLang a minimal Codex-like AI harness. It is cool, but needs more work. Stay tuned….
Ships:
Zod is a small, interpreted, dynamic typed language for joyful programming you can build many things from 2D terminal games to tiny ml experiments and more.
ZodLang is a small, interpreted, dynamically-typed language implemented in Go and inspired by Thorsten Ball’s Writing an Interpreter in Go and Writing a Compiler in Go. It is designed to be small, simple, and easy to use. It is not a general-purpose replacement for Python or Ruby. Instead, it is built for people who want to enjoy programming and learn at the same time. The initial version was a tree-walk interpreter, but now it is a VM. I created the new version Tetris, a 3D cube simulation, and a minimal version of vim. And you can do more....
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1792831818.7774642
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1792918218.7774642
|
|
50256
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Mihera F1 RC car by @Alcaraz9219 | Stardance
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Alcaraz9219
|
1
|
15.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T17:40:10Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a F1 radio control car that works with Arduino and electronic components. The entire car and the remote control was build from scratch and with a 3D printer. This proyect teach me that they don’t always turn out the way we want them to the first time round, and I made a lot of mistakes that I had to solve them designing and printing again, or using the tools that I have, but I have learnt a lot in this proyect and , although I couldn’t compleately at all and I know that is not the best radio control car, I am so proud of it.", "repo": "https://github.com/Alcaraz9219/F1-RC-car", "demo": ""}]...
|
[{"post_id": 70694, "ts": "202 [{"post_id": 70694, "ts": "2026-09-19T16:29:33Z", "hours": 3.1525, "text": "To wrap up the project a bit, I’ve designed and printed the front nose and I’ve also printed the front wing. The car’s electronics are now complete after I replaced the transmitter and receiver modules with two NRF24L01 PA+LNA units with antennas, which work much better and have a much greater range. And although the F1 bodywork and the DRS are still missing, I’ll leave it as finished for the time being because I don’t have time to work on it any further and also because the Stardance deadline is approaching. So that’s it for now, and I hope people have enjoyed the project."}, {"post_id": 62812, "ts": "2026-09-06T10:29:26Z", "hours": 6.2022, "text": "After a few problems with the printer, I’ve finally finished making the control unit and fitting all the components inside; I can say that the car is now working. But there’s another problem: to connect the car’s Arduino R4 to the R3 – which I ended up having to use due to technical issues with the ESP32 – I’ve used a 433 MHz RF transmitter and receiver module that has a very short range, and as I want to fit it inside the casing on both the car and the remote control, the distance is practically zero. So I’ve already bought an NRF24L01 PA+LNA, which is another bidirectional transmitter with a much greater range and comes with an antenna; the next step will be to fit it and carry out the final test before installing the DRS and the casing."}, {"post_id": 52967, "ts": "2026-08-23T10:49:03Z", "hours": 1.7503, "text": "In this section, I have designed the casing for the controller, which I have decided should be shaped like an F1 steering wheel. The controller will use a Steamaker ESP32 Plus board; a joystick will be used to control the car’s steering, and there will be two buttons to control the motors so that the car can move forwards and backwards. Also, to make it look more like a real F1 car, the steering wheel will feature a display showing information about the controller and the car, such as battery level, speed and the status of the DRS – which is the opening of the rear wing to reduce aerodynamic drag, something that’s very helpful in real cars. The next step will be to create the 3D model of the hollow steering wheel and add the mounts for the components. If anyone can think of any extras to add to the car or the controller, please let me know; if it’s a good idea, I’ll take it into account and add it."}, {"post_id": 50886, "ts": "2026-08-20T10:58:06Z", "hours": 3.8042, "text": "On 2 June, I started a project. The idea was to build a radio-controlled car in the shape and style of a Formula 1 car, but I wanted to build the whole thing myself from scratch. The car is being built solely from my own designs, which are being 3D-printed. This project is divided into two parts: the car, which contains electronic components such as an Arduino R4 Wi-Fi, a servomotor for the steering, another for the DRS system, an L298N controller and two motors, as well as a battery holder with its own switch; and the remote control, which communicates with the car via a transmitter module in the remote and a receiver in the car. The remote control features components such as a Steemakers ESP32 Plus, a joystick for the motors, two buttons for steering, another to activate the DRS, and a display to show information. This is the plan for the project, which is not yet finished. Unfortunately, when I started this project I wasn’t familiar with Stardance, so I haven’t recorded all the hours spent doing calculations, looking through all the files and their dates, photos and videos – it could easily have been around 45 hours of unrecorded work. Anyway, what I’ve done so far has been to design the chassis and the mounts for the components, fit everything into the car, and build the steering system – which has undoubtedly been the most difficult part and caused me the most headaches, but which eventually ended up working. Since I started on Stardance, I’ve been designing the front wing, assembling the whole car to check that it works, and finally fitting just the remote control components to check that they work before designing the remote control itself. This isn’t proving to be an easy project – there are lots of errors cropping up – but you learn a lot from them. The next step will be to design the remote control in 3D and then print it."}]...
|
Title: Mihera F1 RC car by @Alcaraz9219 | Stardanc Title: Mihera F1 RC car by @Alcaraz9219 | Stardance
Devlogs:
On 2 June, I started a project. The idea was to build a radio-controlled car in the shape and style of a Formula 1 car, but I wanted to build the whole thing myself from scratch. The car is being built solely from my own designs, which are being 3D-printed. This project is divided into two parts: the car, which contains electronic components such as an Arduino R4 Wi-Fi, a servomotor for the steering, another for the DRS system, an L298N controller and two motors, as well as a battery holder with its own switch; and the remote control, which communicates with the car via a transmitter module in the remote and a receiver in the car. The remote control features components such as a Steemakers ESP32 Plus, a joystick for the motors, two buttons for steering, another to activate the DRS, and a display to show information. This is the plan for the project, which is not yet finished. Unfortunately, when I started this project I wasn’t familiar with Stardance, so I haven’t recorded all the hours spent doing calculations, looking through all the files and their dates, photos and videos – it could easily have been around 45 hours of unrecorded work. Anyway, what I’ve done so far has been to design the chassis and the mounts for the components, fit everything into the car, and build the steering system – which has undoubtedly been the most difficult part and caused me the most headaches, but which eventually ended up working. Since I started on Stardance, I’ve been designing the front wing, assembling the whole car to check that it works, and finally fitting just the remote control components to check that they work before designing the remote control itself. This isn’t proving to be an easy project – there are lots of errors cropping up – but you learn a lot from them. The next step will be to design the remote control in 3D and then print it.
In this section, I have designed the casing for the controller, which I have decided should be shaped like an F1 steering wheel. The controller will use a Steamaker ESP32 Plus board; a joystick will be used to control the car’s steering, and there will be two buttons to control the motors so that the car can move forwards and backwards. Also, to make it look more like a real F1 car, the steering wheel will feature a display showing information about the controller and the car, such as battery level, speed and the status of the DRS – which is the opening of the rear wing to reduce aerodynamic drag, something that’s very helpful in real cars. The next step will be to create the 3D model of the hollow steering wheel and add the mounts for the components. If anyone can think of any extras to add to the car or the controller, please let me know; if it’s a good idea, I’ll take it into account and add it.
After a few problems with the printer, I’ve finally finished making the control unit and fitting all the components inside; I can say that the car is now working. But there’s another problem: to connect the car’s Arduino R4 to the R3 – which I ended up having to use due to technical issues with the ESP32 – I’ve used a 433 MHz RF transmitter and receiver module that has a very short range, and as I want to fit it inside the casing on both the car and the remote control, the distance is practically zero. So I’ve already bought an NRF24L01 PA+LNA, which is another bidirectional transmitter with a much greater range and comes with an antenna; the next step will be to fit it and carry out the final test before installing the DRS and the casing.
To wrap up the project a bit, I’ve designed and printed the front nose and I’ve also printed the front wing. The car’s electronics are now complete after I replaced the transmitter and receiver modules with two NRF24L01 PA+LNA units with antennas, which work much better and have a much greater range. And although the F1 bodywork and the DRS are still missing, I’ll leave it as finished for the time being because I don’t have time to work on it any further and also because the Stardance deadline is approaching. So that’s it for now, and I hope people have enjoyed the project.
