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49996
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HackerOS by @simonhacker | Stardance
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simonhacker
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1
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9.78
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T19:59:00Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "HackerOS is my WebOS! It was coded in CSS, HTML and JS!! It has a few simple apps and is styled to be dark and blue. It was made fully by me and you can try it at the link below.", "repo": "https://github.com/sevinatenine/HackerOS", "demo": "https://hacker-os.netlify.app"}]...
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[{"post_id": 77978, "ts": "202 [{"post_id": 77978, "ts": "2026-10-09T03:00:01Z", "hours": 0.3142, "text": "I made the copy and move and open commands for the terminal of my WebOS"}, {"post_id": 77346, "ts": "2026-10-06T16:58:19Z", "hours": 0.4636, "text": "Modified the README and the about."}, {"post_id": 76491, "ts": "2026-10-03T18:55:48Z", "hours": 0.3675, "text": "HackerOS - Finished the about page and the file picker!"}, {"post_id": 76485, "ts": "2026-10-03T18:27:44Z", "hours": 0.5764, "text": "HackerOS - Prototype for my file picker"}, {"post_id": 76446, "ts": "2026-10-03T15:20:30Z", "hours": 3.7758, "text": "I got my file browser working with ZenFS for HackerOS!!!"}, {"post_id": 50374, "ts": "2026-08-19T15:24:39Z", "hours": 1.4139, "text": "I Worked on my file browser app for my WebOS! I used the Yet Another Monochrome Icon Set For KDE Plasma here for the icons and app images for my OS and I used ZenFS (which provides node:fs compatible functions) to store files in IndexedDB."}, {"post_id": 49543, "ts": "2026-08-18T12:52:08Z", "hours": 0.4025, "text": "Prototype for the app bar for my WebOS"}, {"post_id": 49291, "ts": "2026-08-18T00:46:48Z", "hours": 2.1136, "text": "I made a window system with draggable and resizable windows for my WebOS!"}]...
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Title: HackerOS by @simonhacker | Stardance
Devlo Title: HackerOS by @simonhacker | Stardance
Devlogs:
I made a window system with draggable and resizable windows for my WebOS!
Prototype for the app bar for my WebOS
I Worked on my file browser app for my WebOS! I used the Yet Another Monochrome Icon Set For KDE Plasma here for the icons and app images for my OS and I used ZenFS (which provides node:fs compatible functions) to store files in IndexedDB.
I got my file browser working with ZenFS for HackerOS!!!
HackerOS - Prototype for my file picker
HackerOS - Finished the about page and the file picker!
Modified the README and the about.
I made the copy and move and open commands for the terminal of my WebOS
Ships:
HackerOS is my WebOS! It was coded in CSS, HTML and JS!! It has a few simple apps and is styled to be dark and blue. It was made fully by me and you can try it at the link below....
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1792853575.8727002
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1792939975.8727002
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11169
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SupplyChains by @Thijmen | Stardance
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Thijmen
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1
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313.73
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T19:48:03Z", "hours": 307.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Supply Chains Supply Chains is a game inspired by Transport Fever and Mindustry, centered around building road networks and logistics chains for construction and mining operations. Features Vehicles, trailers and a garage Route system: pick a source, a destination and a resource, then assign it to a vehicle Multi-step production chains Construction sites, trading, generated terrain, and A* pathfinding with road weights Controls: WASD camera, 1-5 build, right click remove, space pause. Everything else is in HELP.md . Known limitations I’m a solo dev, so some things aren’t finished. The full list is in the README. Hope you enjoy it!", "repo": "https://github.com/thijmenb1/roadbalencer", "demo": "https://github.com/thijmenb1/SupplyChains/releases/tag/v0.1.3"}]...
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[{"post_id": 80746, "ts": "202 [{"post_id": 80746, "ts": "2026-10-18T18:11:49Z", "hours": 6.7261, "text": "Devlog 27: Tutorial: After feadback I have dicided to make a tutorial and made a couple quality of live updates that made the game easier to understand."}, {"post_id": 76500, "ts": "2026-10-03T19:24:02Z", "hours": 16.3356, "text": "Devlog 26: Last devlog I’ve officially finished the game. It’s been an incredible journey, and I’m pretty happy with the end result. excavator The excavator is now fully functional. You can use it to create mines, which automatically convert into factories once placed. a lot of small things I have done a lot of small things to optimse the game and fix things i coudend test till now Release This is the last devlog I’ll be writing for this project. I want to thank you all for the support. I hope you enjoy playing the game."}, {"post_id": 75365, "ts": "2026-09-29T21:04:49Z", "hours": 9.8742, "text": "Devlog 25: Planes and saving! I’ve locked in over the last 2 days and finished the final 2 of the 3 major systems. I’ve completed the planes (which now spawn when you accept an order) and finished the saving system. Planes/order system I’ve finished the order system, when you accept an order, a plane now spawns a couple thousand pixels out. It flies to the airstrip, loads up at the end of the runway, turns around, and flies away. It doesn’t taxi all the way to the terminal because I just don’t have time for that, but it looks good enough for now. Saving You can now save 3 worlds in the game. Everything gets encrypted and saves all the world values. It was pretty difficult converting some of the arrays filled with instances into dictionaries and back again, but it works on both PC and on the web. whats left: The only things left are the excavator and some smaller things. I’m finishing that all tomorrow, and that will be the last devlog for my ship. The main gameplay loop should be finished by end of day tomorrow. If I can’t finish everything, so be it, I dont have time to work on it anymore if I also want to continu in third space, but I’m happy with how it works now and what I have learned along the way."}, {"post_id": 74558, "ts": "2026-09-27T17:07:31Z", "hours": 10.1058, "text": "Devlog 24: Construction finished and start secunce made I’ve finished the construction system and made the start sequence actually playable by adding a resource box containing 10 iron bars needed to build a terminal. It’s been 2 weeks since my last devlog school and commitments to Third Space have kept me busier, so I’m not 100% certain I’ve captured everything that’s changed. Construction system The construction system now generates building routes that you can assign vehicles to. Resources must be delivered to a building site before construction begins, making the resource system meaningful in actual gameplay. Starting secunce The starting secunce now has a couple of steps: Place the resource box Place a runway Place a terminal Conect the runway with the terminal with a taxiway Place 4 base tiles for the vehicle to spawn on What has to be done: Mine/excavator system ~3h Finish trade system ~3h Save system ~2h Documentation ~2h"}, {"post_id": 67659, "ts": "2026-09-13T20:19:08Z", "hours": 10.0428, "text": "Devlog 23: Vehicle pathfinding and construction I have fixed the vehicle pathfinding (mostly) and I have made the construction system. Vehicle pathfinding I have fixed the vehicle pathfinding and it works now mostly. I say mostly because it breaks when a trailer is equipped, but that is a way smaller thing to fix. Construction system It’s almost done. The system makes it so the resources actually have a function and you now need to deliver resources to a building site before the factory can get built. Still not done I know I said it would be done this weekend and it still isn’t, but it’s almost there. What I still have to do: The mine/excavator ~5h Finishing a couple of systems (like the construction and trade system) ~5h Make a savegame system ~5h Small things ~2h Documentation ~2h So 2 devlogs left, and otherwise I will just ship incomplete because I don’t have time anymore."}, {"post_id": 66739, "ts": "2026-09-12T17:07:44Z", "hours": 10.2911, "text": "Devlog 22: Factory UI and Finished base building I’ve finished base building and am now working on the factory UI. Factory UI I’m working on the factory UI, where you can see the factory’s storage and change its recipe. It’s almost finished. Base building Base building is finished you can now make taxiways and build a warehouse. I’ve also put these into a UI like the factory’s, so it only takes one button. Vehicle physics/pathfinding I’ve spent yet another hour on vehicle physics/pathfinding, and I’ve narrowed it down to a bug in the handoff to the prebaked paths of the factories. Timeline I’m pretty sure I am gooing tho finish it this weekend. What’s left: Vehicle physics ~3h Mines/excavators ~5h Building construction (will reuse most of the factory logic) ~2h Random bugs and small things ~5h"}, {"post_id": 65022, "ts": "2026-09-09T20:33:42Z", "hours": 9.9275, "text": "Devlog 21: Trading Finished, but I’m Stuck I’ve finished the trading system! Trading System The trading system is done. Orders are generated, you can accept them, and accepted trades show up in the UI. The only thing left is adding the planes, but that depends on finishing the base-building system first. Base Building I’ve started working on base building. It’s pretty simple and mostly uses systems that already exist, so it should only take around an hour to fully implement. Stuck Development has been going way slower than I hoped because my codebase is currently a bunch of bandaids stacked on top of each other. I also need to ship this week since Thirdspace starts next week, which means I probably won’t have time to add much polish.So I need your opinion: is it worth delaying the game for another week? 😭 Or should I just ship it? Do you think I’ll still be able to afford the Framework 13 if I release it now? My current plan is to focus on getting the core systems working, fix any major bugs, and leave extra polish and construction vehicles for a post-launch update."}, {"post_id": 62429, "ts": "2026-09-05T19:31:29Z", "hours": 9.9097, "text": "Devlog 20: UI and Trading Got the backend for the trading system done and overhauled the UI to go with it. Trading System I made a trading system. It generates contracts with the recipient’s name, the resource being traded, and the price. Basically the foundation for the aircraft system. UI Redesigned the time and date display because it looked kinda rough. Also switched the economy back to money instead of the resource, makes way more sense for trading. Oh, and vehicles now actually speed up when you speed up time, which is pretty cool. What’s Shipping vs Later I’m not including construction vehicles in the initial release because that’s like 40+ more hours of work and I want to actually finish this before Thirdspace starts (I’m gonna compete too). So yeah, that’s going to a post-launch update. Still gotta do: Get the excavators working (mines) ~5h Finish the trading system ~3h Fix vehicle physics again 😭~5h Random bugs and polish ~5h Hope I can get that done this week. Tryna hit at least 14sd/h so I can hopfuly buy that Framework 13 lol"}, {"post_id": 55609, "ts": "2026-08-27T16:01:00Z", "hours": 4.3333, "text": "Devlog 19: Busy School has started again and I have been geting busy and my motivation is also not that high right now because things take alot longer and dont work like i want to. I think I will delay release to septembere 12th."}, {"post_id": 50634, "ts": "2026-08-19T21:45:22Z", "hours": 9.9061, "text": "Devlog 18: Pre-baked docking paths I’ve implemented pre-baked docking paths for factory entrances to solve some pathfinding issues with vehicle physics. Pre-baked paths The A* pathfinding system was struggling to navigate the sharp corners around factory entrances. When the trailer tried to find its own path through these tight spaces, it would instantly jackknife, not ideal. Rather than spend 50+ hours refining the vehicle physics, I decided to pre-bake specific docking paths to each factory. It’s not a perfect solution visually, but it’s functional and gets the job done. I can always refine this for a post-launch update if needed. I’m still wrapping up the final details of the docking path system before moving on. Mines My next major task is implementing mine logic, which includes the excavator logic and ore detection and depletion. Aircraft After the mining logic I will add the last vital gameplay system the aircraft system which will be responsible trade and contracts with other villages. Release I’m currently deciding whether to push construction vehicle implementation to a post-beta update or delay the release by a week to include them. Construction vehicles aren’t vital to core gameplay, but they would add a lot of polish. I’m still on the fence about this one, it depends on how the mine logic implementation goes."}, {"post_id": 49170, "ts": "2026-08-17T20:13:08Z", "hours": 9.9731, "text": "Devlog 17: Factory placement I’ve built a system for placing factories in the world. Factory placement Turns out it’s an absolute pain in the ass to place objects that are multiple tiles big while also having them connect to multiple Godot terrains. So I had to write a whole system that places every tile separately and keeps track of which tiles are occupied. Roads I also had to rework how roads are placed. Originally, every road type was its own terrain, but that doesn’t work if you want them all to connect to factories and to each other. So now they’re all just one terrain, and a script gives each tile the correct color for its road type. This only works because all the road types are identical in shape just different colors. Aircraft sprites I’ve added several new aircraft sprites: the Bo 105, the Twin Otter, the PC-6, and the H225. I’m planning to add the Chinook and the A400M next, which will round out the aircraft lineup for the beta launch. Release It’s going to be close. I’m not sure I’ll hit my self-imposed deadline, since some things took a lot longer than expected but I might still make it. Either way, I’m not going to rush it. I’d rather ship a week late than release something that gets 5 SD/h because it isn’t polished."}, {"post_id": 47570, "ts": "2026-08-15T15:24:06Z", "hours": 9.8719, "text": "Devlog 16: Factorys and aircraft I’ve reworked the factory sprites and added aircraft. Factory sprites I have made new sprites for every factory execpt the concrete mixing plant. the sprites are now 2x2 or larger so vehicles can realisticly unload there. Aircraft I’ve decided to add aircraft, which will serve as a trading terminal so you can trade with other villages, get contracts, and earn money. Aircraft fit well for this since no other villages spawn in the world. they let you trade with other vilages without them needing to exist in the world. I still need to add alot to make this work but currently I have a working runway building mecanic Next: Factories Next, I still need to build out the factory logic. I plan to make them with custom resources, just like vehicles. I made the new sprites first because I needed to know where (un)loading would need to happen before I could design the logic around it."}, {"post_id": 46516, "ts": "2026-08-13T19:56:21Z", "hours": 10.2989, "text": "Devlog #15: Vehicle rework I’ve completely restructured how vehicles work under the hood. The main goal was to break down the code into readable, reusable pieces. Vehicle componentization The vehicle script had become too large to work with, so I split it into five scripts: vehicleBody.gd , drivetrainComponent.gd , path_movement_component.gd , CargoComponent.gd and attachment_component.gd . This makes the code easier to maintain and reduces the chance of bugs when adding new vehicle types. Vehicle data I have converted the nested Dictionaries into custom resources which makes it easier to add vehicles and less error prone. Pathfinding improvements I tweaked how the pathfinding works by chamfering the corners so vehicles navigate them more smoothly. It doesn’t look quite as I want yet, but combined with animations, it should look acceptable for now. This is something I’ll have to find a more permanent solution for later. Release I’m targeting version 1.0.0 for Saturday, August 22nd. There’s still quite a bit to do, but I think I can make it. I set this deadline because I’ll have less time once school starts."}, {"post_id": 45126, "ts": "2026-08-11T12:41:38Z", "hours": 9.745, "text": "Devlog #14.2: Route system The route system is now done Route sytem The route system turned out to be more complicated than initially expected. I restructured it so the route is calculated centrally in the Global script, and every instance using it reads from there. This keeps things synchronized and maintainable. For now, the system has one mode implemented: a ping-pong mode where vehicles travel back and forth between two set points. Vehicle physics There’s a persistent issue with vehicle physics where they cut corners and miss checkpoints, requiring them to turn around. I’ve set this aside for now to focus on other features, but it’s something I’ll need to fix down the line. I realy have no idea how though I cant seem to find the issue. Whats next The last major things before release are: Linking factories to vehicles so they can load and unload cargo Animating the excavators at the mine Building out the construction system"}, {"post_id": 43506, "ts": "2026-08-08T20:31:23Z", "hours": 10.0922, "text": "Devlog #14: Route UI and system I am currently working on the route ui and the route system. Route UI The route UI is almost done I only need to link it to the route system. Route system I am almost finished with the route system I only have to connect it to the vehicle and rewrite the factory system a bit so it works with the route system. there will be multiple modes distribution of one factory based on demand or a ping pong mode where it drives back and forward between 2 set points. You also will be able to assign vehicles to construction projects but this will come later. Trailer UI The trailer UI is finised you can connect trailers to vehicles via it."}, {"post_id": 41554, "ts": "2026-08-05T20:48:09Z", "hours": 9.8542, "text": "Devlog #13: Vehicles in the world I’ve connected the vehicle systems to the world and to the UI. Vehicle manager I’ve made a vehilce manager script. This manager stores and retrieves vehicle data efficiently by ID, making it easy for the UI and other systems to access vehicle information. Vehicle UI I’ve made a UI where you can see the fuel, total weigth, health and engine load of the vehicle by clicking on it. There are also 2 buttons 1 for selecting a route and the other for coupling a trailer. Spauwing When you buy a vehicle it gets assigned a base tile you now need a base tile per vehicle. Last things Next, I need to implement the route selection and trailer coupling buttons to complete the vehicle system integration as far as I can right now."