Ships:
I made a F1 radio control car that works with Arduino and electronic components. The entire car and the remote control was build from scratch and with a 3D printer. This proyect teach me that they don’t always turn out the way we want them to the first time round, and I made a lot of mistakes that I had to solve them designing and printing again, or using the tools that I have, but I have learnt a lot in this proyect and , although I couldn’t compleately at all and I know that is not the best radio control car, I am so proud of it....
|
1792853598.3570724
|
1792939998.3570724
|
|
65243
|
Phronova Framework by @AuraMonster | Stardance
|
AuraMonster
|
1
|
27.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T17:28:40Z", "hours": 27.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Phronova Ship What is Phronova? Phronova is a Lua (not Luau, that is Roblox) Framework meant to assist you with Website and Desktop development (Like React, Tauri, Next.JS, Dioxus, etc.). Why would I use this? To make websites or desktop apps of course! And if you prefer Lua, then this is for you. I want to know more. Check the Github repository.", "repo": "https://github.com/mdmutahhar24-pixel/Phronova", "demo": "https://github.com/mdmutahhar24-pixel/Phronova/blob/main/README.md"}]...
|
[{"post_id": 76261, "ts": "202 [{"post_id": 76261, "ts": "2026-10-02T23:31:05Z", "hours": 2.6839, "text": "Fifth and Final Devlog of Phronova (Framework) New Features: Debug Default template page finished CLI Installation implementation Ship will be soon"}, {"post_id": 75919, "ts": "2026-10-01T16:42:42Z", "hours": 5.8544, "text": "Fourth Devlog of Phronova (Framework) Change of Plans: At first, I was planning Phronova to be a full-stack framework, however, I got an idea for a more interesting project. So therefore, Phronova will start out as a frontend framework, but will later include backend. New Features: Tailwind Template Bootstrap Template Custom CSS Template Debug Terminal Restyled In Progress: Website/App that comes up when you run dev Future Plans: Installer stuff for Desktop App mode. Public CLI for creating Phronova projects"}, {"post_id": 75202, "ts": "2026-09-29T14:02:33Z", "hours": 7.1086, "text": "Third Devlog of Phronova (Framework) New Features: Desktop Renderer Web Renderer/Socket Styles/CSS In Progress: Terminal styling and template select Tailwind and Bootstrap integration (Depending on template) Lua side of frontend Future Features (Subject to change): Phronova’s own version of CSS Routing (Maybe, still not sure) Hot refresh/reload (All it does is automatically refresh the page for you the moment you make changes to your file)"}, {"post_id": 74090, "ts": "2026-09-26T17:22:38Z", "hours": 5.6708, "text": "Second Devlog of Phronova (Framework) New Features: Desktop App WebView2 finished (Cannot show image due to me being in the middle of debugging; Also uses C++ and not Lua for this one) In Progress: Debug Connecting Lua and C++ parts together Future Features (subject to change): Website renderer More Features JavaScript Translation Routing/Custom Backend More"}, {"post_id": 73620, "ts": "2026-09-25T14:29:21Z", "hours": 5.9831, "text": "First Devlog of Phronova (Framework) What is Phronova? Phronova is a framework for Lua (Not Luau, that is Roblox suff), for Web development and Desktop application development, similar to React, Tauri, and other frameworks. New Features: You can create project through terminal You can run project through terminal Custom command for the above features (using batch files) Layout and planning complete Can now convert Lua -> HTML In Progress: WebView/Renderer Planned Features (subject to change): Desktop app integration More commands, features, etc. Custom Backend support (so this will be a full-stack framework)"}]...
|
Title: Phronova Framework by @AuraMonster | Starda Title: Phronova Framework by @AuraMonster | Stardance
Devlogs:
First Devlog of Phronova (Framework) What is Phronova? Phronova is a framework for Lua (Not Luau, that is Roblox suff), for Web development and Desktop application development, similar to React, Tauri, and other frameworks. New Features: You can create project through terminal You can run project through terminal Custom command for the above features (using batch files) Layout and planning complete Can now convert Lua -> HTML In Progress: WebView/Renderer Planned Features (subject to change): Desktop app integration More commands, features, etc. Custom Backend support (so this will be a full-stack framework)
Second Devlog of Phronova (Framework) New Features: Desktop App WebView2 finished (Cannot show image due to me being in the middle of debugging; Also uses C++ and not Lua for this one) In Progress: Debug Connecting Lua and C++ parts together Future Features (subject to change): Website renderer More Features JavaScript Translation Routing/Custom Backend More
Third Devlog of Phronova (Framework) New Features: Desktop Renderer Web Renderer/Socket Styles/CSS In Progress: Terminal styling and template select Tailwind and Bootstrap integration (Depending on template) Lua side of frontend Future Features (Subject to change): Phronova’s own version of CSS Routing (Maybe, still not sure) Hot refresh/reload (All it does is automatically refresh the page for you the moment you make changes to your file)
Fourth Devlog of Phronova (Framework) Change of Plans: At first, I was planning Phronova to be a full-stack framework, however, I got an idea for a more interesting project. So therefore, Phronova will start out as a frontend framework, but will later include backend. New Features: Tailwind Template Bootstrap Template Custom CSS Template Debug Terminal Restyled In Progress: Website/App that comes up when you run dev Future Plans: Installer stuff for Desktop App mode. Public CLI for creating Phronova projects
Fifth and Final Devlog of Phronova (Framework) New Features: Debug Default template page finished CLI Installation implementation Ship will be soon
Ships:
Phronova Ship What is Phronova? Phronova is a Lua (not Luau, that is Roblox) Framework meant to assist you with Website and Desktop development (Like React, Tauri, Next.JS, Dioxus, etc.). Why would I use this? To make websites or desktop apps of course! And if you prefer Lua, then this is for you. I want to know more. Check the Github repository....
|
1792814217.150856
|
1792900617.150856
|
|
47412
|
AmateurPad by @amateur_tech_guy | Stardance
|
amateur_tech_guy
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T17:18:51Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "AmateurPad This is a 3x3 Hackpad that has a lot of necessary shortcuts, it is a custom macropad powered by a Seed Xiao RP2040 microcontroller and QMK Firmware allowing it to be fully customizable and compact, it also helps you adjust the volume at night without looking for the volume up and volume down button with its rotary encoder! The hardest part of it was the CAD as it was my first time making a CAD and connecting the components in the PCB it was HELLL but fortunately I did it!!", "repo": "https://github.com/amateurtechguy/AmateurPad", "demo": ""}]...
|
[{"post_id": 77102, "ts": "202 [{"post_id": 77102, "ts": "2026-10-05T17:14:44Z", "hours": 0.8833, "text": "Just finished building my hackpad!! Let’s gooo!!"}, {"post_id": 50731, "ts": "2026-08-20T02:27:25Z", "hours": 1.2386, "text": "Devlog #11: The firmware guide was surprisingly easy, the only reason I took so long on it was because of the compiling wait time and the setup was taking long anyways im done for now all i need to do is flash it!!"}, {"post_id": 50530, "ts": "2026-08-19T18:31:45Z", "hours": 2.9061, "text": "devlog #10: guess who finally finished his design LETS GOOOOOOOOOOO now all that’s left for me to do is to code the firmware and i’ll be done with this but ill try completing it tonight cause ive been on this project for about a week now and it irritated me ill be honest i tried making a red and black combo for the keycaps but they just wouldnt change colors so ill just let it be cause ive been at it for way too long imo"}, {"post_id": 50040, "ts": "2026-08-19T02:12:50Z", "hours": 2.1881, "text": "devlog #9: I FINALLY FOUND THE COMPONENTS, no one realizes how hard they were to find holy….but anyways I added the components’ footprints and now my PCB looks better, less dry. And then I imported the PCB onto fusion360 so I can add it to my case!!:D almost gave up cause ive been at this for 30 hours literally but I realized i’ve spent too much time on this to just “Give up” so here I am still going"}, {"post_id": 49866, "ts": "2026-08-18T20:20:01Z", "hours": 3.6422, "text": "devlog #8:Im having trouble setting up the firmware can anyone offer some tips?"}, {"post_id": 49125, "ts": "2026-08-17T19:17:12Z", "hours": 3.7767, "text": "devlog #7: today i added the top plate and connected the two screw holes together, all thats left is to add a USB port and design it however i like and then ill move on to the final step, the firmware!"}, {"post_id": 48430, "ts": "2026-08-16T19:36:19Z", "hours": 4.1208, "text": "devlog #6: alright guys today i made some good progress that im REALLY proud of, i finally understand how the PCBs work and stuff now my PCB has 0 errors and my I also understood how matrix works so i made it 3x3 again and started a bit on the 3D design im so happy guys:D"}, {"post_id": 47654, "ts": "2026-08-15T18:10:05Z", "hours": 2.4, "text": "devlog #5: so i ended up redesigning my schematic cause i started getting confused, but after some thorough research I ended up designing the PCB as a 3 key macropad, 4 if you include the rotary encoder cause im still a beginner and i got way too ahead of myself when i thought i couldve done a 3x3 macropad. anyways i finally finished with the design now my next step is to design a case!"}, {"post_id": 47026, "ts": "2026-08-14T16:52:42Z", "hours": 0.5836, "text": "devlog #4: this is what im working with so far, not the best but eh im not good at this kind of stuff I just copied someone’s design in hopes of understanding what the hell im making but i might redesign it and make it simpler"}, {"post_id": 46929, "ts": "2026-08-14T14:23:10Z", "hours": 8.5844, "text": "devlog #3: Imo making a pcb and a schematic as a first timer is hell, I took inspo from someone cause the guide only showed 3 switches and no rotary switch whatsoever, anyways this is what i have for now,might change it sometime soon"}, {"post_id": 46615, "ts": "2026-08-13T23:52:36Z", "hours": 2.25, "text": "devlog #2: not much intel today, i finally downloaded the symbol library file and the footprint ones aswell so that gave me access to the module, anyways i finished drawing the schematic for now after I wake up ill start on the pcb and then brainstorm a design for it!"}, {"post_id": 46422, "ts": "2026-08-13T16:45:45Z", "hours": 2.2333, "text": "devlog #1: I can tell this is going to be a long project, I learned more about hackpads today and stuff like that for Kicad on youtube and normally people’s first steps would be to start making the PCBs but I’m struggling with the extra symbol libraries, that’s all for this devlog. See you all on the next one!!"}]...
|
Title: AmateurPad by @amateur_tech_guy | Stardance Title: AmateurPad by @amateur_tech_guy | Stardance
Devlogs:
devlog #1: I can tell this is going to be a long project, I learned more about hackpads today and stuff like that for Kicad on youtube and normally people’s first steps would be to start making the PCBs but I’m struggling with the extra symbol libraries, that’s all for this devlog. See you all on the next one!!
devlog #2: not much intel today, i finally downloaded the symbol library file and the footprint ones aswell so that gave me access to the module, anyways i finished drawing the schematic for now after I wake up ill start on the pcb and then brainstorm a design for it!
devlog #3: Imo making a pcb and a schematic as a first timer is hell, I took inspo from someone cause the guide only showed 3 switches and no rotary switch whatsoever, anyways this is what i have for now,might change it sometime soon
devlog #4: this is what im working with so far, not the best but eh im not good at this kind of stuff I just copied someone’s design in hopes of understanding what the hell im making but i might redesign it and make it simpler
devlog #5: so i ended up redesigning my schematic cause i started getting confused, but after some thorough research I ended up designing the PCB as a 3 key macropad, 4 if you include the rotary encoder cause im still a beginner and i got way too ahead of myself when i thought i couldve done a 3x3 macropad. anyways i finally finished with the design now my next step is to design a case!
devlog #6: alright guys today i made some good progress that im REALLY proud of, i finally understand how the PCBs work and stuff now my PCB has 0 errors and my I also understood how matrix works so i made it 3x3 again and started a bit on the 3D design im so happy guys:D
devlog #7: today i added the top plate and connected the two screw holes together, all thats left is to add a USB port and design it however i like and then ill move on to the final step, the firmware!
devlog #8:Im having trouble setting up the firmware can anyone offer some tips?
devlog #9: I FINALLY FOUND THE COMPONENTS, no one realizes how hard they were to find holy….but anyways I added the components’ footprints and now my PCB looks better, less dry. And then I imported the PCB onto fusion360 so I can add it to my case!!:D almost gave up cause ive been at this for 30 hours literally but I realized i’ve spent too much time on this to just “Give up” so here I am still going
devlog #10: guess who finally finished his design LETS GOOOOOOOOOOO now all that’s left for me to do is to code the firmware and i’ll be done with this but ill try completing it tonight cause ive been on this project for about a week now and it irritated me ill be honest i tried making a red and black combo for the keycaps but they just wouldnt change colors so ill just let it be cause ive been at it for way too long imo
Devlog #11: The firmware guide was surprisingly easy, the only reason I took so long on it was because of the compiling wait time and the setup was taking long anyways im done for now all i need to do is flash it!!
Just finished building my hackpad!! Let’s gooo!!
Ships:
AmateurPad This is a 3x3 Hackpad that has a lot of necessary shortcuts, it is a custom macropad powered by a Seed Xiao RP2040 microcontroller and QMK Firmware allowing it to be fully customizable and compact, it also helps you adjust the volume at night without looking for the volume up and volume down button with its rotary encoder! The hardest part of it was the CAD as it was my first time making a CAD and connecting the components in the PCB it was HELLL but fortunately I did it!!...
|
1792853347.864314
|
1792939747.864314
|
|
65455
|
Literally random bot by @Rakon150 | Stardance
|
Rakon150
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T17:07:48Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my first slack bot that I made for a mission mainly to try JS, making a slack bot and deploying on hackclub Nest. The bot has 9 commands, 7 of which do truly random things like coin flip, dice or other. I am happy with how it turned out even though it probably took a little longer than it should but I put work in it to make it work nicely and have a good set of commands.", "repo": "https://github.com/Rakon150/LiterallyRandomBot", "demo": "https://app.slack.com/client/E09V59WQY1E/"}]...
|
[{"post_id": 77093, "ts": "202 [{"post_id": 77093, "ts": "2026-10-05T16:55:02Z", "hours": 1.0336, "text": "Devlog #2 - ready for v1 ship The bot didnt take a long time to make but it was a good practice working with JS and making a bot. I added 3 new commands, made the help list actually helpful and added a couple finishing touches and the bot is ready to ship. All the commands /lrb-dice - rolls a dice with the number of selected faces /lrb-range - picks a random number from a range /lrb-coin - flips a coin /lrb-shuffle - shuffle a list of things /lrb-8ball - answers yes/no questions /lrb-password - generates a random password /lrb-choose - chooses a random entry /lrb-help - shows the help page /lrb-ping - checks bot latency"}, {"post_id": 76950, "ts": "2026-10-05T05:12:51Z", "hours": 1.8825, "text": "Devlog #1 - new project Because I wanted to try a mission, I picked something I didnt work with at all before, I introduce to you: Literally random (slack) bot Now featuring: /lrb-dice - rolls a dice /lrb-range - picks a random number /lrb-8ball - gives you a random response and more use /lrb-help for help in #bot-help"}]...
|
Title: Literally random bot by @Rakon150 | Stardan Title: Literally random bot by @Rakon150 | Stardance
Devlogs:
Devlog #1 - new project Because I wanted to try a mission, I picked something I didnt work with at all before, I introduce to you: Literally random (slack) bot Now featuring: /lrb-dice - rolls a dice /lrb-range - picks a random number /lrb-8ball - gives you a random response and more use /lrb-help for help in #bot-help
Devlog #2 - ready for v1 ship The bot didnt take a long time to make but it was a good practice working with JS and making a bot. I added 3 new commands, made the help list actually helpful and added a couple finishing touches and the bot is ready to ship. All the commands /lrb-dice - rolls a dice with the number of selected faces /lrb-range - picks a random number from a range /lrb-coin - flips a coin /lrb-shuffle - shuffle a list of things /lrb-8ball - answers yes/no questions /lrb-password - generates a random password /lrb-choose - chooses a random entry /lrb-help - shows the help page /lrb-ping - checks bot latency
Ships:
This is my first slack bot that I made for a mission mainly to try JS, making a slack bot and deploying on hackclub Nest. The bot has 9 commands, 7 of which do truly random things like coin flip, dice or other. I am happy with how it turned out even though it probably took a little longer than it should but I put work in it to make it work nicely and have a good set of commands....
|
1792817248.4800956
|
1792903648.4800956
|
|
1055
|
Micro Speedway by @FabulousHippoOfOrangeLake | Sta Micro Speedway by @FabulousHippoOfOrangeLake | Stardance...
|
FabulousHippoOfOrangeLake
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T17:06:37Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a traffic navigating game which included npcs of different types Nitro coins gems lives high scores speedometer", "repo": "https://github.com/sharmashashwat27-source/Top_down_endless_racing", "demo": "https://github.com/sharmashashwat27-source/Top_down_endless_racing/releases/tag/pygame"}]...
|
[{"post_id": 77085, "ts": "202 [{"post_id": 77085, "ts": "2026-10-05T16:30:21Z", "hours": 0.7842, "text": "DEVLOG #4 idkk But I made some legendary progress added npcs and a boost mode , this finally bring some structure . I added vibe coded coins and gems btw and in the photo below the car disappears a few moments after the crash and this was the only moment i was able to screenshot after like 8 tries!"}, {"post_id": 74036, "ts": "2026-09-26T16:01:04Z", "hours": 2.0839, "text": "DEVLOG idk but probs the final one… I finished it! its a basic simulation of a highway type setup where u avoid cars and drive accad style nothing very impressive but i/m proud i made this in just 4 hours"}, {"post_id": 53605, "ts": "2026-08-24T07:29:57Z", "hours": 1.9725, "text": "DEVLOG#1 So I started working on this project about a week ago but could only work on it for like a day and a half because of events like HMUN India and stuff. Regardless moving on to to what this project is, Micro Speedway is a top down racing game inspired by old NASCAR arcade games. In the time that i have logged till now I used pygame for the first time in my life and messed around with it to get something close to a car in a circular track, kind of. For me till now everything seems pretty easy to tackle my hardest challenge till now has been using pygame which to be honest wasn’t as hard as I thought it would be and honestly this project is bringing me closer to learn how to properly game design. In the future i look forward to using UNITY to develop a game."}]...
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Title: Micro Speedway by @FabulousHippoOfOrangeLak Title: Micro Speedway by @FabulousHippoOfOrangeLake | Stardance
Devlogs:
DEVLOG#1 So I started working on this project about a week ago but could only work on it for like a day and a half because of events like HMUN India and stuff. Regardless moving on to to what this project is, Micro Speedway is a top down racing game inspired by old NASCAR arcade games. In the time that i have logged till now I used pygame for the first time in my life and messed around with it to get something close to a car in a circular track, kind of. For me till now everything seems pretty easy to tackle my hardest challenge till now has been using pygame which to be honest wasn’t as hard as I thought it would be and honestly this project is bringing me closer to learn how to properly game design. In the future i look forward to using UNITY to develop a game.
DEVLOG idk but probs the final one… I finished it! its a basic simulation of a highway type setup where u avoid cars and drive accad style nothing very impressive but i/m proud i made this in just 4 hours
DEVLOG #4 idkk But I made some legendary progress added npcs and a boost mode , this finally bring some structure . I added vibe coded coins and gems btw and in the photo below the car disappears a few moments after the crash and this was the only moment i was able to screenshot after like 8 tries!
Ships:
I made a traffic navigating game which included npcs of different types Nitro coins gems lives high scores speedometer...
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1792853800.0027156
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1792940200.0027156
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67851
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HELL-OS by @yeagerist | Stardance
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yeagerist
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T16:24:35Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom WEB OS based on the prior knowledge I had and little help from the hack club docs. This is just an initial version of the OS. I plan to add many more things later. As the name suggests, it will be HELL-themed and with creepy and scary vibes. I’ve envisioned the whole UI but for now I’ve not paid much attention to CSS and lots. Just wanted to try one working OS thing. After this ship I’ll be customizing it to meet my ideal design:)", "repo": "https://github.com/Aarjal/HellOS", "demo": "https://aarjal.github.io/HellOS/"}]...