}, {"post_id": 40212, "ts": "2026-08-03T16:52:56Z", "hours": 10.0389, "text": "Devlog #12: Planing I’ve put together a roadmap for the rest of development. Roadmap I’m planning to release the game in 3 weeks and have laid out a plan accordingly. Vehicle physics I’ve spent about half my time since the last devlog tweaking vehicle physics, and I’ve decided to compromise on a few things — for example, when the trailer jackknifes and gets stuck, it’ll just clip through the vehicle. Shop rework I am almost finished with reworking the shop it now displays all the stats that the vehicle uses"}, {"post_id": 38143, "ts": "2026-07-31T11:37:38Z", "hours": 9.9372, "text": "Devlog #11.2: Trailer Logic and Pathfinding I’ve almost finished all the vehicle logic. Pathfinding A working pathfinding system is now in place using AStarGrid2D . This system works with vehicles both with and without trailers, and handles both on-road and off-road navigation. Trailers Trailers can now couple to vehicles with the correct hitch and follow them around in a realistic manner. The coupling mechanics work as they would in real life. Finishing Touches The vehicle logic still needs some fine-tuning, and I haven’t tested it yet with every vehicle type. I still need to implement the articulation system for the articulated dump truck."}, {"post_id": 37056, "ts": "2026-07-29T15:06:21Z", "hours": 9.8997, "text": "Devlog #11: Vehicle logic I am currently working on the vehcile logic Vehicle logic There are alot of variables now that determain the behavier off the vehicles like engine and weight Sprite scaling I have fixed the scaling of the sprites. Last things for the vehicle logic I still need to implement the trailer logic and pathfinding."}, {"post_id": 35794, "ts": "2026-07-27T13:37:20Z", "hours": 8.4642, "text": "Devlog #10: Factory logic Just returnt from vacation, and i forgot to make a devlog before i went so i dont fully know anymore what i changed. Factory logic I have implemented the core factory system. Factories can now receive resources, process them and output the procesed resource. I haven’t fully tested the logic yet since the UI and vehicle systems ( needed for input/output) aren’t complete. More I have probebly done more but i dont know anymore because i have been a way for a week. What is next My next priority is implementing vehicle logic, but first i need to fix vehicle sprite scaling. Currently all vehicles are 11px wide, which makes a dump truck as wide as a car. I want to make everything a consistent scale (probably 5px = 1m) and update all sprites accordingly for a more realistic appearance."}, {"post_id": 29417, "ts": "2026-07-16T11:03:02Z", "hours": 10.1492, "text": "Devlog #9: Supplychain Been working on the supplychain structere last 2 days, including new sprites Factorys I have made new factory sprites. All sprites are new i am not realy happy with how the steel and wire mill look but the rest look prety good i think. Resources I have also added a couple new resources their are 4 resource types now: copper, coal, gold, iron. The resources spauwn in mixed vains on the map determent by a NoiseTexture2D . What next I am now gooing to work on the logic for the factorys and i want to take a nother look at shadows because the didnt work last time but i have found a otherway to do it i want to try."}, {"post_id": 28327, "ts": "2026-07-14T14:40:52Z", "hours": 9.6725, "text": "Devlog #8.1: UI and lighting Today i have been focesing on the inviorment UI I have now linked up the hole UI. In the last devlog I had already shown the ui but now it also linked up properly with the game. Day Night cycle I am currently implementation a dynamic day/night cycle. Right now, the timing and transitions aren’t lining up the way I want them to, so i still need to do some fine tuning . Shaders / shadows This is where I’ve been strugeling. I’ve been trying to figure out how to implement proper 2D shadows. The issue is that the built in directional shadows in Godot aren’t really designed for top-down games. They make the sun’s shadows look infinitely long and completely distort the perspective. Every custom solution I’ve tried so far looks terrible. I’ve easily spent about 5 hours making custom shaders making a static shadow, but I’m still stuck. If you have any experience with top down 2D lighting or custom shadow shaders in Godot, please let me know in the comments! I could really use some help right now. The biggest problem is that the fastNoiseLite texture doesnt calculate the same in the shader as via the cpu which is also the thing that is hindering me in the ovelays."}, {"post_id": 27357, "ts": "2026-07-12T21:00:50Z", "hours": 9.8522, "text": "Devlog #8: Made UI Been working on the UI this weekend. its nothing special yet but it is good enough for now. Garage menu I have made a menu where you can see all your vehicles. It is pretty simple but i need it for programming the vehicles. Shop UI I have made a shop ui where you can buy the actual vehicles. The are sorted by type. You can see the stats and capabilities and you can decide if you want to buy the vehicles or if you want to finance it. Exstended selected tile UI I have also made some improvments and additions to the selected tile ui, you can now choose a variant if the selceted tiles has them like the factory. You can also see what number is connected to what if you hover over the ui. Overlay I am also working on a overlay so you can see the height, temperature and humidity I am doing this with a shader but it is not working how i expected at the moment because the shader doesn’t line up with my terrain."}, {"post_id": 26555, "ts": "2026-07-11T13:18:41Z", "hours": 5.2389, "text": "Devlog #7: Fresh foundation As i mentioned in devlog #6, i am rebuilding the game in godot. I am almost done with the essentials and development has already almost doubled in speed. World generation I have build a biome system using three noise textures to determine temperature, altitude, and humidity. Each tile uses these values to determine which biome gets drawn. This means the world has natural variation and will hopefully look less boring. It also sets up the foundation for biome specific resources and mechanics down the line forcing players to make a bigger network. Road placement System You can now place roads this works with terrainSets which makes it easyer to draw roads. Roads are the only thing you can place for now. Vehicle Pathfinding I’ve also made a simple pathfinding script using the built-in NavigationAgent2D. The destinations are hardcoded for now. I’ve heard AStarGrid2D might be better suited for grid-based pathfinding in my case, so I’ll be researching how to implement that. What i still have to add Before I’m back where I was with the Greenfoot version, I still need to add: The factorys and their system The trailers physics The garage menu A couple small things"}, {"post_id": 25816, "ts": "2026-07-10T08:51:36Z", "hours": 9.5967, "text": "devlog #6.1 Terrain I am almost finnished with the prosidural generation of the map which is gooing to make for way more variation in the game and beter planing were to place youre base."}, {"post_id": 24611, "ts": "2026-07-08T10:10:39Z", "hours": 31.0889, "text": "Develog #6: switching engines Spent the last week trying to fix the UI and physics in Greenfoot, and honestly? It’s just not happening. Greenfoot wasn’t really built for games like this the UI support is basically non-existent, and getting clickable buttons to work properly is way more of a pain than it should be. And i decided it was no longer wordt fighting for. So I’m switching to Godot. I’ve made some prototypes in it before, so at least I know the basics, and it’s way better suited for what I’m trying to build. The downside is development is gonna be paused for about a week while I set everything back up and rewrite some stuff. But after that? Should be able to move way faster, which will hopefully make up for the lost time."}, {"post_id": 20941, "ts": "2026-07-02T17:53:03Z", "hours": 21.3453, "text": "Devlog #5: Major System Overhaul—Resource Economy & Vehicle Expansion it has been a bit since my last devlog i have some major changes this version. It is nowhere near done yet but it is almost playable. here is what changed: Added two new resources I have added sand and gravel that are used in multiple new recipes Changed the economy: from currency to resources I got rid of the money system because it gave the ability of players just focusing on one resource. Now players need to use all the resources like iron ore, copper ore, sulfer ore, sand, gravel and many more. You have to mine all resources and process them This forces the player to actually spent time making a supplychain with diffrent mines and factories. This way it feels less as a idle and more like a managing game. Added new factories I have added new factories using the factory system i made last time these factories all require two or more inputs. Some factories make concrete from gravel and sand, others make PCBs and other compilicated stuff. I plan to add more in the future but for now it is way beter than before. Added a bunch of vehicles I have added multiple new vehicles: Bulk carriers - Can move ore and loose materials Flatbed trucks - Move finished products (pallets ore IBCs) Trailers - These can attach to diffrent vehicles and extend capacity Concrete truck - Transports concrete Construction Vehicles Dozer - Removes the building Excavator - Now needed for quarries Asphalt Paver - Changes roads from gravel to asphalt I am planing to add more construction vehicles so that every building needs a construction vehicle to build instead of the building just appearing out of nowere. Rebuilt the UI The old ui didnt fit anymore there where to many tiles and the route tab did not support construction equipment, so i made a new tile ui that groupes the tiles in road, factory and mines. I have also made a new vehicle ui which i call the garage this shows The vehicles you own The vehicle shop The abilities of the vehicle: It can hook a trailer It can carry bulk cargo It can carry flatbed cargo It can go offroad It can destroy building It can pave roads It can mine it’s way better than before but you currently cant buy the vehicles yet Roads have levels now Roads can be upgraded: gravel -> cement -> asphalt. Gravel roads are cheap but slow, asphalt is fast but expensive. Upgrading is expensive but can speed up your production or reduce the number of vehicles required to keep the factory full. The road level doesnt effect offroad vehicles and some vehicles may get a max speed in the futer What i still need to do It is the same as last time because i had to many new ideas and no motivation to implent mutch backend stuff Levels / progresion - It is just a sand box now Beter end goal - There is not realy a endgoal A tutorial - The game becomes increasingly complicated so hard without any guidance"}, {"post_id": 13898, "ts": "2026-06-22T19:41:09Z", "hours": 3.8419, "text": "Devlog #4 Finised the factory system Finised the factory ui / recipie ui that now tracks input output and procesing time Added new sprites for the vehicles now have 2 types a dumptruck form the drill and a flatbed to the sellpoint Stil need to add Change detection system Levels / progresion Beter end goal A tutorial Known bugs When you edit the route it deletes it self When you delete a route it doesnt delete the vehicles"}, {"post_id": 12159, "ts": "2026-06-19T21:21:22Z", "hours": 3.4008, "text": "Devlog #3 Added a factory system it is not fully done but there is a basic factory system now so you cant just infinatly take recources from the factroy to the sell point"}, {"post_id": 7675, "ts": "2026-06-12T20:25:33Z", "hours": 12.4575, "text": "Devlog #2 Finshed the game I have finnished the main gameplay loop I still want to add: A tutorial Levels / Progresion More recources and factorys / recipes Better end goal there is nothing to save for right now failsave for when you delete the path with vehicle on it"}, {"post_id": 4420, "ts": "2026-06-07T18:55:50Z", "hours": 1.8458, "text": "Devlog #1 I have made some improvements on the game i am curently making in greenfoot (java engine) i am using this engine because i have used it before for school"}]...
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Title: SupplyChains by @Thijmen | Stardance
Devlo Title: SupplyChains by @Thijmen | Stardance
Devlogs:
Devlog #1 I have made some improvements on the game i am curently making in greenfoot (java engine) i am using this engine because i have used it before for school
Devlog #2 Finshed the game I have finnished the main gameplay loop I still want to add: A tutorial Levels / Progresion More recources and factorys / recipes Better end goal there is nothing to save for right now failsave for when you delete the path with vehicle on it
Devlog #3 Added a factory system it is not fully done but there is a basic factory system now so you cant just infinatly take recources from the factroy to the sell point
Devlog #4 Finised the factory system Finised the factory ui / recipie ui that now tracks input output and procesing time Added new sprites for the vehicles now have 2 types a dumptruck form the drill and a flatbed to the sellpoint Stil need to add Change detection system Levels / progresion Beter end goal A tutorial Known bugs When you edit the route it deletes it self When you delete a route it doesnt delete the vehicles
Devlog #5: Major System Overhaul—Resource Economy & Vehicle Expansion it has been a bit since my last devlog i have some major changes this version. It is nowhere near done yet but it is almost playable. here is what changed: Added two new resources I have added sand and gravel that are used in multiple new recipes Changed the economy: from currency to resources I got rid of the money system because it gave the ability of players just focusing on one resource. Now players need to use all the resources like iron ore, copper ore, sulfer ore, sand, gravel and many more. You have to mine all resources and process them This forces the player to actually spent time making a supplychain with diffrent mines and factories. This way it feels less as a idle and more like a managing game. Added new factories I have added new factories using the factory system i made last time these factories all require two or more inputs. Some factories make concrete from gravel and sand, others make PCBs and other compilicated stuff. I plan to add more in the future but for now it is way beter than before. Added a bunch of vehicles I have added multiple new vehicles: Bulk carriers - Can move ore and loose materials Flatbed trucks - Move finished products (pallets ore IBCs) Trailers - These can attach to diffrent vehicles and extend capacity Concrete truck - Transports concrete Construction Vehicles Dozer - Removes the building Excavator - Now needed for quarries Asphalt Paver - Changes roads from gravel to asphalt I am planing to add more construction vehicles so that every building needs a construction vehicle to build instead of the building just appearing out of nowere. Rebuilt the UI The old ui didnt fit anymore there where to many tiles and the route tab did not support construction equipment, so i made a new tile ui that groupes the tiles in road, factory and mines. I have also made a new vehicle ui which i call the garage this shows The vehicles you own The vehicle shop The abilities of the vehicle: It can hook a trailer It can carry bulk cargo It can carry flatbed cargo It can go offroad It can destroy building It can pave roads It can mine it’s way better than before but you currently cant buy the vehicles yet Roads have levels now Roads can be upgraded: gravel -> cement -> asphalt. Gravel roads are cheap but slow, asphalt is fast but expensive. Upgrading is expensive but can speed up your production or reduce the number of vehicles required to keep the factory full. The road level doesnt effect offroad vehicles and some vehicles may get a max speed in the futer What i still need to do It is the same as last time because i had to many new ideas and no motivation to implent mutch backend stuff Levels / progresion - It is just a sand box now Beter end goal - There is not realy a endgoal A tutorial - The game becomes increasingly complicated so hard without any guidance
Develog #6: switching engines Spent the last week trying to fix the UI and physics in Greenfoot, and honestly? It’s just not happening. Greenfoot wasn’t really built for games like this the UI support is basically non-existent, and getting clickable buttons to work properly is way more of a pain than it should be. And i decided it was no longer wordt fighting for. So I’m switching to Godot. I’ve made some prototypes in it before, so at least I know the basics, and it’s way better suited for what I’m trying to build. The downside is development is gonna be paused for about a week while I set everything back up and rewrite some stuff. But after that? Should be able to move way faster, which will hopefully make up for the lost time.
devlog #6.1 Terrain I am almost finnished with the prosidural generation of the map which is gooing to make for way more variation in the game and beter planing were to place youre base.
Devlog #7: Fresh foundation As i mentioned in devlog #6, i am rebuilding the game in godot. I am almost done with the essentials and development has already almost doubled in speed. World generation I have build a biome system using three noise textures to determine temperature, altitude, and humidity. Each tile uses these values to determine which biome gets drawn. This means the world has natural variation and will hopefully look less boring. It also sets up the foundation for biome specific resources and mechanics down the line forcing players to make a bigger network. Road placement System You can now place roads this works with terrainSets which makes it easyer to draw roads. Roads are the only thing you can place for now. Vehicle Pathfinding I’ve also made a simple pathfinding script using the built-in NavigationAgent2D. The destinations are hardcoded for now. I’ve heard AStarGrid2D might be better suited for grid-based pathfinding in my case, so I’ll be researching how to implement that. What i still have to add Before I’m back where I was with the Greenfoot version, I still need to add: The factorys and their system The trailers physics The garage menu A couple small things
Devlog #8: Made UI Been working on the UI this weekend. its nothing special yet but it is good enough for now. Garage menu I have made a menu where you can see all your vehicles. It is pretty simple but i need it for programming the vehicles. Shop UI I have made a shop ui where you can buy the actual vehicles. The are sorted by type. You can see the stats and capabilities and you can decide if you want to buy the vehicles or if you want to finance it. Exstended selected tile UI I have also made some improvments and additions to the selected tile ui, you can now choose a variant if the selceted tiles has them like the factory. You can also see what number is connected to what if you hover over the ui. Overlay I am also working on a overlay so you can see the height, temperature and humidity I am doing this with a shader but it is not working how i expected at the moment because the shader doesn’t line up with my terrain.
Devlog #8.1: UI and lighting Today i have been focesing on the inviorment UI I have now linked up the hole UI. In the last devlog I had already shown the ui but now it also linked up properly with the game. Day Night cycle I am currently implementation a dynamic day/night cycle. Right now, the timing and transitions aren’t lining up the way I want them to, so i still need to do some fine tuning . Shaders / shadows This is where I’ve been strugeling. I’ve been trying to figure out how to implement proper 2D shadows. The issue is that the built in directional shadows in Godot aren’t really designed for top-down games. They make the sun’s shadows look infinitely long and completely distort the perspective. Every custom solution I’ve tried so far looks terrible. I’ve easily spent about 5 hours making custom shaders making a static shadow, but I’m still stuck. If you have any experience with top down 2D lighting or custom shadow shaders in Godot, please let me know in the comments! I could really use some help right now. The biggest problem is that the fastNoiseLite texture doesnt calculate the same in the shader as via the cpu which is also the thing that is hindering me in the ovelays.