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[{"post_id": 77082, "ts": "202 [{"post_id": 77082, "ts": "2026-10-05T16:21:13Z", "hours": 0.6789, "text": "HellOS guys// Finally the work is done. For the code part, I added the maximize, shorter and window_click functions and that’s it. Other than that, I added a README file and deployed it through github pages and added the live link."}, {"post_id": 77070, "ts": "2026-10-05T15:30:22Z", "hours": 2.0786, "text": "HellOS guys.. Today I’ve done lots and lots work. I added CSS for the whole thing( app openings, default window, os menu and all) Now just making the thing device responsive is left. But mainly, Ive added some functions for app closing and opening as well. Finally, its now a html + css + js thing and here’s the first look."}, {"post_id": 76646, "ts": "2026-10-04T07:56:49Z", "hours": 1.8161, "text": "HellOS guys (zehahaha). So this me trying for the first time to make my very own version of OS. I’ve made a few sites before but nothing this kind ever. What I’ve done up untill now is- I structured the html as I’ve envisioned my webOS to be. I added little web icons and all from shortcut icon. I’ve imagined a main OS page and drafted one out on canva but I won’t be revealing that rn. This time, just see how the structure is. (No CSS, No JS yet)"}]...
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Title: HELL-OS by @yeagerist | Stardance
Devlogs: Title: HELL-OS by @yeagerist | Stardance
Devlogs:
HellOS guys (zehahaha). So this me trying for the first time to make my very own version of OS. I’ve made a few sites before but nothing this kind ever. What I’ve done up untill now is- I structured the html as I’ve envisioned my webOS to be. I added little web icons and all from shortcut icon. I’ve imagined a main OS page and drafted one out on canva but I won’t be revealing that rn. This time, just see how the structure is. (No CSS, No JS yet)
HellOS guys.. Today I’ve done lots and lots work. I added CSS for the whole thing( app openings, default window, os menu and all) Now just making the thing device responsive is left. But mainly, Ive added some functions for app closing and opening as well. Finally, its now a html + css + js thing and here’s the first look.
HellOS guys// Finally the work is done. For the code part, I added the maximize, shorter and window_click functions and that’s it. Other than that, I added a README file and deployed it through github pages and added the live link.
Ships:
I made a custom WEB OS based on the prior knowledge I had and little help from the hack club docs. This is just an initial version of the OS. I plan to add many more things later. As the name suggests, it will be HELL-themed and with creepy and scary vibes. I’ve envisioned the whole UI but for now I’ve not paid much attention to CSS and lots. Just wanted to try one working OS thing. After this ship I’ll be customizing it to meet my ideal design:)...
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1792817427.3314521
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1792903827.3314521
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22354
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Dev-Tools by @Pradhya | Stardance
|
Pradhya
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1
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5.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T16:12:06Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So, what ive made is a tool that helps me (yes, mainly me because why not. You can use it too tho!!) develop my other stuff ie enclave messenger, and that has like a LOT of like repetitive stuff which i wanted to reduce likeee python3 ../dev-tools/sigh.py (yes its sigh.py not sign.py . i just wanted some fun tbh) and i plan to add a lot more stuff and improve my messenger so i added a lot of stuff i needed while making this and a clock. The challenging part was to like package this and like get it to pypi. Andddddd figure out what i wanted to do here. Like… idk D: Im proud that i managed to like package this and like get it to pypi so i can learn and like package my messenger properly when i redo it… soonnnnnnn The installation guide/process is in the readme.md or just run pipx install project-enclave-tools", "repo": "https://github.com/Project-Enclave/project-enclave-tools", "demo": "https://pypi.org/project/project-enclave-tools/"}]...
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[{"post_id": 77075, "ts": "202 [{"post_id": 77075, "ts": "2026-10-05T15:49:26Z", "hours": 1.875, "text": "Added MORE HELPERS for stuff like Project init Diagnostic Changelog Version Release Asset Improved: Signing (that was the only thing i could improve t_t) Config management"}, {"post_id": 76080, "ts": "2026-10-02T08:36:34Z", "hours": 3.315, "text": "It fucking works! Added signing Need to add verification, upload to custom server, proper config file, etc Yay!"}]...
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Title: Dev-Tools by @Pradhya | Stardance
Devlogs: Title: Dev-Tools by @Pradhya | Stardance
Devlogs:
It fucking works! Added signing Need to add verification, upload to custom server, proper config file, etc Yay!
Added MORE HELPERS for stuff like Project init Diagnostic Changelog Version Release Asset Improved: Signing (that was the only thing i could improve t_t) Config management
Ships:
So, what ive made is a tool that helps me (yes, mainly me because why not. You can use it too tho!!) develop my other stuff ie enclave messenger, and that has like a LOT of like repetitive stuff which i wanted to reduce likeee python3 ../dev-tools/sigh.py (yes its sigh.py not sign.py . i just wanted some fun tbh) and i plan to add a lot more stuff and improve my messenger so i added a lot of stuff i needed while making this and a clock. The challenging part was to like package this and like get it to pypi. Andddddd figure out what i wanted to do here. Like… idk D: Im proud that i managed to like package this and like get it to pypi so i can learn and like package my messenger properly when i redo it… soonnnnnnn The installation guide/process is in the readme.md or just run pipx install project-enclave-tools...
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1792853749.633448
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1792940149.633448
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62841
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LeadTracker101 by @sanjaysatheesh417 | Stardance
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sanjaysatheesh417
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T15:24:00Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple Lead Tracker chrome extension using javascript ,html and css that plays a confetti audio when u use any of the buttons. figuring out working with the chrome api was a little challenging since i had to know about the structure of the tab objects in the chrome api.", "repo": "https://github.com/sanjaysatheesh417-cyber/leadtracker101", "demo": "https://github.com/sanjaysatheesh417-cyber/leadtracker101/blob/main/manifest.json"}]...
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[{"post_id": 77063, "ts": "202 [{"post_id": 77063, "ts": "2026-10-05T15:09:28Z", "hours": 2.1139, "text": "Finally completed the lead tracker chrome extension powered by javascript ,html and css!!! Just added the ReadMe file as the final step."}, {"post_id": 69492, "ts": "2026-09-17T05:13:04Z", "hours": 0.4425, "text": "started writing the logic behind the chrome-extension LeadTracker101!!!"}]...
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Title: LeadTracker101 by @sanjaysatheesh417 | Star Title: LeadTracker101 by @sanjaysatheesh417 | Stardance
Devlogs:
started writing the logic behind the chrome-extension LeadTracker101!!!
Finally completed the lead tracker chrome extension powered by javascript ,html and css!!! Just added the ReadMe file as the final step.
Ships:
I made a simple Lead Tracker chrome extension using javascript ,html and css that plays a confetti audio when u use any of the buttons. figuring out working with the chrome api was a little challenging since i had to know about the structure of the tab objects in the chrome api....
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1792813981.608706
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1792900381.608706
|
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65281
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future new yorker by @Munnisparkle | Stardance
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Munnisparkle
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1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T15:05:59Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "it is my second project in hack club it is about my dream city newyork i am completely new to coding the css part of this website is were i faced little difficulty and pushing it to git was even more challenging for some reason demo link showed 404 error so many times now its completely working i hope i stay consistent on hack club yahh", "repo": "https://github.com/bhavanasrinamthabad1809-hub/newyork", "demo": "https://bhavanasrinamthabad1809-hub.github.io/newyork/"}]...
|
[{"post_id": 76978, "ts": "202 [{"post_id": 76978, "ts": "2026-10-05T08:02:07Z", "hours": 4.3461, "text": "i am done with my first ever website yahh it is about my dream city new york it has places to visit and what i am gonna do there i am excited to ship it first ship to stardance"}]...
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Title: future new yorker by @Munnisparkle | Starda Title: future new yorker by @Munnisparkle | Stardance
Devlogs:
i am done with my first ever website yahh it is about my dream city new york it has places to visit and what i am gonna do there i am excited to ship it first ship to stardance
Ships:
it is my second project in hack club it is about my dream city newyork i am completely new to coding the css part of this website is were i faced little difficulty and pushing it to git was even more challenging for some reason demo link showed 404 error so many times now its completely working i hope i stay consistent on hack club yahh...
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1792817234.832941
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1792903634.832941
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66488
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Slacking Ultima by @GitDpro | Stardance
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GitDpro
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1
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3.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T14:36:58Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a slack bot for the first time ever! Heres what I learend: How slack’s bot structure is and how to write commands , push to Github, connect to a 24/7 server (Nest by Hackclub) More than that I learned how to use python for more than just AI development and that it can be used to power bots. I am happy that I finally have my own machine that runs 24/7 and gives me a bunch of utility on Slack!", "repo": "https://github.com/GitDpro/Slacking-Ultima", "demo": "https://hackclub.enterprise.slack.com/archives/C0C8FH82MA7"}]...
|
[{"post_id": 77052, "ts": "202 [{"post_id": 77052, "ts": "2026-10-05T14:30:50Z", "hours": 0.3894, "text": "Devlog 4: Added one useful thing which is TimeZone command! People usually need to go to google and search for each place but with my bot all u need is to type a command! This is my final commit for now!"}, {"post_id": 76628, "ts": "2026-10-04T06:37:19Z", "hours": 1.1336, "text": "Devlog 3: Finally added a basic calculator and a joke command.. The calculator was created to support quick inline calculations; it can only perform basic arithmetic operations. The dad joke is received from icanhazdadjoke’s website api and then I just printed it out. The app is now hosted online forever using PM2."}, {"post_id": 76214, "ts": "2026-10-02T18:19:59Z", "hours": 1.1231, "text": "Devlog 2: What is a bot without RPS ( Rock paper scissors) I learned the spelling of scissors at last, lol Anyways after in depth research on the functions and methods of slack-bolt I found how to get the user inputs Then slowly but surely I put together a bot which can play rock paper scissors Up Next ( Last thing i will add) is utility commands, maybe I’ll keep adding more…"}, {"post_id": 75582, "ts": "2026-09-30T14:11:24Z", "hours": 0.3858, "text": "Today I have started building my first slack bot!"}]...