Devlog #9: Supplychain Been working on the supplychain structere last 2 days, including new sprites Factorys I have made new factory sprites. All sprites are new i am not realy happy with how the steel and wire mill look but the rest look prety good i think. Resources I have also added a couple new resources their are 4 resource types now: copper, coal, gold, iron. The resources spauwn in mixed vains on the map determent by a NoiseTexture2D . What next I am now gooing to work on the logic for the factorys and i want to take a nother look at shadows because the didnt work last time but i have found a otherway to do it i want to try.
Devlog #10: Factory logic Just returnt from vacation, and i forgot to make a devlog before i went so i dont fully know anymore what i changed. Factory logic I have implemented the core factory system. Factories can now receive resources, process them and output the procesed resource. I haven’t fully tested the logic yet since the UI and vehicle systems ( needed for input/output) aren’t complete. More I have probebly done more but i dont know anymore because i have been a way for a week. What is next My next priority is implementing vehicle logic, but first i need to fix vehicle sprite scaling. Currently all vehicles are 11px wide, which makes a dump truck as wide as a car. I want to make everything a consistent scale (probably 5px = 1m) and update all sprites accordingly for a more realistic appearance.
Devlog #11: Vehicle logic I am currently working on the vehcile logic Vehicle logic There are alot of variables now that determain the behavier off the vehicles like engine and weight Sprite scaling I have fixed the scaling of the sprites. Last things for the vehicle logic I still need to implement the trailer logic and pathfinding.
Devlog #11.2: Trailer Logic and Pathfinding I’ve almost finished all the vehicle logic. Pathfinding A working pathfinding system is now in place using AStarGrid2D . This system works with vehicles both with and without trailers, and handles both on-road and off-road navigation. Trailers Trailers can now couple to vehicles with the correct hitch and follow them around in a realistic manner. The coupling mechanics work as they would in real life. Finishing Touches The vehicle logic still needs some fine-tuning, and I haven’t tested it yet with every vehicle type. I still need to implement the articulation system for the articulated dump truck.
Devlog #12: Planing I’ve put together a roadmap for the rest of development. Roadmap I’m planning to release the game in 3 weeks and have laid out a plan accordingly. Vehicle physics I’ve spent about half my time since the last devlog tweaking vehicle physics, and I’ve decided to compromise on a few things — for example, when the trailer jackknifes and gets stuck, it’ll just clip through the vehicle. Shop rework I am almost finished with reworking the shop it now displays all the stats that the vehicle uses
Devlog #13: Vehicles in the world I’ve connected the vehicle systems to the world and to the UI. Vehicle manager I’ve made a vehilce manager script. This manager stores and retrieves vehicle data efficiently by ID, making it easy for the UI and other systems to access vehicle information. Vehicle UI I’ve made a UI where you can see the fuel, total weigth, health and engine load of the vehicle by clicking on it. There are also 2 buttons 1 for selecting a route and the other for coupling a trailer. Spauwing When you buy a vehicle it gets assigned a base tile you now need a base tile per vehicle. Last things Next, I need to implement the route selection and trailer coupling buttons to complete the vehicle system integration as far as I can right now.
Devlog #14: Route UI and system I am currently working on the route ui and the route system. Route UI The route UI is almost done I only need to link it to the route system. Route system I am almost finished with the route system I only have to connect it to the vehicle and rewrite the factory system a bit so it works with the route system. there will be multiple modes distribution of one factory based on demand or a ping pong mode where it drives back and forward between 2 set points. You also will be able to assign vehicles to construction projects but this will come later. Trailer UI The trailer UI is finised you can connect trailers to vehicles via it.
Devlog #14.2: Route system The route system is now done Route sytem The route system turned out to be more complicated than initially expected. I restructured it so the route is calculated centrally in the Global script, and every instance using it reads from there. This keeps things synchronized and maintainable. For now, the system has one mode implemented: a ping-pong mode where vehicles travel back and forth between two set points. Vehicle physics There’s a persistent issue with vehicle physics where they cut corners and miss checkpoints, requiring them to turn around. I’ve set this aside for now to focus on other features, but it’s something I’ll need to fix down the line. I realy have no idea how though I cant seem to find the issue. Whats next The last major things before release are: Linking factories to vehicles so they can load and unload cargo Animating the excavators at the mine Building out the construction system
Devlog #15: Vehicle rework I’ve completely restructured how vehicles work under the hood. The main goal was to break down the code into readable, reusable pieces. Vehicle componentization The vehicle script had become too large to work with, so I split it into five scripts: vehicleBody.gd , drivetrainComponent.gd , path_movement_component.gd , CargoComponent.gd and attachment_component.gd . This makes the code easier to maintain and reduces the chance of bugs when adding new vehicle types. Vehicle data I have converted the nested Dictionaries into custom resources which makes it easier to add vehicles and less error prone. Pathfinding improvements I tweaked how the pathfinding works by chamfering the corners so vehicles navigate them more smoothly. It doesn’t look quite as I want yet, but combined with animations, it should look acceptable for now. This is something I’ll have to find a more permanent solution for later. Release I’m targeting version 1.0.0 for Saturday, August 22nd. There’s still quite a bit to do, but I think I can make it. I set this deadline because I’ll have less time once school starts.
Devlog 16: Factorys and aircraft I’ve reworked the factory sprites and added aircraft. Factory sprites I have made new sprites for every factory execpt the concrete mixing plant. the sprites are now 2x2 or larger so vehicles can realisticly unload there. Aircraft I’ve decided to add aircraft, which will serve as a trading terminal so you can trade with other villages, get contracts, and earn money. Aircraft fit well for this since no other villages spawn in the world. they let you trade with other vilages without them needing to exist in the world. I still need to add alot to make this work but currently I have a working runway building mecanic Next: Factories Next, I still need to build out the factory logic. I plan to make them with custom resources, just like vehicles. I made the new sprites first because I needed to know where (un)loading would need to happen before I could design the logic around it.
Devlog 17: Factory placement I’ve built a system for placing factories in the world. Factory placement Turns out it’s an absolute pain in the ass to place objects that are multiple tiles big while also having them connect to multiple Godot terrains. So I had to write a whole system that places every tile separately and keeps track of which tiles are occupied. Roads I also had to rework how roads are placed. Originally, every road type was its own terrain, but that doesn’t work if you want them all to connect to factories and to each other. So now they’re all just one terrain, and a script gives each tile the correct color for its road type. This only works because all the road types are identical in shape just different colors. Aircraft sprites I’ve added several new aircraft sprites: the Bo 105, the Twin Otter, the PC-6, and the H225. I’m planning to add the Chinook and the A400M next, which will round out the aircraft lineup for the beta launch. Release It’s going to be close. I’m not sure I’ll hit my self-imposed deadline, since some things took a lot longer than expected but I might still make it. Either way, I’m not going to rush it. I’d rather ship a week late than release something that gets 5 SD/h because it isn’t polished.
Devlog 18: Pre-baked docking paths I’ve implemented pre-baked docking paths for factory entrances to solve some pathfinding issues with vehicle physics. Pre-baked paths The A* pathfinding system was struggling to navigate the sharp corners around factory entrances. When the trailer tried to find its own path through these tight spaces, it would instantly jackknife, not ideal. Rather than spend 50+ hours refining the vehicle physics, I decided to pre-bake specific docking paths to each factory. It’s not a perfect solution visually, but it’s functional and gets the job done. I can always refine this for a post-launch update if needed. I’m still wrapping up the final details of the docking path system before moving on. Mines My next major task is implementing mine logic, which includes the excavator logic and ore detection and depletion. Aircraft After the mining logic I will add the last vital gameplay system the aircraft system which will be responsible trade and contracts with other villages. Release I’m currently deciding whether to push construction vehicle implementation to a post-beta update or delay the release by a week to include them. Construction vehicles aren’t vital to core gameplay, but they would add a lot of polish. I’m still on the fence about this one, it depends on how the mine logic implementation goes.
Devlog 19: Busy School has started again and I have been geting busy and my motivation is also not that high right now because things take alot longer and dont work like i want to. I think I will delay release to septembere 12th.
Devlog 20: UI and Trading Got the backend for the trading system done and overhauled the UI to go with it. Trading System I made a trading system. It generates contracts with the recipient’s name, the resource being traded, and the price. Basically the foundation for the aircraft system. UI Redesigned the time and date display because it looked kinda rough. Also switched the economy back to money instead of the resource, makes way more sense for trading. Oh, and vehicles now actually speed up when you speed up time, which is pretty cool. What’s Shipping vs Later I’m not including construction vehicles in the initial release because that’s like 40+ more hours of work and I want to actually finish this before Thirdspace starts (I’m gonna compete too). So yeah, that’s going to a post-launch update. Still gotta do: Get the excavators working (mines) ~5h Finish the trading system ~3h Fix vehicle physics again 😭~5h Random bugs and polish ~5h Hope I can get that done this week. Tryna hit at least 14sd/h so I can hopfuly buy that Framework 13 lol
Devlog 21: Trading Finished, but I’m Stuck I’ve finished the trading system! Trading System The trading system is done. Orders are generated, you can accept them, and accepted trades show up in the UI. The only thing left is adding the planes, but that depends on finishing the base-building system first. Base Building I’ve started working on base building. It’s pretty simple and mostly uses systems that already exist, so it should only take around an hour to fully implement. Stuck Development has been going way slower than I hoped because my codebase is currently a bunch of bandaids stacked on top of each other. I also need to ship this week since Thirdspace starts next week, which means I probably won’t have time to add much polish.So I need your opinion: is it worth delaying the game for another week? 😭 Or should I just ship it? Do you think I’ll still be able to afford the Framework 13 if I release it now? My current plan is to focus on getting the core systems working, fix any major bugs, and leave extra polish and construction vehicles for a post-launch update.
Devlog 22: Factory UI and Finished base building I’ve finished base building and am now working on the factory UI. Factory UI I’m working on the factory UI, where you can see the factory’s storage and change its recipe. It’s almost finished. Base building Base building is finished you can now make taxiways and build a warehouse. I’ve also put these into a UI like the factory’s, so it only takes one button. Vehicle physics/pathfinding I’ve spent yet another hour on vehicle physics/pathfinding, and I’ve narrowed it down to a bug in the handoff to the prebaked paths of the factories. Timeline I’m pretty sure I am gooing tho finish it this weekend. What’s left: Vehicle physics ~3h Mines/excavators ~5h Building construction (will reuse most of the factory logic) ~2h Random bugs and small things ~5h
Devlog 23: Vehicle pathfinding and construction I have fixed the vehicle pathfinding (mostly) and I have made the construction system. Vehicle pathfinding I have fixed the vehicle pathfinding and it works now mostly. I say mostly because it breaks when a trailer is equipped, but that is a way smaller thing to fix. Construction system It’s almost done. The system makes it so the resources actually have a function and you now need to deliver resources to a building site before the factory can get built. Still not done I know I said it would be done this weekend and it still isn’t, but it’s almost there. What I still have to do: The mine/excavator ~5h Finishing a couple of systems (like the construction and trade system) ~5h Make a savegame system ~5h Small things ~2h Documentation ~2h So 2 devlogs left, and otherwise I will just ship incomplete because I don’t have time anymore.
Devlog 24: Construction finished and start secunce made I’ve finished the construction system and made the start sequence actually playable by adding a resource box containing 10 iron bars needed to build a terminal. It’s been 2 weeks since my last devlog school and commitments to Third Space have kept me busier, so I’m not 100% certain I’ve captured everything that’s changed. Construction system The construction system now generates building routes that you can assign vehicles to. Resources must be delivered to a building site before construction begins, making the resource system meaningful in actual gameplay. Starting secunce The starting secunce now has a couple of steps: Place the resource box Place a runway Place a terminal Conect the runway with the terminal with a taxiway Place 4 base tiles for the vehicle to spawn on What has to be done: Mine/excavator system ~3h Finish trade system ~3h Save system ~2h Documentation ~2h
Devlog 25: Planes and saving! I’ve locked in over the last 2 days and finished the final 2 of the 3 major systems. I’ve completed the planes (which now spawn when you accept an order) and finished the saving system. Planes/order system I’ve finished the order system, when you accept an order, a plane now spawns a couple thousand pixels out. It flies to the airstrip, loads up at the end of the runway, turns around, and flies away. It doesn’t taxi all the way to the terminal because I just don’t have time for that, but it looks good enough for now. Saving You can now save 3 worlds in the game. Everything gets encrypted and saves all the world values. It was pretty difficult converting some of the arrays filled with instances into dictionaries and back again, but it works on both PC and on the web. whats left: The only things left are the excavator and some smaller things. I’m finishing that all tomorrow, and that will be the last devlog for my ship. The main gameplay loop should be finished by end of day tomorrow. If I can’t finish everything, so be it, I dont have time to work on it anymore if I also want to continu in third space, but I’m happy with how it works now and what I have learned along the way.
Devlog 26: Last devlog I’ve officially finished the game. It’s been an incredible journey, and I’m pretty happy with the end result. excavator The excavator is now fully functional. You can use it to create mines, which automatically convert into factories once placed. a lot of small things I have done a lot of small things to optimse the game and fix things i coudend test till now Release This is the last devlog I’ll be writing for this project. I want to thank you all for the support. I hope you enjoy playing the game.
Devlog 27: Tutorial: After feadback I have dicided to make a tutorial and made a couple quality of live updates that made the game easier to understand.
Ships:
Supply Chains Supply Chains is a game inspired by Transport Fever and Mindustry, centered around building road networks and logistics chains for construction and mining operations. Features Vehicles, trailers and a garage Route system: pick a source, a destination and a resource, then assign it to a vehicle Multi-step production chains Construction sites, trading, generated terrain, and A* pathfinding with road weights Controls: WASD camera, 1-5 build, right click remove, space pause. Everything else is in HELP.md . Known limitations I’m a solo dev, so some things aren’t finished. The full list is in the README. Hope you enjoy it!...
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1792853836.385709
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1792940236.385709
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64902
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My Special Website by @artitule | Stardance
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artitule
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T19:15:48Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created my first website! It’s not complicated but i like the theme very much. The hardest part by far was the CSS. Initially i wanted to make the project without any AI help to really learn but CSS broke me. Finding the correct colors and making the elements look nice was really hard. But overall i am happy with my first website!", "repo": "https://github.com/ARTITULE/MyWebsite", "demo": "https://artitule.github.io/MyWebsite/"}]...
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[{"post_id": 76496, "ts": "202 [{"post_id": 76496, "ts": "2026-10-03T19:09:16Z", "hours": 3.0986, "text": "Devlog Time!! I think i finished the website Next step is shipping!"}, {"post_id": 74551, "ts": "2026-09-27T16:51:20Z", "hours": 2.8403, "text": "Devlog Time!!! I decided to try some web development and well this is kinda it. I created the shell of the website now i will just populate the projects etc. and i will be ready to ship. I decided to go for a blueprint type of look, i think that it looks nice. Anyway this was it for me"}]...
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Title: My Special Website by @artitule | Stardance Title: My Special Website by @artitule | Stardance
Devlogs:
Devlog Time!!! I decided to try some web development and well this is kinda it. I created the shell of the website now i will just populate the projects etc. and i will be ready to ship. I decided to go for a blueprint type of look, i think that it looks nice. Anyway this was it for me
Devlog Time!! I think i finished the website Next step is shipping!
Ships:
I created my first website! It’s not complicated but i like the theme very much. The hardest part by far was the CSS. Initially i wanted to make the project without any AI help to really learn but CSS broke me. Finding the correct colors and making the elements look nice was really hard. But overall i am happy with my first website!...
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1792814187.1375785
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1792900587.1375785
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66029
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Supernova Signature by @jeyanissi | Stardance
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jeyanissi
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1
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22.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T18:58:46Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I was inspired to make this project by my science project about space which made me realize that we are missing out on so many beautiful things from space so I created this web. It was actually difficult for me at first. I am someone who had no coding background before this hackathon and I’m really proud of myself that I learnt coding for a month and created something useful", "repo": "https://github.com/iamapotato2026/Supernova-Signature", "demo": "https://starcluster.drophost.space"}]...