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Title: Slacking Ultima by @GitDpro | Stardance
De Title: Slacking Ultima by @GitDpro | Stardance
Devlogs:
Today I have started building my first slack bot!
Devlog 2: What is a bot without RPS ( Rock paper scissors) I learned the spelling of scissors at last, lol Anyways after in depth research on the functions and methods of slack-bolt I found how to get the user inputs Then slowly but surely I put together a bot which can play rock paper scissors Up Next ( Last thing i will add) is utility commands, maybe I’ll keep adding more…
Devlog 3: Finally added a basic calculator and a joke command.. The calculator was created to support quick inline calculations; it can only perform basic arithmetic operations. The dad joke is received from icanhazdadjoke’s website api and then I just printed it out. The app is now hosted online forever using PM2.
Devlog 4: Added one useful thing which is TimeZone command! People usually need to go to google and search for each place but with my bot all u need is to type a command! This is my final commit for now!
Ships:
I made a slack bot for the first time ever! Heres what I learend: How slack’s bot structure is and how to write commands , push to Github, connect to a 24/7 server (Nest by Hackclub) More than that I learned how to use python for more than just AI development and that it can be used to power bots. I am happy that I finally have my own machine that runs 24/7 and gives me a bunch of utility on Slack!...
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1792817338.4865553
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1792903738.4865553
|
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64705
|
BackOS by @aarnavsawa09 | Stardance
|
aarnavsawa09
|
1
|
32.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T13:53:01Z", "hours": 32.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi everyone! I made a Backrooms-themed webOS. I started this project out with very little experience with programming, following the tutorials in the jams step by step, constantly getting stuck at now obvious errors. I’m really proud of how this project turned out since I only spent ~2 weeks making it and its turned out just as i had envisioned. When I was researching for an idea I found out that the computers in the backrooms have their own OS called BackOS, so I wanted to make my own rendition of that. I decided to add a bit of lore to the project too. My idea was that you find yourself trapped in the backrooms and find this specific computer with messages from a previous explorer which you can use to find out the password for the padlock app and find out what’s hidden. The OS has 7 apps- notes, photos, terminal, tapes, settings, desmiler(minesweeper), and a padlock app. The notes app has messages from a previous strandee. The photos app has a gallery of imagery from different parts of the backrooms. The terminal can be used to run a few commands and the tapes app acts like a cassette player you can listen to 6 different songs on. The settings app allows you to, for example, change the wallpaper. The desmiler app is similar to minesweeper but the mines are replaced by smilers (entities present in the backrooms). Finally, the padlock app is for you to investigate. I hope you enjoy! https://rnav09.github.io/BackOS/", "repo": "https://github.com/rnav09/coolwebos1", "demo": "https://rnav09.github.io/BackOS/"}]...
|
[{"post_id": 77033, "ts": "202 [{"post_id": 77033, "ts": "2026-10-05T13:07:25Z", "hours": 2.5278, "text": "Devlog #11 Helo This will be my final devlog for this project :D. i aligned all of the apps to the left of the sceen, finished making the minesweeper game, left clues around the OS for the keypad app, added whats revealed after the entering the right password into the keypad app, and also wrote the README"}, {"post_id": 76825, "ts": "2026-10-04T18:43:52Z", "hours": 2.8817, "text": "devlog #10 hi i made a game. its just minesweeper but with smilers instead of mines(smilers are backrooms monsters/entities). it works almost exactly like minesweeper. the only difference is that sometimes you might lose on the first click but its 3am and im too tired to worry about it. i also changed the icons of all of the apps.now i just have to make them not look ugly in their arrangement and finish the keypad app. when making the game i did use ai for help explain the logic n maths behind minesweeper (not how its played but how u actually calculate stuff bts). ok byebye"}, {"post_id": 76719, "ts": "2026-10-04T12:30:22Z", "hours": 3.9886, "text": "devlog #9 heloo i made 2 apps, a terminal window for running 7 different commands as well as a settings app where you can choose one of 3 wallpapers, reset the os, change the brightness and some other stuff too. i also used keyframes again to animate the first and third wallpaper while the second one is a video. i spent most of the time just trynna fix bugs with the wallpapers keyframes and deciding whats next for the project. i think the next app ill make is a game so that should be fun to do. also i realized the apps on the left arent aligned so ill have to fix that too. i was thinking about moving them somewhere else anyway. also ill try to find some better icons for the terminal and notes app cuz theyre really sticking out like a sore thumb rn"}, {"post_id": 76424, "ts": "2026-10-03T14:16:29Z", "hours": 1.725, "text": "devlog #8 hi guys i made this cassette app you can listen to songs on (6 tracks from the caretaker-everywhere at the end of time). the reels move using keyframes which is pretty cool imo. i dont really have much else to say apart from how it was rlly annoying to get the audio files into vscode cuz onedrive wouldnt let me for some reason. i used ai to teach me how keyframes work for this one"}, {"post_id": 76317, "ts": "2026-10-03T05:37:16Z", "hours": 3.4342, "text": "devlog #7 helloo i added a cool boot up animation which you can skip by clicking anywhere notes can now be saved as well i also added a photo gallery app which i tried to style like a film contact sheet with 12 pics each with their own descriptions and also fixed how clicking a new icon wouldnt deselect the old one and made some edits to the keypads display"}, {"post_id": 76067, "ts": "2026-10-02T07:39:23Z", "hours": 2.6747, "text": "Devlog #6 Hi! i finally did the 5th jam and i have a few more app ideas, one of which is this keypad app. basically i think im gonna leave hints around the apps for the password and itll lead you to something interesting i dont wanna reveal rn. its functional n the passowrd is 1234 for anyone wondering (ill change it later ofc) apart from that i cleaned up the js n made some functions that i can reuse for other apps. i also split up the main js file into a bunch of smaller files. idk if thats what programmers normally do but yeah. i found organizing my code to be really relaxing. i also fixed the bug where windows would get stuck at the top bar. im pretty proud of myself cuz i managed to do all of ts in <3hrs. in terms of vibecoding the only part i did use ai in was for the loading animation for when you enter the right password."}, {"post_id": 75918, "ts": "2026-10-01T16:38:50Z", "hours": 3.3836, "text": "i made the notes app actually functional. you can type in stuff and it keeps what you typed when you switch tabs. theres a + button to add notes and a - button to delete a tab. the tab youre on also gets highlighted and if theres too many tabs they shrink and go sideways. i also wrote a small journal from someone who found the computer before you, so theres a bit more lore. the image in the welcome window is now a slideshow of different backrooms levels too. this time i mostly wrote the code myself and used ai for hints when i got stuck. It did give me some code directly like some css fixes i still have to fix the window getting trapped in the top bar and finish the 5th jam"}, {"post_id": 75364, "ts": "2026-09-29T20:59:09Z", "hours": 5.0956, "text": "I finished part 4 of the jam and added a notes app. you cant really type notes into it right now (you can just read them) but i wanna make it possible. i also combined some of the functions that were common between the welcome window and the notes app(like closing and opening). i based the notes app off of file explorer cuz i liked the manilla folder tab vibes and i think it goes well with the overall backrooms aesthetic. its still rlly ugly tho so i gotta beautify it too. i used ai to help make the scrambleText function(it makes the note dates and the clock glitch randomly) and explain how if/else and loops work. I also used it to explain certain parts of the jam i didnt understand. i gotta fix the bug where the window gets trapped in the top bar if you pull it up too far as well"}, {"post_id": 72844, "ts": "2026-09-23T21:01:18Z", "hours": 3.7678, "text": "okay I know it doesnt seem like alot considering i worked for nearly 4 hours but tbf i spent an entire hour wondering why my js wouldnt work n eventually give up and use ai just to discover i was supposed to place <script src=\"script.js\"></script> at the end of my html body and not at the very beginning anyways i added a cool movable window from lesson 3 n made the ui a bit prettier Also im guessing time doesnt work in the backrooms so ill have to do something differently with the clock in the top right"}, {"post_id": 72662, "ts": "2026-09-23T13:21:12Z", "hours": 1.8725, "text": "Hi I decided on a theme for my webOS Its gonna be backrooms related. I did some research and apparently theres actually an OS in the lore called BackOS thats found on the computers in the backrooms so that fits in pretty neatly. I studied from lesson 2, made it a bit less ugly(still not pretty tho), and introduced some javascript in the code."}, {"post_id": 72180, "ts": "2026-09-22T12:18:12Z", "hours": 0.3864, "text": "WebOS (name-tbd) This is my first coding project ever so i hope it can become something cool… tbh setting up all of the programs was more difficult than actually writing the code (so far)."}]...
|
Title: BackOS by @aarnavsawa09 | Stardance
Devlog Title: BackOS by @aarnavsawa09 | Stardance
Devlogs:
WebOS (name-tbd) This is my first coding project ever so i hope it can become something cool… tbh setting up all of the programs was more difficult than actually writing the code (so far).
Hi I decided on a theme for my webOS Its gonna be backrooms related. I did some research and apparently theres actually an OS in the lore called BackOS thats found on the computers in the backrooms so that fits in pretty neatly. I studied from lesson 2, made it a bit less ugly(still not pretty tho), and introduced some javascript in the code.
okay I know it doesnt seem like alot considering i worked for nearly 4 hours but tbf i spent an entire hour wondering why my js wouldnt work n eventually give up and use ai just to discover i was supposed to place <script src="script.js"></script> at the end of my html body and not at the very beginning anyways i added a cool movable window from lesson 3 n made the ui a bit prettier Also im guessing time doesnt work in the backrooms so ill have to do something differently with the clock in the top right
I finished part 4 of the jam and added a notes app. you cant really type notes into it right now (you can just read them) but i wanna make it possible. i also combined some of the functions that were common between the welcome window and the notes app(like closing and opening). i based the notes app off of file explorer cuz i liked the manilla folder tab vibes and i think it goes well with the overall backrooms aesthetic. its still rlly ugly tho so i gotta beautify it too. i used ai to help make the scrambleText function(it makes the note dates and the clock glitch randomly) and explain how if/else and loops work. I also used it to explain certain parts of the jam i didnt understand. i gotta fix the bug where the window gets trapped in the top bar if you pull it up too far as well
i made the notes app actually functional. you can type in stuff and it keeps what you typed when you switch tabs. theres a + button to add notes and a - button to delete a tab. the tab youre on also gets highlighted and if theres too many tabs they shrink and go sideways. i also wrote a small journal from someone who found the computer before you, so theres a bit more lore. the image in the welcome window is now a slideshow of different backrooms levels too. this time i mostly wrote the code myself and used ai for hints when i got stuck. It did give me some code directly like some css fixes i still have to fix the window getting trapped in the top bar and finish the 5th jam
Devlog #6 Hi! i finally did the 5th jam and i have a few more app ideas, one of which is this keypad app. basically i think im gonna leave hints around the apps for the password and itll lead you to something interesting i dont wanna reveal rn. its functional n the passowrd is 1234 for anyone wondering (ill change it later ofc) apart from that i cleaned up the js n made some functions that i can reuse for other apps. i also split up the main js file into a bunch of smaller files. idk if thats what programmers normally do but yeah. i found organizing my code to be really relaxing. i also fixed the bug where windows would get stuck at the top bar. im pretty proud of myself cuz i managed to do all of ts in <3hrs. in terms of vibecoding the only part i did use ai in was for the loading animation for when you enter the right password.
devlog #7 helloo i added a cool boot up animation which you can skip by clicking anywhere notes can now be saved as well i also added a photo gallery app which i tried to style like a film contact sheet with 12 pics each with their own descriptions and also fixed how clicking a new icon wouldnt deselect the old one and made some edits to the keypads display
devlog #8 hi guys i made this cassette app you can listen to songs on (6 tracks from the caretaker-everywhere at the end of time). the reels move using keyframes which is pretty cool imo. i dont really have much else to say apart from how it was rlly annoying to get the audio files into vscode cuz onedrive wouldnt let me for some reason. i used ai to teach me how keyframes work for this one
devlog #9 heloo i made 2 apps, a terminal window for running 7 different commands as well as a settings app where you can choose one of 3 wallpapers, reset the os, change the brightness and some other stuff too. i also used keyframes again to animate the first and third wallpaper while the second one is a video. i spent most of the time just trynna fix bugs with the wallpapers keyframes and deciding whats next for the project. i think the next app ill make is a game so that should be fun to do. also i realized the apps on the left arent aligned so ill have to fix that too. i was thinking about moving them somewhere else anyway. also ill try to find some better icons for the terminal and notes app cuz theyre really sticking out like a sore thumb rn
devlog #10 hi i made a game. its just minesweeper but with smilers instead of mines(smilers are backrooms monsters/entities). it works almost exactly like minesweeper. the only difference is that sometimes you might lose on the first click but its 3am and im too tired to worry about it. i also changed the icons of all of the apps.now i just have to make them not look ugly in their arrangement and finish the keypad app. when making the game i did use ai for help explain the logic n maths behind minesweeper (not how its played but how u actually calculate stuff bts). ok byebye
Devlog #11 Helo This will be my final devlog for this project :D. i aligned all of the apps to the left of the sceen, finished making the minesweeper game, left clues around the OS for the keypad app, added whats revealed after the entering the right password into the keypad app, and also wrote the README
Ships:
Hi everyone! I made a Backrooms-themed webOS. I started this project out with very little experience with programming, following the tutorials in the jams step by step, constantly getting stuck at now obvious errors. I’m really proud of how this project turned out since I only spent ~2 weeks making it and its turned out just as i had envisioned. When I was researching for an idea I found out that the computers in the backrooms have their own OS called BackOS, so I wanted to make my own rendition of that. I decided to add a bit of lore to the project too. My idea was that you find yourself trapped in the backrooms and find this specific computer with messages from a previous explorer which you can use to find out the password for the padlock app and find out what’s hidden. The OS has 7 apps- notes, photos, terminal, tapes, settings, desmiler(minesweeper), and a padlock app. The notes app has messages from a previous strandee. The photos app has a gallery of imagery from different parts of the backrooms. The terminal can be used to run a few commands and the tapes app acts like a cassette player you can listen to 6 different songs on. The settings app allows you to, for example, change the wallpaper. The desmiler app is similar to minesweeper but the mines are replaced by smilers (entities present in the backrooms). Finally, the padlock app is for you to investigate. I hope you enjoy! https://rnav09.github.io/BackOS/...
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1792814171.8670778
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1792900571.8670778
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54844
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weather-node-stataion by @TheDoctor19 | Stardance
|
TheDoctor19
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T13:03:16Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I now finished the readme, cleared PRs, because it contained wrong information and build the Readme up from the ground up. Included assets too. https://github.com/TheDoctor200/Weather-Station-Node-Firmware", "repo": "https://github.com/TheDoctor200/Weather-Station-Node-Firmware", "demo": ""}]...
|
[{"post_id": 77022, "ts": "202 [{"post_id": 77022, "ts": "2026-10-05T12:13:07Z", "hours": 0.6, "text": "This is a kinda long Devlog. I have not managed to cover all my Soldering and other work to be properly recorded with Hackatime. Worktime in total is about 12 Hours, the images should be proof for it. For my DevLog I created a google drive folder with all the images to document my work. https://drive.google.com/drive/folders/1_ZyLaowluevheELr0am4vLOseE-bGw4t?usp=sharing Sadly, I also could not track the IDE time in Arduino IDE and Visual Studio Code via Hackatime. Hope that after review I get my hours back. What did I do today exactly? I finally figured out how, to make a timelapse and recorded me, while applying confirmal coating and short Protection to my project and then checked everything under a cheap microscope camera. What’s next? Readme for the software, with detailed parts lists and Equipment I used, including as much details as possible. Then I am ready to ship this project! Thanks for reading the Devlog!"}, {"post_id": 64405, "ts": "2026-09-08T19:18:14Z", "hours": 0.8, "text": "I built a stand with wires for my station"}]...
|
Title: weather-node-stataion by @TheDoctor19 | Sta Title: weather-node-stataion by @TheDoctor19 | Stardance
Devlogs:
I built a stand with wires for my station
This is a kinda long Devlog. I have not managed to cover all my Soldering and other work to be properly recorded with Hackatime. Worktime in total is about 12 Hours, the images should be proof for it. For my DevLog I created a google drive folder with all the images to document my work. https://drive.google.com/drive/folders/1_ZyLaowluevheELr0am4vLOseE-bGw4t?usp=sharing Sadly, I also could not track the IDE time in Arduino IDE and Visual Studio Code via Hackatime. Hope that after review I get my hours back. What did I do today exactly? I finally figured out how, to make a timelapse and recorded me, while applying confirmal coating and short Protection to my project and then checked everything under a cheap microscope camera. What’s next? Readme for the software, with detailed parts lists and Equipment I used, including as much details as possible. Then I am ready to ship this project! Thanks for reading the Devlog!
Ships:
I now finished the readme, cleared PRs, because it contained wrong information and build the Readme up from the ground up. Included assets too. https://github.com/TheDoctor200/Weather-Station-Node-Firmware...
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1792857021.7899067
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1792943421.7899067
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63962
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Habit and distraction tracker by @saatvik_270211 | Habit and distraction tracker by @saatvik_270211 | Stardance...
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saatvik_270211
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1
|
5.49
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T12:57:00Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made a completely free Habit and Distraction tracker . It works simply by check the boxes as per your habits . It have four weeks almost a month . That give graph if scroll down . That way you can compare it easily and hence giving you enough dopamine for completing all the habits.", "repo": "https://github.com/Kingplayer-eng/Habit-and-distraction-tracker", "demo": "https://kingplayer-eng.github.io/Habit-and-distraction-tracker/"}]...
|
[{"post_id": 78013, "ts": "202 [{"post_id": 78013, "ts": "2026-10-09T06:03:49Z", "hours": 1.4939, "text": "Added a accidental security system . If we accidently close the tabs or refresh it the data dont get deleted. Manly use of Local Storage and debugging through AI."}, {"post_id": 77016, "ts": "2026-10-05T11:40:10Z", "hours": 1.7314, "text": "Had to use Ai and some tutorials for this graph . Its was difficult to use i didnt know how to apply graph . I am now confused should i add google account or not for saved progress."}, {"post_id": 76051, "ts": "2026-10-02T06:11:17Z", "hours": 0.7533, "text": "Day 3 of making free Habit and distraction Tracker- Today completed css layout and fixed problems and syntax errors using ai ."}, {"post_id": 75846, "ts": "2026-10-01T10:13:16Z", "hours": 0.5722, "text": "Day 2 of creating a free Habit and distraction Tracker today added weeks space and css styling ."}, {"post_id": 75210, "ts": "2026-09-29T14:24:08Z", "hours": 0.7508, "text": "Day 1 of making Habit and Distraction tracker . Today covered basic . Added no of task or habits column ."}]...