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[{"post_id": 76489, "ts": "202 [{"post_id": 76489, "ts": "2026-10-03T18:52:33Z", "hours": 1.0639, "text": "excited to ship this!!!"}, {"post_id": 76036, "ts": "2026-10-02T04:35:30Z", "hours": 1.0967, "text": "Almost done"}, {"post_id": 75783, "ts": "2026-10-01T03:42:56Z", "hours": 1.0525, "text": "W Custom greeting cards"}, {"post_id": 75428, "ts": "2026-09-30T02:14:44Z", "hours": 8.9017, "text": "This supernova looks so cool yall"}, {"post_id": 75024, "ts": "2026-09-28T21:56:10Z", "hours": 10.2417, "text": "A fun website where you can see the images of supernovas and cool stuff that happened on space on the day you were born ans it even let’s you make greeting cards and assigns you lyrics according to your supernovas. Yall please tell me if this is boring or if i should add anything😭😭"}]...
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Title: Supernova Signature by @jeyanissi | Stardan Title: Supernova Signature by @jeyanissi | Stardance
Devlogs:
A fun website where you can see the images of supernovas and cool stuff that happened on space on the day you were born ans it even let’s you make greeting cards and assigns you lyrics according to your supernovas. Yall please tell me if this is boring or if i should add anything😭😭
This supernova looks so cool yall
W Custom greeting cards
Almost done
excited to ship this!!!
Ships:
I was inspired to make this project by my science project about space which made me realize that we are missing out on so many beautiful things from space so I created this web. It was actually difficult for me at first. I am someone who had no coding background before this hackathon and I’m really proud of myself that I learnt coding for a month and created something useful...
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1792817296.1741898
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1792903696.1741898
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66309
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My first bot by @Elio2009 | Stardance
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Elio2009
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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": "2026-10-03T17:42:13Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Slack bot, which you can use different commands to tell a joke, a catfact or commands if you need help", "repo": "https://github.com/ElioXY/my-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
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[{"post_id": 76388, "ts": "202 [{"post_id": 76388, "ts": "2026-10-03T11:38:06Z", "hours": 0.3644, "text": "Got my bot working!"}]...
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Title: My first bot by @Elio2009 | Stardance
Devl Title: My first bot by @Elio2009 | Stardance
Devlogs:
Got my bot working!
Ships:
I made a Slack bot, which you can use different commands to tell a joke, a catfact or commands if you need help...
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1792817325.3241758
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1792903725.3241758
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33751
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Seedha Cut by @shreyas | Stardance
|
shreyas
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1
|
14.41
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T16:54:37Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Seedha Cut (“straight cut”) is a free, open-source URL shortener that respects your privacy.Each link has an analytics page assigned to them. The challenging part for me was that the browser’s datetime-local picker gives local time, but the Vercel runs in UTC. Launch and expiry times kept firing at the wrong moment until I converted them to ISO/UTC on the client, checked them in UTC and rendered them back in local time . Im happy that im part of the free open source sofwtare movement which respects the users privacy", "repo": "", "demo": ""}]...
|
[{"post_id": 77569, "ts": "202 [{"post_id": 77569, "ts": "2026-10-07T14:38:48Z", "hours": 1.4089, "text": "I have fixed the background flickering whenever a user types the domain name or the url he wnats to shorten .the bug was affected due to a Each time the canvas resizes itself .Now this bug has ben fixed ."}, {"post_id": 76428, "ts": "2026-10-03T14:22:41Z", "hours": 0.8303, "text": "Finally i have fixed most of the bugs in the slug and unqiue link creation . The tool has been deployed via vercel added features are browser identification,unqiue clicks and direct referer"}, {"post_id": 73132, "ts": "2026-09-24T13:31:12Z", "hours": 2.8336, "text": "Heyy , I have been working on the dashboard for my links . The dashbaord will house all my links and their shortened ones along with action buttons such as Delete , View analytics and Edit . tweaking them to get them into action"}, {"post_id": 31271, "ts": "2026-07-19T15:27:30Z", "hours": 1.9611, "text": "I have been working on the analytics for created shortened links since the past 2 days .The analytics will be implemeneted using the Cookies on the client side i.e the browser .It will be used to identify every unqiue clicks , browser agents , user device,etc . The website will ask for consent to collect cookies from the user"}, {"post_id": 29542, "ts": "2026-07-16T15:20:01Z", "hours": 1.2564, "text": "i have added a custom slug feature with the ability to add Expiration date for teh created link .This will allow the users to fully customize their shortened links"}, {"post_id": 28890, "ts": "2026-07-15T14:12:57Z", "hours": 2.1672, "text": "I have added a client side component while we will allow users to shorten the link using the inhouse api with customizable options such as the expiration link . I also planning to implement a cookie based analytics for tracking the virtue of sharing the links and their search engines"}, {"post_id": 27694, "ts": "2026-07-13T14:05:53Z", "hours": 1.7589, "text": "I will be using PostgresSQL database hosted on the Neon DB instance as my primary database for my application .I have created the Link model with Unique ids, clicks,etc . I have also started working on the api routes for the shortening the links .All the created shortened links will be fetched through a api and rendered in to my dashbaord page"}, {"post_id": 27011, "ts": "2026-07-12T04:41:20Z", "hours": 0.4872, "text": "This is how the background for my web application looks !! Rigth now im working on the api routes for shortening the link"}, {"post_id": 26994, "ts": "2026-07-12T03:50:56Z", "hours": 1.3661, "text": "Im working on Background template consisting on Glitch animation of Letters and Numbers with a gradient effect .It will host my web applcation background . I have completed the components as well as the Dashboard areas work"}]...
|
Title: Seedha Cut by @shreyas | Stardance
Devlogs Title: Seedha Cut by @shreyas | Stardance
Devlogs:
Im working on Background template consisting on Glitch animation of Letters and Numbers with a gradient effect .It will host my web applcation background . I have completed the components as well as the Dashboard areas work
This is how the background for my web application looks !! Rigth now im working on the api routes for shortening the link
I will be using PostgresSQL database hosted on the Neon DB instance as my primary database for my application .I have created the Link model with Unique ids, clicks,etc . I have also started working on the api routes for the shortening the links .All the created shortened links will be fetched through a api and rendered in to my dashbaord page
I have added a client side component while we will allow users to shorten the link using the inhouse api with customizable options such as the expiration link . I also planning to implement a cookie based analytics for tracking the virtue of sharing the links and their search engines
i have added a custom slug feature with the ability to add Expiration date for teh created link .This will allow the users to fully customize their shortened links
I have been working on the analytics for created shortened links since the past 2 days .The analytics will be implemeneted using the Cookies on the client side i.e the browser .It will be used to identify every unqiue clicks , browser agents , user device,etc . The website will ask for consent to collect cookies from the user
Heyy , I have been working on the dashboard for my links . The dashbaord will house all my links and their shortened ones along with action buttons such as Delete , View analytics and Edit . tweaking them to get them into action
Finally i have fixed most of the bugs in the slug and unqiue link creation . The tool has been deployed via vercel added features are browser identification,unqiue clicks and direct referer
I have fixed the background flickering whenever a user types the domain name or the url he wnats to shorten .the bug was affected due to a Each time the canvas resizes itself .Now this bug has ben fixed .
Ships:
Seedha Cut (“straight cut”) is a free, open-source URL shortener that respects your privacy.Each link has an analytics page assigned to them. The challenging part for me was that the browser’s datetime-local picker gives local time, but the Vercel runs in UTC. Launch and expiry times kept firing at the wrong moment until I converted them to ISO/UTC on the client, checked them in UTC and rendered them back in local time . Im happy that im part of the free open source sofwtare movement which respects the users privacy...
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1792853425.5565662
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1792939825.5565662
|
|
63587
|
ShortCut Os by @ashrafmahin10 | Stardance
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ashrafmahin10
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1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T16:08:51Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my simple personal OS. I am proud to have my own OS. The most challenging part was to working with CSS.", "repo": "https://github.com/Ashraf-999/Shortcut-Os", "demo": "https://ashraf-999.github.io/Shortcut-Os/"}]...
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[{"post_id": 76455, "ts": "202 [{"post_id": 76455, "ts": "2026-10-03T16:06:46Z", "hours": 1.3508, "text": "Devlog 3: Added a simple calculator"}, {"post_id": 72295, "ts": "2026-09-22T16:31:46Z", "hours": 0.5419, "text": "Devlog 2: Just added my first app of my OS, which a note taking platform"}, {"post_id": 72005, "ts": "2026-09-22T00:08:55Z", "hours": 3.2142, "text": "Devlog 1: I am working on basic OS where you can add your favoruite website easilly."}]...
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Title: ShortCut Os by @ashrafmahin10 | Stardance
Title: ShortCut Os by @ashrafmahin10 | Stardance
Devlogs:
Devlog 1: I am working on basic OS where you can add your favoruite website easilly.
Devlog 2: Just added my first app of my OS, which a note taking platform
Devlog 3: Added a simple calculator
Ships:
I made my simple personal OS. I am proud to have my own OS. The most challenging part was to working with CSS....
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1792814051.1378765
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1792900451.1378765
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64203
|
My Personal Website by @iloveadrenaline | Stardanc My Personal Website by @iloveadrenaline | Stardance...
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iloveadrenaline
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1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T15:25:16Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website about me like an OS but way lower quality sadly , the hard part was using svelte and debugging errors", "repo": "https://github.com/iloveadrenaline/Personal-Website", "demo": "https://andreibaciu.netlify.app/"}]...
|
[{"post_id": 76445, "ts": "202 [{"post_id": 76445, "ts": "2026-10-03T15:13:46Z", "hours": 0.4269, "text": "Finished the website and added the name up there to the windows , now i ship"}, {"post_id": 76211, "ts": "2026-10-02T18:02:01Z", "hours": 2.5558, "text": "Hey Devlog 1 : -Made the main page -Implemented a windows function -Added the tabs for About, Contact and Projects -Used Svelte lol"}]...
|
Title: My Personal Website by @iloveadrenaline | S Title: My Personal Website by @iloveadrenaline | Stardance
Devlogs:
Hey Devlog 1 : -Made the main page -Implemented a windows function -Added the tabs for About, Contact and Projects -Used Svelte lol
Finished the website and added the name up there to the windows , now i ship
Ships:
I made a website about me like an OS but way lower quality sadly , the hard part was using svelte and debugging errors...
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1792814108.417176
|
1792900508.417176
|
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66048
|
改善(Kaizen) by @MAyaanBaig2013 | Stardance
|
MAyaanBaig2013
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1
|
1.0
|
1
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T15:07:54Z", "hours": 1.0, "multiplier": 1.01, "payout": 1, "blessing": "neutral", "text": "I made an goal tracker using AI for the buttons and notes.The challanging part was of the code", "repo": "https://github.com/DevAyaan123/Kaizen", "demo": "https://devayaan123.github.io/Kaizen/"}]...
|
[{"post_id": 76423, "ts": "202 [{"post_id": 76423, "ts": "2026-10-03T14:16:09Z", "hours": 0.4511, "text": "After some lot of struggling and coding I finally broke through"}, {"post_id": 75888, "ts": "2026-10-01T14:40:52Z", "hours": 0.7669, "text": "devlog 1 Hey Guys,NEW project here ,After a lot of coding with the help of AI for styling,pading and the note I made this!!"}]...
|
Title: 改善(Kaizen) by @MAyaanBaig2013 | Stardance
Title: 改善(Kaizen) by @MAyaanBaig2013 | Stardance
Devlogs:
devlog 1 Hey Guys,NEW project here ,After a lot of coding with the help of AI for styling,pading and the note I made this!!
After some lot of struggling and coding I finally broke through
Ships:
I made an goal tracker using AI for the buttons and notes.The challanging part was of the code...
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1792817298.522452
|
1792903698.522452
|
|
26883
|
Rifted Rush by @splice | Stardance
|
splice
|
3
|
29.0
|
334
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T14:33:48Z", "hours": 6.0, "multiplier": 12.21, "payout": 74, "blessing": "neutral", "text": "This is the second finished update for Rifted-Rush! KEYBOARD + MOUSE ONLY! if you’re mobile im sorry but pls skip What has been added: ONE new minigame: Star Drag (drag the star along) Practice mode - Get better at the minigames you’re the worst at🥲 - accessed by completing the tutorial then clicking the rift on the home screen WASD Support!! (arrow keys are still usable) IMPROVED difficulty scaling - now accessible to those who aren’t the best at games 🥹 COMPETITVE score mechanics - try this game with your friends too and see who can get the highest score! One last thing, like last time if you don’t get 5000 score in freeplay you have to give me max ratings again 🥹 (jk just vote honestly!!) playable link: https://spliceydice.itch.io/rifted-rush github repo link: https://github.com/spliceydice/Rifted-Rush", "repo": "https://github.com/spliceydice/Rifted-Rush", "demo": "https://spliceydice.itch.io/rifted-rush"}, {"ship_num": 2, "ts": "2026-08-29T20:02:50Z", "hours": 17.0, "multiplier": 15.0, "payout": 260, "blessing": "neutral", "text": "This is the finished (WarioWare-style) game called Rifted-Rush. KEYBOARD + MOUSE ONLY! if you’re mobile im sorry but pls skip What has been added/changed: TWO new minigames: protecting and dodging (i’m bad at names 🥹) much better, updated visuals to fit a space theme (including fonts) freeplay mode, endless minigames with difficulty scaling score mechanics which update based on time left feel free to skip the tutorial to access freeplay mode immediately also, just a little note if you cant get at least 2500 score in freeplay you have to give me max rating :) (just kidding just vote based on what YOU think of the game)", "repo": "https://github.com/spliceydice/Rifted-Rush", "demo": "https://spliceydice.itch.io/rifted-rush"}, {"ship_num": 3, "ts": "2026-07-25T12:34:20Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made (for now) a demo of a WarioWare game and what it will entail when fully developed.", "repo": "https://github.com/spliceydice/Rifted-Rush", "demo": "https://spliceydice.itch.io/rifted-rush"}]...
|
[{"post_id": 76427, "ts": "202 [{"post_id": 76427, "ts": "2026-10-03T14:21:26Z", "hours": 3.1144, "text": "** Devlog 8 ** - The End ** hi guys, as i’ve said way too many times in the past, this time is truly the end. These GCSE Mocks are not to be messed with 🥹 Practice Mode I finally added a mode where you can practice the minigames you struggle the most at over and over again. It also scales up in difficulty much faster for convenience. I had to create a variable which holds which minigame needs to be repeated then linked it to the timer screen so whenever this variable ever has a value above 0, it repeats the desired minigame. Unfortunately, there won’t be a score mechanic for this mode as I deem it not too useful. This mode can only be accessed after completing the tutorial and clicking on the rift on the title screen. Controls Added WASD support, tbh it was easier than I originally thought it would be. I have kept arrow key support in game though for whoever that still wants to use that 🤔🤔🤔. General Bug Fixes Fixed minigame 3 shield clipping off screen Fixed some text not being displayed properly Changed visuals to match new controls Asset finding LUCKILY, I didn’t need to traverse the internet in its entirety this time as my goat shiroze had a wonderful background for my practice mode scene The End… I would ask for suggestions but this is where development truly ends forever 💔💔 I need to lock in for these GCSES!!! Instead of me doing you suggestions, this time around I want YOU guys to continue the project as that would probably be the best thing I could hear. 🥹🥹 well, like always: check out the repo 🥹: https://github.com/spliceydice/Rifted-Rush https://spliceydice.itch.io/rifted-rush"}, {"post_id": 70717, "ts": "2026-09-19T17:25:28Z", "hours": 2.91, "text": "** Devlog 7 ** Hi guys, yes I’m back somehow while school is on. I decided that I should continue this project just a little longer because an extra six hours wouldn’t hurt. NEW MINIGAME!!!! I kept it simple this time where the objective is to drag a star across a designated path. I had to use Path2D and PathFollow nodes for this but tbh the PathFollow node was probably easier to use than I expected. Also made the star a seperate scene for easier management for direct changes to the sprite while leaving other elements intact (can this guy PLEASE stop waffling to make his devlog look longer and more detailed). preview attached Scaling I settled on making the game super easy at the start but then ramping up the scaling rate quite heavily. This lets the game be more accessible to everyone while still providing a challenge. As a result however, all new scores will be heavily inflated since I decided to leave the score system as it is. Asset finding Let’s be fr there’s nothing I really need to say about this. It was horrible like always and the hours don’t even count 💔💔. The Future I plan to add mobile support soon potentially, that minigame practice thing through the rift that I mentioned like three devlogs ago and also I need to polish up the repository and README. It’s a short list as I only plan to do three more hours on this project so expect one more devlog! Anyways, if you have any suggestions, please let me know and as always, check out the repo 🥹: https://github.com/spliceydice/Rifted-Rush https://spliceydice.itch.io/rifted-rush"}, {"post_id": 57584, "ts": "2026-08-29T19:36:11Z", "hours": 4.0942, "text": "**Devlog 6 ** Hi guys, unfortunately, I will be ending development for rifted rush here due to gcses being just around the corner 💔. I’d love to work on this project more especially when I’m only six hours away from the certificate but I have to get my priorities straight ifykwim. Anyway, let’s get into what I added: Scoreee Finally, I added a way to track your score and points are given based on each half a second left and there’s also a base completion amount. The extra points from beating minigames quickly causes the player (my friends so far) to just panic (which is good ofc). Clicking minigame I added a random position spawning mechanic for these buttons although they tend to clump still for no apparent reason. I don’t know if its simply how the rng works or there’s a bug. Display Resolution So um I didn’t realise during the whole development of this game, I was using a 1152 x 648 res 💀. Thankfully, it’s the same aspect ratio as 1920 x 1080 so I was able to scale it via Godot’s native settings. although, the quality is a bit rough in some places… New ending screen Originally, I was using the same lose screen upon death in free-play mode as the tutorial. So, I changed it because the core loop of a Wario-ware style game is to play until you die so it shouldn’t really count as losing. Instead, I made a new scene where your score is displayed. Some minor things updated scaling formula AGAINN cleaned up some unused files from github/ the directory you won’t be able to reach 5000 score because you’re not good enough mwhahahaha (neither am I) play your own music while playing - i’m too lazy to search for music 🥲🥲 The End Well, this is the end. I’ll be honest I’ve had lots of fun in the hack club/stardance program. I really hope to be able to participate in hack club’s next flagship summer program. I’ll have way more time then and make sure to remember me because I’ll be making some absolute bangers. Anyway, like always, check out my repo: https://github.com/spliceydice/Rifted-Rush and try and get a higher score than me! https://spliceydice.itch.io/rifted-rush"}, {"post_id": 53207, "ts": "2026-08-23T17:27:13Z", "hours": 2.6569, "text": "** Devlog 5 ** Hi guys, as you may be able to tell yes the devlogs are a bit more frequent mainly because I’m trying to finish this before school. and this is NOT my last devlog lol New minigame Added a survival type minigame where small fireballs spawn from all directions and you have to dodge them all. Required heavy tweaking because it was way too difficult to find the right balance between easy and hard. Freeplay Mode Essentially the main mode where you play until you lose all of your lives. May add a life recovery feature in the future. Also, prevented from minigames repeating right after itself. code attached Difficulty Scaling Made each game harder dependent on the number of minigames you have completed in that session. Overall, much wasn’t changed but a lot changed at the same time too if that makes sense. I’m hoping to add a scoring mechanic in the future and one new minigame and a boss fight that appears occasionally. Thanks for reading, Check out my repo!: https://github.com/spliceydice/Rifted-Rush"}, {"post_id": 51069, "ts": "2026-08-20T15:35:30Z", "hours": 4.8581, "text": "** Devlog #4 ** Hi guys, almost five hours since my last devlog and I made only one extra minigame 🥲🥲🥲 Finding assets again 😡😡😡😡 To be honest, it wasn’t that bad thanks to @nyk_nck (on itch.io so ignore the link). I was able to get most of my assets from them and I must say they worked well together. New minigame Basically, this new minigame is one where fireballs are launched at you from random directions and using a and d, you rotate your shield to protect the moon and if you fail you lose a life. On the surface it looks simple but it’s lowk quite complex. ##Code itself Coding that game wasn’t that hard thanks to claude a little bit but it was mostly me. I had to create a fireball spawner, then logic for the fireball itself, then I had to create scripts for the shield to destroy the fireballs and then I had to attach scripts to the moon so it detects when its hit so you lose a life. It was very worth it though. What next? I plan to add a fourth minigame along with some bg music (its quite quiet rn) and then add that freeplay mode! That will probably be my last ship though because for me year 11 is about to start and I need to lock in. anyways, thanks for reading check out my repo!: https://github.com/spliceydice/Rifted-Rush"}, {"post_id": 46967, "ts": "2026-08-14T15:32:51Z", "hours": 5.6922, "text": "** Devlog #3 ** Hi guys, So, it’s been a very very very long time since my last devlog. Anyways, as I promised previously there has been a massive visual overhaul and it actually looks promising 🥹🥹🥹🥹. Asset finding I’ll be honest, finding assets was the worst experience of my whole life 😭. But after hours of searching JUST for backgrounds (those hours don’t get logged btw ✌️) I actually found some pretty decent ones. All of them are from Shiroze btw on itch.io so all credits to her! I also needed some assets for controls (I’ll talk about that later) but those were relatively easy to find. I also needed a graphic of a pixelated rift which I’ll be honest doesn’t even look that good but I needed something to fill the space on the title screen. I imported a font too. Importing assets I imported them 👍👍 Implementing the assets For the backgrounds, it was pretty quick and easy you just replace the file on the node that you already created from the guide. Then changing the fonts for text was quick however when using pixel art assets including the font you have to make sure you manually set the texturing filter to nearest to make sure your fonts/assets actually look good. AS for the controls I was talking about earlier, I implemented those into the loading screens prior to the following minigame that needs those controls. I’ll be honest I had to ask gemini how to create a fading effect but I got the hang of it myself in the end. ALSO, I changed the character sprite for the platformer and changed the minigame slightly itself. Things idk where to put I added the base of a settings screen (no settings yet) I want to credit Shiroze again for most of the assets! I’ll attach what some of the scenes look like. Also, I renamed the game to rifted rush because… it sounds cool idk 😭. What’s Next? Hopefully, using my grant for itch.io, I’m going to find some nice background music for the game as a whole because it’s too quiet right now. Additionally, I plan to add two new minigames and a freeplay mode (will be the main mode after tutorial) where you can try to get a high score! I’m also going to add a secret on the tittle screen soon where you can practice individual minigames themselves. Thanks for reading! As always reply w/ any suggestions and check out my repo! https://github.com/spliceydice/Rifted-Rush"}, {"post_id": 34538, "ts": "2026-07-25T10:36:23Z", "hours": 3.3081, "text": "**Devlog #2 ** Hi guys, I’ve continued my development of the game and it is essentially finished. Scenes Recently, I’ve completed the death and done screens and they are simply placeholders at the moment. In the near future, I plan to do an overhaul on all visuals in the game as well as rewrite some text because it seems quite clunky. Scripting I’ve gotten the hang of the language Godot uses partially due to experience but the internet too. It feels like python but just a bit more advaced. What next? I plan to ship the base game as is and after will drop a major update where new minigames, bossfights, visuals (space themed) and sfx are added. Overall, it will be a quality/content update. That’s all I have to say for now. Please leave any suggestions especially on visuals! Check out my github repo! https://github.com/spliceydice/WarioWareGame"}, {"post_id": 32320, "ts": "2026-07-21T12:43:31Z", "hours": 3.0414, "text": "** Devlog #1 ** Hi guys, I’ve started to work on a WarioWare Game and its been really fun but its been difficult too. Initialising everything When I first started, Github and installing time loggers was really complicated for me and it took me way longer to start than it should have😭😭. However, I watched some tutorials on YouTube and it really helped. Actually coding Godot was really new to me and took me some time to figure out. At the start, I ended up setting each node as a child to each other and debugging that was genuine horror 💀💀. I basically had to restart but I caught it early so it was fine. The guide helped significantly (as it should) but it was quite ambiguous at times. So far, I’ve implemented timers and life mechanics and have just started to implement the minigames. It was really fun to add my own personality into the game by embedding my interests into it. For example, I changed some textures like the garlic lives to mc textures. So, What Next? I hope to continue adding minigames and go beyond the guide. I plan for this to be my main project that I work through and add more features like leaderboard mechanics as time goes on. That’s all I have to say for now. Check out my github repo and feel free to leave any suggestions! https://github.com/spliceydice/WarioWareGame"}]...
|
Title: Rifted Rush by @splice | Stardance
Devlogs Title: Rifted Rush by @splice | Stardance
Devlogs:
** Devlog #1 ** Hi guys, I’ve started to work on a WarioWare Game and its been really fun but its been difficult too. Initialising everything When I first started, Github and installing time loggers was really complicated for me and it took me way longer to start than it should have😭😭. However, I watched some tutorials on YouTube and it really helped. Actually coding Godot was really new to me and took me some time to figure out. At the start, I ended up setting each node as a child to each other and debugging that was genuine horror 💀💀. I basically had to restart but I caught it early so it was fine. The guide helped significantly (as it should) but it was quite ambiguous at times. So far, I’ve implemented timers and life mechanics and have just started to implement the minigames. It was really fun to add my own personality into the game by embedding my interests into it. For example, I changed some textures like the garlic lives to mc textures. So, What Next? I hope to continue adding minigames and go beyond the guide. I plan for this to be my main project that I work through and add more features like leaderboard mechanics as time goes on. That’s all I have to say for now. Check out my github repo and feel free to leave any suggestions! https://github.com/spliceydice/WarioWareGame
**Devlog #2 ** Hi guys, I’ve continued my development of the game and it is essentially finished. Scenes Recently, I’ve completed the death and done screens and they are simply placeholders at the moment. In the near future, I plan to do an overhaul on all visuals in the game as well as rewrite some text because it seems quite clunky. Scripting I’ve gotten the hang of the language Godot uses partially due to experience but the internet too. It feels like python but just a bit more advaced. What next? I plan to ship the base game as is and after will drop a major update where new minigames, bossfights, visuals (space themed) and sfx are added. Overall, it will be a quality/content update. That’s all I have to say for now. Please leave any suggestions especially on visuals! Check out my github repo! https://github.com/spliceydice/WarioWareGame
** Devlog #3 ** Hi guys, So, it’s been a very very very long time since my last devlog. Anyways, as I promised previously there has been a massive visual overhaul and it actually looks promising 🥹🥹🥹🥹. Asset finding I’ll be honest, finding assets was the worst experience of my whole life 😭. But after hours of searching JUST for backgrounds (those hours don’t get logged btw ✌️) I actually found some pretty decent ones. All of them are from Shiroze btw on itch.io so all credits to her! I also needed some assets for controls (I’ll talk about that later) but those were relatively easy to find. I also needed a graphic of a pixelated rift which I’ll be honest doesn’t even look that good but I needed something to fill the space on the title screen. I imported a font too. Importing assets I imported them 👍👍 Implementing the assets For the backgrounds, it was pretty quick and easy you just replace the file on the node that you already created from the guide. Then changing the fonts for text was quick however when using pixel art assets including the font you have to make sure you manually set the texturing filter to nearest to make sure your fonts/assets actually look good. AS for the controls I was talking about earlier, I implemented those into the loading screens prior to the following minigame that needs those controls. I’ll be honest I had to ask gemini how to create a fading effect but I got the hang of it myself in the end. ALSO, I changed the character sprite for the platformer and changed the minigame slightly itself. Things idk where to put I added the base of a settings screen (no settings yet) I want to credit Shiroze again for most of the assets! I’ll attach what some of the scenes look like. Also, I renamed the game to rifted rush because… it sounds cool idk 😭. What’s Next? Hopefully, using my grant for itch.io, I’m going to find some nice background music for the game as a whole because it’s too quiet right now. Additionally, I plan to add two new minigames and a freeplay mode (will be the main mode after tutorial) where you can try to get a high score! I’m also going to add a secret on the tittle screen soon where you can practice individual minigames themselves. Thanks for reading! As always reply w/ any suggestions and check out my repo! https://github.com/spliceydice/Rifted-Rush
** Devlog #4 ** Hi guys, almost five hours since my last devlog and I made only one extra minigame 🥲🥲🥲 Finding assets again 😡😡😡😡 To be honest, it wasn’t that bad thanks to @nyk_nck (on itch.io so ignore the link). I was able to get most of my assets from them and I must say they worked well together. New minigame Basically, this new minigame is one where fireballs are launched at you from random directions and using a and d, you rotate your shield to protect the moon and if you fail you lose a life. On the surface it looks simple but it’s lowk quite complex. ##Code itself Coding that game wasn’t that hard thanks to claude a little bit but it was mostly me. I had to create a fireball spawner, then logic for the fireball itself, then I had to create scripts for the shield to destroy the fireballs and then I had to attach scripts to the moon so it detects when its hit so you lose a life. It was very worth it though. What next? I plan to add a fourth minigame along with some bg music (its quite quiet rn) and then add that freeplay mode! That will probably be my last ship though because for me year 11 is about to start and I need to lock in. anyways, thanks for reading check out my repo!: https://github.com/spliceydice/Rifted-Rush
** Devlog 5 ** Hi guys, as you may be able to tell yes the devlogs are a bit more frequent mainly because I’m trying to finish this before school. and this is NOT my last devlog lol New minigame Added a survival type minigame where small fireballs spawn from all directions and you have to dodge them all. Required heavy tweaking because it was way too difficult to find the right balance between easy and hard. Freeplay Mode Essentially the main mode where you play until you lose all of your lives. May add a life recovery feature in the future. Also, prevented from minigames repeating right after itself. code attached Difficulty Scaling Made each game harder dependent on the number of minigames you have completed in that session. Overall, much wasn’t changed but a lot changed at the same time too if that makes sense. I’m hoping to add a scoring mechanic in the future and one new minigame and a boss fight that appears occasionally. Thanks for reading, Check out my repo!: https://github.com/spliceydice/Rifted-Rush
**Devlog 6 ** Hi guys, unfortunately, I will be ending development for rifted rush here due to gcses being just around the corner 💔. I’d love to work on this project more especially when I’m only six hours away from the certificate but I have to get my priorities straight ifykwim. Anyway, let’s get into what I added: Scoreee Finally, I added a way to track your score and points are given based on each half a second left and there’s also a base completion amount. The extra points from beating minigames quickly causes the player (my friends so far) to just panic (which is good ofc). Clicking minigame I added a random position spawning mechanic for these buttons although they tend to clump still for no apparent reason. I don’t know if its simply how the rng works or there’s a bug. Display Resolution So um I didn’t realise during the whole development of this game, I was using a 1152 x 648 res 💀. Thankfully, it’s the same aspect ratio as 1920 x 1080 so I was able to scale it via Godot’s native settings. although, the quality is a bit rough in some places… New ending screen Originally, I was using the same lose screen upon death in free-play mode as the tutorial. So, I changed it because the core loop of a Wario-ware style game is to play until you die so it shouldn’t really count as losing. Instead, I made a new scene where your score is displayed. Some minor things updated scaling formula AGAINN cleaned up some unused files from github/ the directory you won’t be able to reach 5000 score because you’re not good enough mwhahahaha (neither am I) play your own music while playing - i’m too lazy to search for music 🥲🥲 The End Well, this is the end. I’ll be honest I’ve had lots of fun in the hack club/stardance program. I really hope to be able to participate in hack club’s next flagship summer program. I’ll have way more time then and make sure to remember me because I’ll be making some absolute bangers. Anyway, like always, check out my repo: https://github.com/spliceydice/Rifted-Rush and try and get a higher score than me! https://spliceydice.itch.io/rifted-rush
** Devlog 7 ** Hi guys, yes I’m back somehow while school is on. I decided that I should continue this project just a little longer because an extra six hours wouldn’t hurt. NEW MINIGAME!!!! I kept it simple this time where the objective is to drag a star across a designated path. I had to use Path2D and PathFollow nodes for this but tbh the PathFollow node was probably easier to use than I expected. Also made the star a seperate scene for easier management for direct changes to the sprite while leaving other elements intact (can this guy PLEASE stop waffling to make his devlog look longer and more detailed). preview attached Scaling I settled on making the game super easy at the start but then ramping up the scaling rate quite heavily. This lets the game be more accessible to everyone while still providing a challenge. As a result however, all new scores will be heavily inflated since I decided to leave the score system as it is. Asset finding Let’s be fr there’s nothing I really need to say about this. It was horrible like always and the hours don’t even count 💔💔. The Future I plan to add mobile support soon potentially, that minigame practice thing through the rift that I mentioned like three devlogs ago and also I need to polish up the repository and README. It’s a short list as I only plan to do three more hours on this project so expect one more devlog! Anyways, if you have any suggestions, please let me know and as always, check out the repo 🥹: https://github.com/spliceydice/Rifted-Rush https://spliceydice.itch.io/rifted-rush
** Devlog 8 ** - The End ** hi guys, as i’ve said way too many times in the past, this time is truly the end. These GCSE Mocks are not to be messed with 🥹 Practice Mode I finally added a mode where you can practice the minigames you struggle the most at over and over again. It also scales up in difficulty much faster for convenience. I had to create a variable which holds which minigame needs to be repeated then linked it to the timer screen so whenever this variable ever has a value above 0, it repeats the desired minigame. Unfortunately, there won’t be a score mechanic for this mode as I deem it not too useful. This mode can only be accessed after completing the tutorial and clicking on the rift on the title screen. Controls Added WASD support, tbh it was easier than I originally thought it would be. I have kept arrow key support in game though for whoever that still wants to use that 🤔🤔🤔. General Bug Fixes Fixed minigame 3 shield clipping off screen Fixed some text not being displayed properly Changed visuals to match new controls Asset finding LUCKILY, I didn’t need to traverse the internet in its entirety this time as my goat shiroze had a wonderful background for my practice mode scene The End… I would ask for suggestions but this is where development truly ends forever 💔💔 I need to lock in for these GCSES!!! Instead of me doing you suggestions, this time around I want YOU guys to continue the project as that would probably be the best thing I could hear. 🥹🥹 well, like always: check out the repo 🥹: https://github.com/spliceydice/Rifted-Rush https://spliceydice.itch.io/rifted-rush
Ships:
I made (for now) a demo of a WarioWare game and what it will entail when fully developed.