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Title: Habit and distraction tracker by @saatvik_2 Title: Habit and distraction tracker by @saatvik_270211 | Stardance
Devlogs:
Day 1 of making Habit and Distraction tracker . Today covered basic . Added no of task or habits column .
Day 2 of creating a free Habit and distraction Tracker today added weeks space and css styling .
Day 3 of making free Habit and distraction Tracker- Today completed css layout and fixed problems and syntax errors using ai .
Had to use Ai and some tutorials for this graph . Its was difficult to use i didnt know how to apply graph . I am now confused should i add google account or not for saved progress.
Added a accidental security system . If we accidently close the tabs or refresh it the data dont get deleted. Manly use of Local Storage and debugging through AI.
Ships:
Made a completely free Habit and Distraction tracker . It works simply by check the boxes as per your habits . It have four weeks almost a month . That give graph if scroll down . That way you can compare it easily and hence giving you enough dopamine for completing all the habits....
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1792814088.5006516
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1792900488.5006516
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67055
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Bad time framework by @Ggiver | Stardance
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Ggiver
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1
|
9.0
|
21
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T10:44:18Z", "hours": 9.0, "multiplier": 2.33, "payout": 21, "blessing": "neutral", "text": "Bad time framework is a bullet hell type game where your goal is to avoid attacks coming from all over the screen for a set amount of time. The twist I added to it is that you can easily create, share and play your own levels in seconds by writing it in plain text (see the “making your own level” file on my github repo for more info). The game is made to be unforgiving yet comprehensive enough for newcomers to master it in a few tries. The “change level” button prompts a level, which you can copy paste (easy since it’s just text) into the popup. Then, you can just enjoy it :)", "repo": "https://github.com/supr10/bad-time-framework", "demo": "https://supr10.github.io/bad-time-framework/"}]...
|
[{"post_id": 76998, "ts": "202 [{"post_id": 76998, "ts": "2026-10-05T09:29:26Z", "hours": 1.8, "text": "This is the last devlog before ship. I have fixed a lot of bugs, added the possibility to make custom levels, and even made some levels for you :). All the work is published on github, and I hope you’ll like it! cheers !"}, {"post_id": 76344, "ts": "2026-10-03T07:59:05Z", "hours": 2.2653, "text": "I added the main selling point of the game: the level loader. Now, people will be able to create and share levels for the game."}, {"post_id": 75943, "ts": "2026-10-01T17:49:10Z", "hours": 1.305, "text": "I have just finished some attacks like the one in the screenshot as well as the ability to create custom levels by modifying the code. I have calculated the minimum time it takes to die in the game is around 1.5 seconds."}, {"post_id": 75669, "ts": "2026-09-30T18:12:41Z", "hours": 1.2431, "text": "I added the logic that allows the program to generate random attack patterns. I just have to make more attacks and make it so you are able to customize the levels."}, {"post_id": 75604, "ts": "2026-09-30T15:17:36Z", "hours": 2.4231, "text": "I created the player, the “attacks”, and the overall UI (not really what I would call beautiful but at least that’s something) skeleton joke of the day (just thought it would be funny): why isn’t the skeleton here? Because it is BONE! (gone)"}]...
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Title: Bad time framework by @Ggiver | Stardance
Title: Bad time framework by @Ggiver | Stardance
Devlogs:
I created the player, the “attacks”, and the overall UI (not really what I would call beautiful but at least that’s something) skeleton joke of the day (just thought it would be funny): why isn’t the skeleton here? Because it is BONE! (gone)
I added the logic that allows the program to generate random attack patterns. I just have to make more attacks and make it so you are able to customize the levels.
I have just finished some attacks like the one in the screenshot as well as the ability to create custom levels by modifying the code. I have calculated the minimum time it takes to die in the game is around 1.5 seconds.
I added the main selling point of the game: the level loader. Now, people will be able to create and share levels for the game.
This is the last devlog before ship. I have fixed a lot of bugs, added the possibility to make custom levels, and even made some levels for you :). All the work is published on github, and I hope you’ll like it! cheers !
Ships:
Bad time framework is a bullet hell type game where your goal is to avoid attacks coming from all over the screen for a set amount of time. The twist I added to it is that you can easily create, share and play your own levels in seconds by writing it in plain text (see the “making your own level” file on my github repo for more info). The game is made to be unforgiving yet comprehensive enough for newcomers to master it in a few tries. The “change level” button prompts a level, which you can copy paste (easy since it’s just text) into the popup. Then, you can just enjoy it :)...
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1792817379.2708447
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1792903779.2708447
|
|
67712
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LonoBlog by @anasluqman089 | Stardance
|
anasluqman089
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T10:13:47Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello everyone! I want to present my project, LonoBlog! It is a custom website where I can post my life and my projects. It have 4 pages. The home page, The blog page where you can see my blog, projects page where you can see my finished and ongoing project and the studio page where I can only acess. It is where I wrote the blog and projects. You can comments in my blog and use emoji too!", "repo": "https://github.com/anasluqman089/LonoBlog", "demo": "https://lonos67.pythonanywhere.com"}]...
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[{"post_id": 77001, "ts": "202 [{"post_id": 77001, "ts": "2026-10-05T10:07:16Z", "hours": 0.7192, "text": "Hello everyone! This is just a short one. I have launched the website using pythonanywhere. Here is the link to check it out https://lonos67.pythonanywhere.com . I havent post anything yet because Im a bit busy but I will post it"}, {"post_id": 76990, "ts": "2026-10-05T08:52:47Z", "hours": 2.1403, "text": "Decided to change the theme to aero futiger. Im very proud of what I did here but the background image looks very pixelated so I need to change that. Should I change the image to .svg?"}, {"post_id": 76409, "ts": "2026-10-03T13:34:22Z", "hours": 1.5947, "text": "Hello everyone I created LonoBlog. I added a public blog page with search, category filters, sorting, reading times and comments. Added doodles, rounded styling, Markdown formatting and emoji bars for writing and comments. I used a brown pallete."}]...
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Title: LonoBlog by @anasluqman089 | Stardance
Dev Title: LonoBlog by @anasluqman089 | Stardance
Devlogs:
Hello everyone I created LonoBlog. I added a public blog page with search, category filters, sorting, reading times and comments. Added doodles, rounded styling, Markdown formatting and emoji bars for writing and comments. I used a brown pallete.
Decided to change the theme to aero futiger. Im very proud of what I did here but the background image looks very pixelated so I need to change that. Should I change the image to .svg?
Hello everyone! This is just a short one. I have launched the website using pythonanywhere. Here is the link to check it out https://lonos67.pythonanywhere.com . I havent post anything yet because Im a bit busy but I will post it
Ships:
Hello everyone! I want to present my project, LonoBlog! It is a custom website where I can post my life and my projects. It have 4 pages. The home page, The blog page where you can see my blog, projects page where you can see my finished and ongoing project and the studio page where I can only acess. It is where I wrote the blog and projects. You can comments in my blog and use emoji too!...
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1792817416.0495129
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1792903816.0495129
|
|
15016
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jorm by @jorm | Stardance
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jorm
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1
|
11.0
|
178
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T09:17:44Z", "hours": 11.0, "multiplier": 15.54, "payout": 178, "blessing": "neutral", "text": "This project was a refresh of the website I made for myself at 14. I had to spend some time refreshing myself with the code I wrote 2 years ago, but having small things/features to add was a really fun experience. During this event I: Refreshed the bento grid with items that better reflect me right now. I replaced 2 cards with one for my MakerWorld account and one showing my music listening stats. Restyled the navbar with a translucent glass theme inspired by liquid glass. It has no background before scrolling and morphs to a blurred rounded bar when content is under it. redid the projects page to feature my 3d printing projects on MakerWorld, each complete with a link to the model itself. Overall, the site features: discord presence at my name through lanyard api (dnd/idle/online/offline) links to my github, makerworld, discord, and email makerworld stats spotify current listening or last played song music listening stats through lastfm, with options to display top albums/songs/artists tools that I use on a regular basis to do things like this haha code and cad projects command menu (cmd + k) that has a buncha actions you can do with just keyboard shortcuts. very convenient! built on nextjs, with tailwindcss and framer motion for styling. do explore the site, and I hope you like it as much as I enjoyed working on it!", "repo": "https://github.com/jormy/website", "demo": "https://jorm.vercel.app"}]...