This is the finished (WarioWare-style) game called Rifted-Rush. KEYBOARD + MOUSE ONLY! if you’re mobile im sorry but pls skip What has been added/changed: TWO new minigames: protecting and dodging (i’m bad at names 🥹) much better, updated visuals to fit a space theme (including fonts) freeplay mode, endless minigames with difficulty scaling score mechanics which update based on time left feel free to skip the tutorial to access freeplay mode immediately also, just a little note if you cant get at least 2500 score in freeplay you have to give me max rating :) (just kidding just vote based on what YOU think of the game)
This is the second finished update for Rifted-Rush! KEYBOARD + MOUSE ONLY! if you’re mobile im sorry but pls skip What has been added: ONE new minigame: Star Drag (drag the star along) Practice mode - Get better at the minigames you’re the worst at🥲 - accessed by completing the tutorial then clicking the rift on the home screen WASD Support!! (arrow keys are still usable) IMPROVED difficulty scaling - now accessible to those who aren’t the best at games 🥹 COMPETITVE score mechanics - try this game with your friends too and see who can get the highest score! One last thing, like last time if you don’t get 5000 score in freeplay you have to give me max ratings again 🥹 (jk just vote honestly!!) playable link: https://spliceydice.itch.io/rifted-rush github repo link: https://github.com/spliceydice/Rifted-Rush...
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1792831667.2451186
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1792918067.2451186
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67642
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2d platformer game ;D by @hann | Stardance
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hann
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T14:09:53Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple platformer game to figure out how to ship and to practice using github as i had never done before. im really proud of myself for not quitting and committing :D", "repo": "https://github.com/han-is-broke/2dgame", "demo": "https://hanngames.itch.io/2d-platformer-game-d"}]...
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[{"post_id": 76414, "ts": "202 [{"post_id": 76414, "ts": "2026-10-03T13:59:48Z", "hours": 1.0575, "text": "i made the game and i scripted a lil"}]...
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Title: 2d platformer game ;D by @hann | Stardance
Title: 2d platformer game ;D by @hann | Stardance
Devlogs:
i made the game and i scripted a lil
Ships:
I made a simple platformer game to figure out how to ship and to practice using github as i had never done before. im really proud of myself for not quitting and committing :D...
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1792817415.1906323
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1792903815.1906323
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61630
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Column Battler by @yoonha | Stardance
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yoonha
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1
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2.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T14:00:31Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a game using the Java programming language where the player competes against a bot named Intellisense. The game revolves around deploying a card one by one in columns, and at the end of the game, whichever side that has the greater sum of cards in a column wins the points assigned to that column. The side that has more points wins. A good chunk of the work was dedicated to developing Intellisense’s logic, which revolves around assessing each column and using an internal rating system as to how good of a change would be created, should the card be deployed in the column. There were a lot of logical reasonings for why Intellisense should or should not deploy a card in a specific column, and I needed to consider the reasoning behind every decision and rating value. Adding lines of code to each reasoning and establishing a fair rating algorithm to make Intellisense truly intelligible was the main difficulty. You can try the game by accessing the Programiz link I attached, or copy-and-paste the code on Github and load it on any Java compiler. Beware, Intellisense is quite smart!", "repo": "https://github.com/Yoon-Ha-Hwang/console_based-card_game", "demo": "https://github.com/Yoon-Ha-Hwang/console_based-card_game/releases/tag/Initial-Release"}]...
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[{"post_id": 76411, "ts": "202 [{"post_id": 76411, "ts": "2026-10-03T13:37:57Z", "hours": 0.5, "text": "I implemented a difficulty setting, and adjusted what each difficulty setting does to make sure it’s still a challenge. I also added an error handling logic in case the user entered something other than a integer value when it comes to capturing the player’s reply to determine which column the player wants to put their card in."}, {"post_id": 76320, "ts": "2026-10-03T05:41:32Z", "hours": 0.6, "text": "Today, I continued to develop Intellisense (the bot)’s logic, and polish the game a bit more. Intellisense asks herself, “What if I placed my card here?” and then assigns a score based on how a card placed in that column affects the result. She will then deploy the card on the column that has the highest score value. I also polished the game experience by making the explanation of the game better when it first loads, as well as detailed explanations as to which side (player or Intellisense) won. Personally, I find that Intellisense plays too well. She beat me in all three play-test sessions! I’m thinking of asking other people to play-test as well to see if it’s actually just me playing horribly. But that in turn inspired me to have a difficulty setting: an easy mode would mean the player has a slightly better deck of cards than Intellisense. However, I still have another problem that I need to solve: error handling. When the user enters something other than an integer, the game would crash. At the moment, I cannot precisely recall how to handle these kinds of errors, so I would need to do some research and ask my friends."}, {"post_id": 76259, "ts": "2026-10-02T22:57:38Z", "hours": 0.6389, "text": "Today I worked on the code a lot more than before. This session, I focused on getting the bot to think (it used Math.random() as a temporary measure) using a before/after rating system. This means the bot would assess how much of a difference would a move at a certain column have on the game’s result. I also added a brief introduction at the start and completed in creating the game ending result announcement. I made the number of columns in the game customisable so the user can come up with their own custom rules (I haven’t tested it with different values yet, because I was busy completing the game logic). One challenge I have right now is that the bot constantly plays one specific move. I would need to improve its thinking process, because admittedly it is currently quite simple. Next session, I will take a look at whether the custom columns logic works without error as well as improving the bot’s thinking process!"}, {"post_id": 76033, "ts": "2026-10-02T04:25:29Z", "hours": 0.6333, "text": "I thought of a game I wanted to develop for a long time and have started the process of making it into real life! For now I started working on the structure of the game, mainly on the initial set-up of the game and the turn logic. It’s still largely in-progress and later I will find out how to make the bot use mini-max to stay competent against the human player. Attached is a simple diagram explaining the game."}]...
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Title: Column Battler by @yoonha | Stardance
Devl Title: Column Battler by @yoonha | Stardance
Devlogs:
I thought of a game I wanted to develop for a long time and have started the process of making it into real life! For now I started working on the structure of the game, mainly on the initial set-up of the game and the turn logic. It’s still largely in-progress and later I will find out how to make the bot use mini-max to stay competent against the human player. Attached is a simple diagram explaining the game.
Today I worked on the code a lot more than before. This session, I focused on getting the bot to think (it used Math.random() as a temporary measure) using a before/after rating system. This means the bot would assess how much of a difference would a move at a certain column have on the game’s result. I also added a brief introduction at the start and completed in creating the game ending result announcement. I made the number of columns in the game customisable so the user can come up with their own custom rules (I haven’t tested it with different values yet, because I was busy completing the game logic). One challenge I have right now is that the bot constantly plays one specific move. I would need to improve its thinking process, because admittedly it is currently quite simple. Next session, I will take a look at whether the custom columns logic works without error as well as improving the bot’s thinking process!
Today, I continued to develop Intellisense (the bot)’s logic, and polish the game a bit more. Intellisense asks herself, “What if I placed my card here?” and then assigns a score based on how a card placed in that column affects the result. She will then deploy the card on the column that has the highest score value. I also polished the game experience by making the explanation of the game better when it first loads, as well as detailed explanations as to which side (player or Intellisense) won. Personally, I find that Intellisense plays too well. She beat me in all three play-test sessions! I’m thinking of asking other people to play-test as well to see if it’s actually just me playing horribly. But that in turn inspired me to have a difficulty setting: an easy mode would mean the player has a slightly better deck of cards than Intellisense. However, I still have another problem that I need to solve: error handling. When the user enters something other than an integer, the game would crash. At the moment, I cannot precisely recall how to handle these kinds of errors, so I would need to do some research and ask my friends.
I implemented a difficulty setting, and adjusted what each difficulty setting does to make sure it’s still a challenge. I also added an error handling logic in case the user entered something other than a integer value when it comes to capturing the player’s reply to determine which column the player wants to put their card in.
Ships:
I made a game using the Java programming language where the player competes against a bot named Intellisense. The game revolves around deploying a card one by one in columns, and at the end of the game, whichever side that has the greater sum of cards in a column wins the points assigned to that column. The side that has more points wins. A good chunk of the work was dedicated to developing Intellisense’s logic, which revolves around assessing each column and using an internal rating system as to how good of a change would be created, should the card be deployed in the column. There were a lot of logical reasonings for why Intellisense should or should not deploy a card in a specific column, and I needed to consider the reasoning behind every decision and rating value. Adding lines of code to each reasoning and establishing a fair rating algorithm to make Intellisense truly intelligible was the main difficulty. You can try the game by accessing the Programiz link I attached, or copy-and-paste the code on Github and load it on any Java compiler. Beware, Intellisense is quite smart!...
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1792813864.6951034
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1792900264.6951034
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46027
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RunRunRun by @arsenal4eva | Stardance
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arsenal4eva
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T10:21:19Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finally ready to ship. Had to cancel the ship last minute cos i nearly forgot the readme. Inspired by undertale, some art made by myself. Really hard to make minigame 3, especially spawning, timing, orientation and attack direction and speed. Also has settings to choose difficulty level. Inspired by Undertale!", "repo": "https://github.com/arsenal4eva/RunRunRun", "demo": "https://arsenal4eva.itch.io/run-run-run"}]...
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[{"post_id": 76368, "ts": "202 [{"post_id": 76368, "ts": "2026-10-03T10:19:08Z", "hours": 6.2706, "text": "Oh wow didnt realise i forgot to devlog. anyways, its a warioware style game largely inspired by undertale"}]...
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Title: RunRunRun by @arsenal4eva | Stardance
Devl Title: RunRunRun by @arsenal4eva | Stardance
Devlogs:
Oh wow didnt realise i forgot to devlog. anyways, its a warioware style game largely inspired by undertale
Ships:
Finally ready to ship. Had to cancel the ship last minute cos i nearly forgot the readme. Inspired by undertale, some art made by myself. Really hard to make minigame 3, especially spawning, timing, orientation and attack direction and speed. Also has settings to choose difficulty level. Inspired by Undertale!...
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1791944829.7180479
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1792808829.7180479
|
|
62400
|
kenARCADE by @keni67 | Stardance
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keni67
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1
|
15.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T09:59:21Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’ve made 3 minigames( 2 from the guide and 1 snake game mainly from youtube ), It wasn’t that hard just took me time because it was my first time trying godot, my proudest addition was the tween for death and done screen", "repo": "https://github.com/keni769/kenARCADE", "demo": "https://keni67.itch.io/kenarcade"}]...
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[{"post_id": 76311, "ts": "202 [{"post_id": 76311, "ts": "2026-10-03T04:52:40Z", "hours": 2.4753, "text": "Completed the death and done screens, fixed other bugs and ready to ship"}, {"post_id": 74367, "ts": "2026-09-27T07:51:41Z", "hours": 6.6478, "text": "Finished minigame 3( snake ) . All games are connected and working. Only the death and win screen left to finish"}, {"post_id": 71079, "ts": "2026-09-20T08:42:14Z", "hours": 4.7011, "text": "I forgot to log my times. Making the first minigame and decided to go with blueberries. Planning to add a snake minigame after I’m done with the minigames mentioned in the guide"}, {"post_id": 68957, "ts": "2026-09-16T03:30:30Z", "hours": 0.9453, "text": "Made title screen. Background and title are placeholders, I will replace them later"}]...
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Title: kenARCADE by @keni67 | Stardance
Devlogs:
Title: kenARCADE by @keni67 | Stardance
Devlogs:
Made title screen. Background and title are placeholders, I will replace them later
I forgot to log my times. Making the first minigame and decided to go with blueberries. Planning to add a snake minigame after I’m done with the minigames mentioned in the guide
Finished minigame 3( snake ) . All games are connected and working. Only the death and win screen left to finish
Completed the death and done screens, fixed other bugs and ready to ship
Ships:
I’ve made 3 minigames( 2 from the guide and 1 snake game mainly from youtube ), It wasn’t that hard just took me time because it was my first time trying godot, my proudest addition was the tween for death and done screen...
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1792813942.4041438
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1792900342.4041438
|
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63502
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Tic Tac Toe by @Midhunesh | Stardance
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Midhunesh
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2
|
4.0
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1
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T09:16:36Z", "hours": 1.0, "multiplier": 1.51, "payout": 1, "blessing": "neutral", "text": "I made a small gaming website of Tic Tac Toe and gave my website a pule with JS. My challenging part was Java Script because it was my fist time coding Java Script. I am really proud that I overcame every hurdles in making this website. There were so many challenges for me in the making of the website. I made this website to make people relief from stress and dive into a world of fun and entertainment. People can consider this project to test as it is a stress reliefer small gaming website !", "repo": "https://github.com/midhuneshbraj123/Tic-Tac-Toe", "demo": "https://midhuneshbraj123.github.io/Tic-Tac-Toe/"}, {"ship_num": 2, "ts": "2026-09-29T17:25:04Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a small gaming website of Tic Tac Toe with detailed animations and gave my website a pule with detailed JS. My challenging part was Java Script because it was my fist time coding Java Script. I am really proud that I overcame every hurdles in making this website. There were so many challenges for me in the making of the website. I made this website to make people relief from stress and dive into a world of fun and entertainment. People can consider this project to test as it is a stress reliefer small gaming website !", "repo": "https://github.com/midhuneshbraj123/Tic-Tac-Toe", "demo": "https://midhuneshbraj123.github.io/Tic-Tac-Toe/"}]...
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[{"post_id": 76215, "ts": "202 [{"post_id": 76215, "ts": "2026-10-02T18:20:42Z", "hours": 0.4014, "text": "Devlog Number 9: Finally, I made my website so simple and now it looks like very basic. I deleted all the additional animations that I had in my mind and with the help of AI, I coded that but they didn’t approve it. So, I changed everything and I made it only the board and a simple background. I Hope you like it…"}, {"post_id": 75629, "ts": "2026-09-30T16:28:26Z", "hours": 0.2583, "text": "Devlog Number 8: Again it mentioned to edit my project due to 30% usage of AI but I used AI only to learn the keywords and basics of Script Java. Yet, I have redesigned it from the start!"}, {"post_id": 75506, "ts": "2026-09-30T09:38:11Z", "hours": 0.2744, "text": "Devlog Number 7: I shipped my website but they instructed me to do some changes and I have changed some code. I hope this time they will accept my project!"}, {"post_id": 75287, "ts": "2026-09-29T17:15:23Z", "hours": 0.2806, "text": "Devlog Number 7: I have completed my first gaming website. It was a long process and now i have developed a space themed Tic Tac Toe website which gives a relief to you while playing with the computer!!!"}, {"post_id": 75270, "ts": "2026-09-29T16:31:01Z", "hours": 0.5803, "text": "Devlog Number 6: It has reached almost the end of the coding. I am now working on the background of the gaming website. It really looks cool…"}, {"post_id": 75246, "ts": "2026-09-29T15:49:27Z", "hours": 0.6622, "text": "Devlog Number 5: After a long period of time, I learnt to make the java script and I used the help of AI to learn and make the code. It was a really big job…"}, {"post_id": 74895, "ts": "2026-09-28T15:20:51Z", "hours": 0.2933, "text": "Devlog Number 4: I have totally completed CSS and now I have started doing the java. Script. I have to work a lot for java to make the website more interesting…"}, {"post_id": 74883, "ts": "2026-09-28T14:42:51Z", "hours": 0.3572, "text": "Devlog Number 3: I have finally found the solution for the problem and now I am just developing my CSS for the website to make it look more cool and fun. I am developing with the help of AI…"}, {"post_id": 74875, "ts": "2026-09-28T14:15:04Z", "hours": 0.2875, "text": "Devlog Number 2: I have completed the HTML of the mini gaming website and now I am working for CSS. The grid size and allignment is not working properly. So, I am trying to figure out what is wrong!!!"}, {"post_id": 70704, "ts": "2026-09-19T16:49:01Z", "hours": 0.2681, "text": "Devlog Number 1: This is my second website. I have shipped my first website and its under review. This time I decided to build a small beginner game website. It is very interesting because I am going to do Script.js for the first time. I am looking forward to do this website…"}]...
|
Title: Tic Tac Toe by @Midhunesh | Stardance
Devl Title: Tic Tac Toe by @Midhunesh | Stardance
Devlogs:
Devlog Number 1: This is my second website. I have shipped my first website and its under review. This time I decided to build a small beginner game website. It is very interesting because I am going to do Script.js for the first time. I am looking forward to do this website…
Devlog Number 2: I have completed the HTML of the mini gaming website and now I am working for CSS. The grid size and allignment is not working properly. So, I am trying to figure out what is wrong!!!