|
[{"post_id": 76662, "ts": "202 [{"post_id": 76662, "ts": "2026-10-04T09:24:41Z", "hours": 2.1014, "text": "COMPLETELY overhauled projects page Added most of the models that I designed for 3D printing, each with their name, description, image, and MakerWorld link. Added a very cool (if i do say so myself) toggle for both “sections” that smoothly transition with Framer Motion. KNOWN ISSUES: image preview when clicking on project image is kinda broken, and images still need to be optimised by converting to webp. TODO: add model publishing date, and MakerWorld downloads"}, {"post_id": 62015, "ts": "2026-09-05T06:55:24Z", "hours": 2.0031, "text": "added music card! fetches data from my last.fm profile through the api displays top 5 artists/albums/tracks from the past week/month/6 months/year unfortunately last.fm changed their api to not fetch artist and track images, and displays a generic star image intead :( I tried to fetch artwork from MusicBrainz with the MBID from Last.fm instead, and it worked, but it was just too slow for me to be satisfied with it. skeleton loader to prevent abrupt size shifting gradient overflow indicators and buttons for scrolling smooth staggered load-in animations with framer motion i’m almost done with the first page now, next i gotta figure out what to do with the rest of the site… if you have any cool ideas lmk 🤠"}, {"post_id": 58815, "ts": "2026-08-31T12:15:30Z", "hours": 1.0103, "text": "fixed navbar and command palette! ✨ navbar at the top of the page is now sticky! added ‘pills’ behind each link that smoothly transition to each other while hovering the navbar (my fav) navbar has a frosted glass background that appears on scroll, and disappears when at the top of the page command palette now opens with cmd + k, and closes with esc or clicking outside the window new navbar looks pretty clean if i do say so myself"}, {"post_id": 58186, "ts": "2026-08-30T15:20:16Z", "hours": 2.1822, "text": "updated tools card with dynamic variants! ✨ added my phone, laptop, 3d printer, and keyboard since they’re devices i use frequently added ‘on’ and ‘off’ variants of images that change dynamically on hover added size hover effect only got 2 hours logged but i probably spent over 4h finding and editing images in affinity haha"}, {"post_id": 6729, "ts": "2026-06-11T08:26:49Z", "hours": 1.1778, "text": "working tooltips with tippy.js!"}, {"post_id": 6286, "ts": "2026-06-10T15:52:40Z", "hours": 2.9633, "text": "first time working on my old website in 2 years! took me a while to familarise myself with things I wrote at 13 lol Replaced redundant socials panel with one showing my MakerWorld statistics, fetched from a Vercel Blob since there is no official API & Cloudflare is a PITA to bypass. Next up is making some sort of script to automatically send updates to update the storage… future me problem :D"}]...
|
Title: jorm by @jorm | Stardance
Devlogs:
first t Title: jorm by @jorm | Stardance
Devlogs:
first time working on my old website in 2 years! took me a while to familarise myself with things I wrote at 13 lol Replaced redundant socials panel with one showing my MakerWorld statistics, fetched from a Vercel Blob since there is no official API & Cloudflare is a PITA to bypass. Next up is making some sort of script to automatically send updates to update the storage… future me problem :D
working tooltips with tippy.js!
updated tools card with dynamic variants! ✨ added my phone, laptop, 3d printer, and keyboard since they’re devices i use frequently added ‘on’ and ‘off’ variants of images that change dynamically on hover added size hover effect only got 2 hours logged but i probably spent over 4h finding and editing images in affinity haha
fixed navbar and command palette! ✨ navbar at the top of the page is now sticky! added ‘pills’ behind each link that smoothly transition to each other while hovering the navbar (my fav) navbar has a frosted glass background that appears on scroll, and disappears when at the top of the page command palette now opens with cmd + k, and closes with esc or clicking outside the window new navbar looks pretty clean if i do say so myself
added music card! fetches data from my last.fm profile through the api displays top 5 artists/albums/tracks from the past week/month/6 months/year unfortunately last.fm changed their api to not fetch artist and track images, and displays a generic star image intead :( I tried to fetch artwork from MusicBrainz with the MBID from Last.fm instead, and it worked, but it was just too slow for me to be satisfied with it. skeleton loader to prevent abrupt size shifting gradient overflow indicators and buttons for scrolling smooth staggered load-in animations with framer motion i’m almost done with the first page now, next i gotta figure out what to do with the rest of the site… if you have any cool ideas lmk 🤠
COMPLETELY overhauled projects page Added most of the models that I designed for 3D printing, each with their name, description, image, and MakerWorld link. Added a very cool (if i do say so myself) toggle for both “sections” that smoothly transition with Framer Motion. KNOWN ISSUES: image preview when clicking on project image is kinda broken, and images still need to be optimised by converting to webp. TODO: add model publishing date, and MakerWorld downloads
Ships:
This project was a refresh of the website I made for myself at 14. I had to spend some time refreshing myself with the code I wrote 2 years ago, but having small things/features to add was a really fun experience. During this event I: Refreshed the bento grid with items that better reflect me right now. I replaced 2 cards with one for my MakerWorld account and one showing my music listening stats. Restyled the navbar with a translucent glass theme inspired by liquid glass. It has no background before scrolling and morphs to a blurred rounded bar when content is under it. redid the projects page to feature my 3d printing projects on MakerWorld, each complete with a link to the model itself. Overall, the site features: discord presence at my name through lanyard api (dnd/idle/online/offline) links to my github, makerworld, discord, and email makerworld stats spotify current listening or last played song music listening stats through lastfm, with options to display top albums/songs/artists tools that I use on a regular basis to do things like this haha code and cad projects command menu (cmd + k) that has a buncha actions you can do with just keyboard shortcuts. very convenient! built on nextjs, with tailwindcss and framer motion for styling. do explore the site, and I hope you like it as much as I enjoyed working on it!...
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1792856847.556813
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1792943247.556813
|
|
67834
|
VerityOS by @shogunxfortnite | Stardance
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shogunxfortnite
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1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T08:13:28Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom OS called VerityOS.", "repo": "https://github.com/shogunxfortnite-cyber/VerityOS", "demo": "https://verityos2.netlify.app/"}]...
|
[{"post_id": 76984, "ts": "202 [{"post_id": 76984, "ts": "2026-10-05T08:09:45Z", "hours": 0.6269, "text": "I am working on a VerityOS for the challenge webos 1. I am done with it you can try it in my git repo"}]...
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Title: VerityOS by @shogunxfortnite | Stardance
D Title: VerityOS by @shogunxfortnite | Stardance
Devlogs:
I am working on a VerityOS for the challenge webos 1. I am done with it you can try it in my git repo
Ships:
I made a custom OS called VerityOS....
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1792817426.246213
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1792903826.246213
|
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67450
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Reincarnated Adventurer by @strawberryskeleton | S Reincarnated Adventurer by @strawberryskeleton | Stardance...
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strawberryskeleton
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1
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5.0
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9
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T08:06:58Z", "hours": 5.0, "multiplier": 1.7, "payout": 9, "blessing": "neutral", "text": "You are a Guild Adventurer (reincarnated). You will get Quests from the guild master with a set xp. You need to complete the quest to obtain the xp and level up your rank.", "repo": "https://github.com/strawberryskeleton/reincarnated-adventurer", "demo": "https://reincarnated-adventurer-opal.vercel.app/"}]...
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[{"post_id": 76976, "ts": "202 [{"post_id": 76976, "ts": "2026-10-05T07:58:05Z", "hours": 0.4186, "text": "Migrated the llm api i was using. I was initially using groq console for the llm qwen, now i am using google ai studio for the llm gemini-3.5-flash-lite. this was the main reason my code wasn’t working last time. fixed a few errors too which came during migrating. since everything is ok now, shipping the project."}, {"post_id": 76303, "ts": "2026-10-03T04:02:10Z", "hours": 4.8769, "text": "Project Uploaded here. this is my first project in stardance. I made this originally for onekey but due to review time delays i’m submitting this here. I think I did good enough commits for the 5 hours that I worked on it. And since I made it quite some time back I don’t remember much to write a detailed devlog (I hope that’s fine for this one, since i never made this for stardance in the first place). Before submitting, I still need to fix a few issues like my API key becoming inactive and API call always returning error. After I fix that (which I think shouldn’t take very long), I will ship this project. Attaching the screenshot of the completed project for this devlog."}]...
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Title: Reincarnated Adventurer by @strawberryskele Title: Reincarnated Adventurer by @strawberryskeleton | Stardance
Devlogs:
Project Uploaded here. this is my first project in stardance. I made this originally for onekey but due to review time delays i’m submitting this here. I think I did good enough commits for the 5 hours that I worked on it. And since I made it quite some time back I don’t remember much to write a detailed devlog (I hope that’s fine for this one, since i never made this for stardance in the first place). Before submitting, I still need to fix a few issues like my API key becoming inactive and API call always returning error. After I fix that (which I think shouldn’t take very long), I will ship this project. Attaching the screenshot of the completed project for this devlog.
Migrated the llm api i was using. I was initially using groq console for the llm qwen, now i am using google ai studio for the llm gemini-3.5-flash-lite. this was the main reason my code wasn’t working last time. fixed a few errors too which came during migrating. since everything is ok now, shipping the project.
Ships:
You are a Guild Adventurer (reincarnated). You will get Quests from the guild master with a set xp. You need to complete the quest to obtain the xp and level up your rank....
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1792817397.6393898
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1792903797.6393898
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68054
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Atom Caesar Cipher by @atomixkl | Stardance
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atomixkl
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1
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8.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T08:03:46Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a good Caesar cipher app. There actually was some new things to me so is wasn’t that easy. I’m happy, that it actually works good and have many languages", "repo": "https://github.com/atomixkl/Atom-Caesar-Cipher", "demo": "https://github.com/atomixkl/Atom-Caesar-Cipher/releases/tag/2.2"}]...
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[{"post_id": 76974, "ts": "202 [{"post_id": 76974, "ts": "2026-10-05T07:45:54Z", "hours": 8.1275, "text": "I finished final version and improved this project as best as I could"}]...
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Title: Atom Caesar Cipher by @atomixkl | Stardance Title: Atom Caesar Cipher by @atomixkl | Stardance
Devlogs:
I finished final version and improved this project as best as I could
Ships:
I made a good Caesar cipher app. There actually was some new things to me so is wasn’t that easy. I’m happy, that it actually works good and have many languages...
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1792817451.7808309
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1792903851.7808309
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