Devlog Number 3: I have finally found the solution for the problem and now I am just developing my CSS for the website to make it look more cool and fun. I am developing with the help of AI…
Devlog Number 4: I have totally completed CSS and now I have started doing the java. Script. I have to work a lot for java to make the website more interesting…
Devlog Number 5: After a long period of time, I learnt to make the java script and I used the help of AI to learn and make the code. It was a really big job…
Devlog Number 6: It has reached almost the end of the coding. I am now working on the background of the gaming website. It really looks cool…
Devlog Number 7: I have completed my first gaming website. It was a long process and now i have developed a space themed Tic Tac Toe website which gives a relief to you while playing with the computer!!!
Devlog Number 7: I shipped my website but they instructed me to do some changes and I have changed some code. I hope this time they will accept my project!
Devlog Number 8: Again it mentioned to edit my project due to 30% usage of AI but I used AI only to learn the keywords and basics of Script Java. Yet, I have redesigned it from the start!
Devlog Number 9: Finally, I made my website so simple and now it looks like very basic. I deleted all the additional animations that I had in my mind and with the help of AI, I coded that but they didn’t approve it. So, I changed everything and I made it only the board and a simple background. I Hope you like it…
Ships:
I made a small gaming website of Tic Tac Toe with detailed animations and gave my website a pule with detailed JS. My challenging part was Java Script because it was my fist time coding Java Script. I am really proud that I overcame every hurdles in making this website. There were so many challenges for me in the making of the website. I made this website to make people relief from stress and dive into a world of fun and entertainment. People can consider this project to test as it is a stress reliefer small gaming website !
I made a small gaming website of Tic Tac Toe and gave my website a pule with JS. My challenging part was Java Script because it was my fist time coding Java Script. I am really proud that I overcame every hurdles in making this website. There were so many challenges for me in the making of the website. I made this website to make people relief from stress and dive into a world of fun and entertainment. People can consider this project to test as it is a stress reliefer small gaming website !...
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1792814046.5060475
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1792900446.5060475
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65151
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keepsy by @teteos | Stardance
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teteos
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1
|
36.0
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154
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T08:11:00Z", "hours": 36.0, "multiplier": 4.22, "payout": 154, "blessing": "neutral", "text": "This is a online diary/memory dump website that is made from html, css, js and firebase. Here you can write all about your day and kapture your memories and then katch it later when you want relive it You can create your own accounts, save your memories, access it later. Basically, Keepsy is a little space where you can listen to the music and write your feelings and noone will read it expect you", "repo": "https://github.com/swyaeta/keepsy", "demo": "https://swyaeta.github.io/keepsy/"}]...
|
[{"post_id": 76343, "ts": "202 [{"post_id": 76343, "ts": "2026-10-03T07:56:30Z", "hours": 4.2206, "text": "Hey everyone!! As u might know I was making a personal diary/memory dump website called Keepsy and yea…IT’S FINALLYYYYYYYYYYYY DONE 😭😭😭 Picking up from where I left off, I made the Katch 2 page!! Yea and This is basically where u can actually see and relive all the memories you’ve saved. The memories that were saved from Kapture are now displayed here, with the date, title, and body of each memory. Basically everything u saved in Kapture can now come back here so u can read it again I also worked on making the memories actually load from Firebase, so Katch isn’t just showing some random example memories. It gets the memories that were actually saved by the user and displays them back on the page.Which means the whole thing is finally connected together 😭 and yea fianlly thanxs reading all my devlog and keeping updated with me"}, {"post_id": 76201, "ts": "2026-10-02T17:19:05Z", "hours": 4.455, "text": "heyy everyone!!!!!!!! im working on my memory dump/online diary(keepsy) so yea as i was working on the katch part i decided to make it in 2 pages so first to make it systematic i decided to have first page thats goes from ur saved data and shows ur memories and from there u can click it and show your data and then u click on it to relive it ( lol read it) and yea it shows your date and title u wrote in kapture and yea it shows that data stored from our firstore and i have also added cute bg txt to make u feel good and yeaaaaaaaaaaaaaaaaaaa byeee!!!!!!!! lil bit and im done and ya’ll can enjoy keepsy"}, {"post_id": 74547, "ts": "2026-09-27T16:41:12Z", "hours": 3.7375, "text": "Hey everyone :)) I’m working on a memory dump/online diary project (Keepsy) man I didn’t know that storage for the photo needs billing in firebase😭😭 and the browser storage thing is too complex for me so, I decided to add music!!!!!!!!!!!!!!! so yea for this I removed all the html, css and js and added for musicbox and yea we now have music So yea and i also had a collection called memories that stores the info and saves it (you can see in [img.2]) so yea next we will work on katch so yea bye!!!!!!!!!!"}, {"post_id": 74384, "ts": "2026-09-27T09:07:26Z", "hours": 9.5558, "text": "We can now add photoss!!!!!!!!!!!!!!!!! hey everyone :)) im working on a memory dump/online diary project (keepsy) So this page comes after when user login/signin in their accounts and there the user write all about there day. I also spent a lot of time in adding background text and stuff and there i learned about textarea and label in html Next i’ll be working on katch to store itttt!! hehehe byeeee!! everyone till then"}, {"post_id": 73896, "ts": "2026-09-26T08:55:17Z", "hours": 7.7097, "text": "heyyyyy :) everyone 3rd devlog: of my (Keepsy) memory dump/online diary so since we want to be able to see the memories even after year, we need to have accounts and database to storage so we need login/sign up screen i made it!!!!!!!!!!!! so i have added firebase auth to the project and for that i created a project in console and added a app(keepsy) and had to deal with authetication and database to store the info and remember the user so in our indexpage there is two box Katch and Kapture so when new users click on katch or kapture the js sends them to log in screen but if they have a id and havent looged out it will take them to the box they clicked i have created new login.html,css,js and same with sign up and yeaaaaaaaaaaaaa next stop is kapture screen!!!!!!!!!!!!!!!!"}, {"post_id": 73558, "ts": "2026-09-25T12:10:19Z", "hours": 3.2778, "text": "heyyyy everyone :) this is my memory dump/diary project soo yea i added a personality to my project and i have added bg txts and every txt and emoji hovers when u touched it 1. i have added a camera and say cheese txt that moves cutely when touched. 2.i have added a pen and a txt that makes it look like its writing when touched. 3.i have added two bg txts that hovers. and and i have added meta charset that makes it look good in smaller and other devices and min-heights so yea my front page is done and now i’ll work on my KATCH page see u soon!!!!!!!!!! bye lovies"}, {"post_id": 73504, "ts": "2026-09-25T07:52:40Z", "hours": 3.4947, "text": "heyyy :) everyone im making a online memory dump/diary where u catch and capture ur memories so i started with finding a theme then i craeted two flies index.html and style.css then i made two boxes ( every line is hand coded) and named it kapture and katch where u add and read ur day and added bg colors and it also has hover so it moves -5px when u touch and transition in 2s."}]...
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Title: keepsy by @teteos | Stardance
Devlogs:
hey Title: keepsy by @teteos | Stardance
Devlogs:
heyyy :) everyone im making a online memory dump/diary where u catch and capture ur memories so i started with finding a theme then i craeted two flies index.html and style.css then i made two boxes ( every line is hand coded) and named it kapture and katch where u add and read ur day and added bg colors and it also has hover so it moves -5px when u touch and transition in 2s.
heyyyy everyone :) this is my memory dump/diary project soo yea i added a personality to my project and i have added bg txts and every txt and emoji hovers when u touched it 1. i have added a camera and say cheese txt that moves cutely when touched. 2.i have added a pen and a txt that makes it look like its writing when touched. 3.i have added two bg txts that hovers. and and i have added meta charset that makes it look good in smaller and other devices and min-heights so yea my front page is done and now i’ll work on my KATCH page see u soon!!!!!!!!!! bye lovies
heyyyyy :) everyone 3rd devlog: of my (Keepsy) memory dump/online diary so since we want to be able to see the memories even after year, we need to have accounts and database to storage so we need login/sign up screen i made it!!!!!!!!!!!! so i have added firebase auth to the project and for that i created a project in console and added a app(keepsy) and had to deal with authetication and database to store the info and remember the user so in our indexpage there is two box Katch and Kapture so when new users click on katch or kapture the js sends them to log in screen but if they have a id and havent looged out it will take them to the box they clicked i have created new login.html,css,js and same with sign up and yeaaaaaaaaaaaaa next stop is kapture screen!!!!!!!!!!!!!!!!
We can now add photoss!!!!!!!!!!!!!!!!! hey everyone :)) im working on a memory dump/online diary project (keepsy) So this page comes after when user login/signin in their accounts and there the user write all about there day. I also spent a lot of time in adding background text and stuff and there i learned about textarea and label in html Next i’ll be working on katch to store itttt!! hehehe byeeee!! everyone till then
Hey everyone :)) I’m working on a memory dump/online diary project (Keepsy) man I didn’t know that storage for the photo needs billing in firebase😭😭 and the browser storage thing is too complex for me so, I decided to add music!!!!!!!!!!!!!!! so yea for this I removed all the html, css and js and added for musicbox and yea we now have music So yea and i also had a collection called memories that stores the info and saves it (you can see in [img.2]) so yea next we will work on katch so yea bye!!!!!!!!!!
heyy everyone!!!!!!!! im working on my memory dump/online diary(keepsy) so yea as i was working on the katch part i decided to make it in 2 pages so first to make it systematic i decided to have first page thats goes from ur saved data and shows ur memories and from there u can click it and show your data and then u click on it to relive it ( lol read it) and yea it shows your date and title u wrote in kapture and yea it shows that data stored from our firstore and i have also added cute bg txt to make u feel good and yeaaaaaaaaaaaaaaaaaaa byeee!!!!!!!! lil bit and im done and ya’ll can enjoy keepsy
Hey everyone!! As u might know I was making a personal diary/memory dump website called Keepsy and yea…IT’S FINALLYYYYYYYYYYYY DONE 😭😭😭 Picking up from where I left off, I made the Katch 2 page!! Yea and This is basically where u can actually see and relive all the memories you’ve saved. The memories that were saved from Kapture are now displayed here, with the date, title, and body of each memory. Basically everything u saved in Kapture can now come back here so u can read it again I also worked on making the memories actually load from Firebase, so Katch isn’t just showing some random example memories. It gets the memories that were actually saved by the user and displays them back on the page.Which means the whole thing is finally connected together 😭 and yea fianlly thanxs reading all my devlog and keeping updated with me
Ships:
This is a online diary/memory dump website that is made from html, css, js and firebase. Here you can write all about your day and kapture your memories and then katch it later when you want relive it You can create your own accounts, save your memories, access it later. Basically, Keepsy is a little space where you can listen to the music and write your feelings and noone will read it expect you...
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1792814208.9139895
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1792900608.9139895
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67592
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IF - Rudyard Kipling by @cosmic79conqueror | Stard IF - Rudyard Kipling by @cosmic79conqueror | Stardance...
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cosmic79conqueror
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1
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2.33
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8
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T07:55:52Z", "hours": 2.0, "multiplier": 4.23, "payout": 8, "blessing": "neutral", "text": "This is my attempt to try to create those awesome 3d websites using spline 3d models it turned out not so cool but i will try again after some time……. well plan scraped and is put on hiatus i guess. i am having some trouble and a bit of frustration over this here. it didnt really turn out the way i hoped but i made it workable with a little help. i even forgot to commit it on time so that i could go back now the code seems too big (it isnt i’m too lazy) to change anything especially when the exams are coming in relaly close i think i’ll keep this project here and do some small projects to get the certificate and focus on ym studies and ill focus fully after exams. here is the previedw:", "repo": "https://github.com/Abhrajit-Gogoi/spline-trial", "demo": "https://abhrajit-gogoi.github.io/spline-trial/"}]...
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[{"post_id": 77230, "ts": "202 [{"post_id": 77230, "ts": "2026-10-06T05:56:10Z", "hours": 0.3272, "text": "updated readme The ship was rejected because of the short readme so i updated it…. I hope it gets accepted now"}, {"post_id": 76336, "ts": "2026-10-03T07:41:25Z", "hours": 0.3869, "text": "ahhhhhhhhhhhhhhhh!!!!! now this is hell i got the code all messed up and even forogt to commit it………… i want to go back but alas and it broke somewhere i asked ai to help fix it but it just made it working not in the intended way. this is quite the ragebaith and my exams are comming ahhhhhhhhhhhhhhhhhh i think im dropping htis and do something else… only the starting page looks as intended :( 😭😭"}, {"post_id": 76330, "ts": "2026-10-03T07:00:16Z", "hours": 0.9747, "text": "added the poem and ui along with loading logic and tried to implement a glassmorphism styled cursor but failed miserably and wasted a lot of time :(("}, {"post_id": 76287, "ts": "2026-10-03T02:45:35Z", "hours": 0.5556, "text": "created the starting page loaded the css and js and made the loding page of the project this is going to me a scroll website for if mostly to help me try out 3d stuff. ill be using spline for 3d models"}]...
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Title: IF - Rudyard Kipling by @cosmic79conqueror Title: IF - Rudyard Kipling by @cosmic79conqueror | Stardance
Devlogs:
created the starting page loaded the css and js and made the loding page of the project this is going to me a scroll website for if mostly to help me try out 3d stuff. ill be using spline for 3d models
added the poem and ui along with loading logic and tried to implement a glassmorphism styled cursor but failed miserably and wasted a lot of time :((
ahhhhhhhhhhhhhhhh!!!!! now this is hell i got the code all messed up and even forogt to commit it………… i want to go back but alas and it broke somewhere i asked ai to help fix it but it just made it working not in the intended way. this is quite the ragebaith and my exams are comming ahhhhhhhhhhhhhhhhhh i think im dropping htis and do something else… only the starting page looks as intended :( 😭😭
updated readme The ship was rejected because of the short readme so i updated it…. I hope it gets accepted now
Ships:
This is my attempt to try to create those awesome 3d websites using spline 3d models it turned out not so cool but i will try again after some time……. well plan scraped and is put on hiatus i guess. i am having some trouble and a bit of frustration over this here. it didnt really turn out the way i hoped but i made it workable with a little help. i even forgot to commit it on time so that i could go back now the code seems too big (it isnt i’m too lazy) to change anything especially when the exams are coming in relaly close i think i’ll keep this project here and do some small projects to get the certificate and focus on ym studies and ill focus fully after exams. here is the previedw:...
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1792817409.1749818
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1792903809.1749818
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50923
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Nokira's Hackpad by @nokira | Stardance
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nokira
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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": "2026-10-03T07:48:01Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first ever hardware project, a Hackpad. It has: 6 keys, 1 rotary encoder, 1 OLED display It was quite challenging overall, but the hardest part was making the case. I could not understand how to make one in Fusion so I just went with a simple base, leaving everything open, which I think has some cool look. Also, the soldering wasn’t that easy, maybe it was because of the materials I had but I quite struggled getting the first components soldered.", "repo": "https://github.com/n0kira/NokirasHackpad", "demo": ""}]...
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[{"post_id": 76337, "ts": "202 [{"post_id": 76337, "ts": "2026-10-03T07:43:37Z", "hours": 0.9167, "text": "Devlog #6 Finally done!! After quite some time I got my Hackpad kit and managed to build it IRL The soldering looks kind of bad but it’s my first time soldering so I am happy with it :) Unfortunately, I forgot to record most of the process but whatever ahah"}, {"post_id": 51641, "ts": "2026-08-21T12:53:06Z", "hours": 0.3739, "text": "Devlog #5 README Hii everyone!! Today I wrote the README file for github and also made the firmware using QMK, but I forgot to record it XD So if everything works correctly the keys should be mapped like this: ┌──────┬──────┬──────┐ │ PREV │ PLAY │ NEXT │ │──────┼────── │──────│ │ F13 │ F14 │ LOCK │ └──────┴──────┴──────┘ Where each function is: PREV > Previous Media PLAY > Play or Stop current Media NEXT > Next Media F13 > Free Macro Mey F14 > Free Macro Key LOCK > Lock Screen I will ship the design and see. If everything works and I get the grants, next devlog will be once I get all the stuff to actually build it :) Byeee thanks for reading!!"}, {"post_id": 51244, "ts": "2026-08-20T19:42:38Z", "hours": 5.4856, "text": "Devlog #4 I HATE DESIGNING Hi..! Today as I said, I did what should have been the case for my hackpad. I thought it would have been something fast, a few hours. BUT NO. It took me 5 hours and a half to do THIS awful thing, IT’S NOT EVEN A CASE. I tried doing a normal one but I couldn’t. I never understood (and will never understand) how to model stuff and so I did this. Open case hackpad it is…. Btw I started this session at 13:27 and I finished now at 21:39. I will never touch Fusion again after this pain. But… anyway. Let me know what you think, I know it kinda sucks but yeah… Thanks for reading :)"}, {"post_id": 50596, "ts": "2026-08-19T20:13:29Z", "hours": 2.75, "text": "Devlog #3 LEDs !! Hey guys!! I managed to add the LEDs :) Turns out it was pretty easy but it took me quite some time because looking online I couldn’t find one answer so I had to ask on the Slack channel. But anyway. Other than the LEDs I rerouted everything It felt kinda messy so I deleted all connections and started from zero. Now I’m much happier with the result. Surely, if someone is more experienced, to him it might not look that good, but it does to me and for being my first ever time I am very proud :) I plan on now moving to the case design which I hope to finish before the end of the week. Overall I am VERY satisfied of what I did today, and also I am liking this A LOT, maybe more than coding… crazy. Thank you all for reading this Have a wonderful day :)"}, {"post_id": 49883, "ts": "2026-08-18T20:44:06Z", "hours": 1.0833, "text": "Devlog #2 LEDs ?? Hello again everyone!! I spent some time looking around the internet and other macropads, and this gave me the need to add LEDs to my project, and so I tried. I hopefully connected them in the right way in the schematic but still don’t know how to place them on the PCB. If anyone knows, PLEASE PLEASE, leave a comment <3 , I will try to search online tomorrow to find how to make it. Also I basically removed all the connections in the schematic and used even more labels, since it looks way cleaner this way. I really hope I am able to finish the PCB soon with a layout I like so I can move to designing, which will be another new world for me :D Thanks for reading!! Have a great day"}, {"post_id": 49635, "ts": "2026-08-18T14:59:32Z", "hours": 1.4333, "text": "Devlog #1 First time! Hiii everyone! Today I wanted to try something new. All my projects are software related because that’s what I have been doing for the past years, but today I wanted to explore some hardware, so I started the Hackpad mission. In the attached screenshot is the result of what I managed to do in roughly 1 hours and a half. Before starting this, and before tracking any time, I did watch this video to understand how KiCad worked and how to make a simple 3x3 keyboard. Then I just looked up some ideas and came up with my own design, picked the components and started doing mine."}]...
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Title: Nokira's Hackpad by @nokira | Stardance Title: Nokira's Hackpad by @nokira | Stardance
Devlogs:
Devlog #1 First time! Hiii everyone! Today I wanted to try something new. All my projects are software related because that’s what I have been doing for the past years, but today I wanted to explore some hardware, so I started the Hackpad mission. In the attached screenshot is the result of what I managed to do in roughly 1 hours and a half. Before starting this, and before tracking any time, I did watch this video to understand how KiCad worked and how to make a simple 3x3 keyboard. Then I just looked up some ideas and came up with my own design, picked the components and started doing mine.
Devlog #2 LEDs ?? Hello again everyone!! I spent some time looking around the internet and other macropads, and this gave me the need to add LEDs to my project, and so I tried. I hopefully connected them in the right way in the schematic but still don’t know how to place them on the PCB. If anyone knows, PLEASE PLEASE, leave a comment <3 , I will try to search online tomorrow to find how to make it. Also I basically removed all the connections in the schematic and used even more labels, since it looks way cleaner this way. I really hope I am able to finish the PCB soon with a layout I like so I can move to designing, which will be another new world for me :D Thanks for reading!! Have a great day
Devlog #3 LEDs !! Hey guys!! I managed to add the LEDs :) Turns out it was pretty easy but it took me quite some time because looking online I couldn’t find one answer so I had to ask on the Slack channel. But anyway. Other than the LEDs I rerouted everything It felt kinda messy so I deleted all connections and started from zero. Now I’m much happier with the result. Surely, if someone is more experienced, to him it might not look that good, but it does to me and for being my first ever time I am very proud :) I plan on now moving to the case design which I hope to finish before the end of the week. Overall I am VERY satisfied of what I did today, and also I am liking this A LOT, maybe more than coding… crazy. Thank you all for reading this Have a wonderful day :)
Devlog #4 I HATE DESIGNING Hi..! Today as I said, I did what should have been the case for my hackpad. I thought it would have been something fast, a few hours. BUT NO. It took me 5 hours and a half to do THIS awful thing, IT’S NOT EVEN A CASE. I tried doing a normal one but I couldn’t. I never understood (and will never understand) how to model stuff and so I did this. Open case hackpad it is…. Btw I started this session at 13:27 and I finished now at 21:39. I will never touch Fusion again after this pain. But… anyway. Let me know what you think, I know it kinda sucks but yeah… Thanks for reading :)
Devlog #5 README Hii everyone!! Today I wrote the README file for github and also made the firmware using QMK, but I forgot to record it XD So if everything works correctly the keys should be mapped like this: ┌──────┬──────┬──────┐ │ PREV │ PLAY │ NEXT │ │──────┼────── │──────│ │ F13 │ F14 │ LOCK │ └──────┴──────┴──────┘ Where each function is: PREV > Previous Media PLAY > Play or Stop current Media NEXT > Next Media F13 > Free Macro Mey F14 > Free Macro Key LOCK > Lock Screen I will ship the design and see. If everything works and I get the grants, next devlog will be once I get all the stuff to actually build it :) Byeee thanks for reading!!
Devlog #6 Finally done!! After quite some time I got my Hackpad kit and managed to build it IRL The soldering looks kind of bad but it’s my first time soldering so I am happy with it :) Unfortunately, I forgot to record most of the process but whatever ahah
Ships:
I made my first ever hardware project, a Hackpad. It has: 6 keys, 1 rotary encoder, 1 OLED display It was quite challenging overall, but the hardest part was making the case. I could not understand how to make one in Fusion so I just went with a simple base, leaving everything open, which I think has some cool look. Also, the soldering wasn’t that easy, maybe it was because of the materials I had but I quite struggled getting the first components soldered....
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1792853667.9828937
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1792940067.9828937
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62390
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ReMix by @pathak | Stardance
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pathak
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1
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26.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T07:47:49Z", "hours": 26.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The concept came to me when I realised how dramatic the difference between stereo and mono audio was. How the intruments separated, opened up, and details could he heard really well, while mono sounded like noise. I thought about what would happen if instruments were literally separated and opened up, as if placed around the listener like a band. ReMix separates the stems of a song and spatialises them individually to create perception of a room and placement of instruments around you. Demo of output songs . (listen with headphones) What was challenging While the code itself was moderately challenging, understanding all the different psychoacoustic cues (covered in more detail in README and devlogs), how they work and what they do, and the maths behind them, required a ton of deliberation. Though it was very rewarding and interesting. I also spent a lot of time trying to analyse the HRIR curves themselves, trying to make sense of what frequencies getting altered and where and why. I used a lot of graphs and intuition to try to understand them. I now have a deep understanding of them, which would be helpful for future versions, for optimising them (which I also attempted, though naïvely). Near the end, making the audio sound natural was challenging too where I had to try tweaking some things (mainly room absorbence/size and reverb) What I’m proud of I love that the concept I had thought of in theory actually works. When I first played a song, I couldn’t stop grinning because of how good it sounded, and the trippy illusion of it coming from around me. I’ve listened to 8D audio (a simpler version of this where the audio as a whole moves, less realistic, no band-like feeling, distracting and somewhat gimmicky), but it coming from something I created myself, and using code and maths; not some software. And something I could actually experience, I think that makes me very proud. I also had my friends listen to it, which got a lot of positive reactions. In the end, I’m also happy about how deep of an understanding I have about psychoacoustics now. What you need to know to test it out headphones are a must pls the effect breaks completely on speakers. You can try it out from the repo, but here’s a demo The song spatialisation concept is a demo for the concepts behind it, which can be used in a lot of applications like video games, movies, producers who can’t afford a studio, etc. This is a very initial version. Updates may make the effects even more realistic, or optimise the program to make it suitable for running in real time (or applied on hundreds of elements for games).", "repo": "https://github.com/aryn-pathak/ReMix", "demo": "https://youtu.be/gSuP7m3pS_Y"}]...
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[{"post_id": 75656, "ts": "202 [{"post_id": 75656, "ts": "2026-09-30T17:25:26Z", "hours": 1.0553, "text": "[ship log!] It’s moments like this for which I’m alive. This has literally brought me to tears of happiness 🥹. Used a stem separator (htdemucs_6s by Meta research) to separate a song into it’s parts (guitar, drums, piano, other, bass, vocals) and spatialises them individually, placing the stems around the listener to make the song sound more open; as if the members of a band are playing around the listener. It worked EXCEPTIONALLY well, far beyond what I expected, even for songs I used to stress test it which were almost guaranteed to sound bad, they sounded great. The spatialiser asks for song file path, room size, and distance of source. The materials of the room can be altered by changing the alpha coefficients. Here are a few songs I tried out and their review: Bill Withers - Ain’t no Sunshine: a very safe song for first try, clear separation of instruments, no stereo widening or spatialisation, no special effects. Genuinely shocked me, made me smile uncontrollably when it played. Sounded perfect, spatialised well (everything was distinguishable). Truly sounded “outside of head” and around me. Exactly the kind of song this was built to fix; flat and closed songs sounding open. Ye - This a Must: from my fav artist. A song I’ve liked but disliked the closed, flat feeling of vocals in. This didn’t work just as well as others. Lost a bit of thump initially, but reducing distance helped. This also did exactly what I wanted, though it still lacked some thump. Olivia Rodrigo - stupid song: A song i love because of the layering of instruments and her vocals. I used this to see what would happen in a song with a lot of stereo widening and effects already present. This sounded beautiful here, and I was concerned about it having clashing effects, but that didn’t happen. amazing. Playboi Carti - POP OUT: I put this in as a joke, there was no way this was supposed to sound tolerable. But it blew me away, and worked really well, dare I say better than the original too? Others: Jeremy Zucker - i dont know you, Stevie Wonder - Sir Duke, Carti - TOXIC Demo videos: https://youtu.be/GdZYN0wQXBQ"}, {"post_id": 75578, "ts": "2026-09-30T14:06:37Z", "hours": 10.4417, "text": "This is the most I’ve ever learned in such a short time. Over the past few days I designed a program that spatialises audio using several psychoacoustic cues. I spent many of those hours understanding the maths and how to apply the cues. I’d researched broadly beforehand, so the code itself wasn’t too complex. It’s probably the most interesting project I’ve worked on. The cues, and what I explored Falloff: apply_falloff() How sound loses energy with distance (inverse square law). Air absorption: apply_eq() , apply_air_absorption() Air absorbs higher frequencies more than lower ones. I expected this to be minor, but it needed a whole EQ system, whose maths was interesting and took ages to wrap my head around. It also taught me about filters, which I used in later functions. Changes to one frequency interfered heavily with others, which I fixed with a peaking biquad filter (mostly AI-written). The attenuation constants come from a one-time-run file using the ISO standard, and are multiplied by distance and fed into the EQ. Early reflections: early_reflections() Initial reflections from nearby surfaces, ~5-35ms after the direct sound. By the Haas effect the brain doesn’t hear them separately, but they imply spaciousness. I first used IACC and ASW (below), then dropped them for directional cues (HRIR), so each of the 6 reflections comes from its surface’s direction. It accounts for room size and pressure reflection (from an absorption coefficient). Decorrelation: decorrelate() Artificially decorrelates a signal (FIR comb filters) into L and R, lowering IACC (interaural cross-correlation) and increasing ASW (apparent source width). An IACC of 1 sounds like a point source; lower sounds wider. It worked against my goal (localisation, not a larger source), so I dropped it from the direct audio, then from early reflections. Scrapped, but an interesting concept. Reverb: room_reverb() Probably the most important cue for space. Late reverb is thousands of colliding reflections, an unintelligible wash. I built it from feedback comb filters, combined and diffused through an allpass filter, and cut off at RT60 (time to decay 60 dB, from speed of sound, room size and absorption). Problem: the tail was distinct and ruined localisation (which relies on level differences between ears), like in a hall. Most of the energy making it legible was in its first ~50ms, masking the early reflections. Cutting the first [early reflection length - 20ms] helped a bit. Switching to an FDN made it denser and decorrelated L/R by design, so I could drop decorrelate() . DRR (part of reverb) Direct-to-reverberant ratio simulates source distance relative to the room: closer to the listener than the walls means louder direct sound, closer to the walls means louder reverb. I set the direct amplitude to 1 and calculated a gain for the reverb. Apply IR The only cue for direction. It convolves left and right impulse responses for an azimuth and elevation onto the direct audio and early reflections. They come from a HRIR dataset ( .SOFA , SADIE II) recorded on a binaural mannequin. I tried optimising this earlier and failed (older devlogs), and want to revisit it. Process audio Converts to mono, resamples to 48kHz if needed. Gets azimuth, elevation and distance from coordinates. Applies air absorption, falloff, then IR on the direct sound. Generates early reflections and late reverb (L and R). Sums everything, scales to prevent clipping, returns L and R arrays :D Attaching images of my diary notes because I think it’s super interesting."}, {"post_id": 71128, "ts": "2026-09-20T10:27:51Z", "hours": 6.5086, "text": "Animating by Azimuth I tried to identify patterns in the HRTF curves by azimuth. Wrote a function which animates it frame by frame (by azimuth). Visually, I could see it gradually moving (similar shape, moving little by little), though as it was apparent from the heat maps, it wasn’t regular and had phases of very slight changes and phases of chaotic movement. (This was all done with right ear curves since SADIE II is symmetrical, which made things easier). To understand this, I wrote another function which compared the similarity of 5 curves at a time, and then plotted that. This had some very dense regions with little variation most of the time, but was quite chaotic around 50-150° . Peak Analysis Compression I tried writing a set of functions which would go through the curves, identify significant points (turning points and drops/rises, detected by changes in signs of differences and slope changes) then judge whether the curves of the angles following it are similar (same number of peaks, within a threshold of frequency and magnitude). Similar curves would be grouped within a “phase” where each phase is a dictionary with: 'initial' (initial coordinates of peaks, list of tuples) 'freq_changes' (nested list of changes in frequency for each frame of each peak) 'mag_changes' (similar to freq_changes ) The changes arrays would then be simplified; if frequency/magnitude changes are subtle enough that it’s imperceptible (determined by continuous bark scale/hardcoded decibel threshold), it would be reduced to zero. Reconstruction To reconstruct it, a function would get the phase’s initial , add the corresponding differences to get the exact peaks, then interpolate using pchip to get the curve. Results It looked like it could optimise everything significantly, but it failed miserably. Very inaccurate (error ~5dB mean , ~14dB max ) About 77% of phases were just 1 curve The max size of a phase was 6 curves (compared to my expected 20-30) The error could be made better by having more peaks, but it doesn’t optimise anything significantly. I’ll move on with directly applying the HRTF curves now, though I’ll come back to this later because it looks promising! Attaching the azimuth animation video and the similarity plot"}, {"post_id": 68519, "ts": "2026-09-15T07:54:33Z", "hours": 7.9864, "text": "Spent a few days researching psychoacoustics and sound localisation to understand all the cues (5 of them, will talk more about them later!). Started working with an HRIR dataset (a dataset containing sound measurements from left and right ears of a mannequin from different directions, showing how ear shape and angles affect sound. the single most important cue in sound localisation). First wrote a function to plot raw left and right impulses, then ITD (time difference b/w ears). Then used Fourier transform to break impulses into frequency domain graphs showing magnitudes of particular frequencies, then the ILD (level difference). I was stuck here because the graph didn’t match my expectations at all (a very interesting problem too, check my reddit post: https://www.reddit.com/r/DSP/comments/1weg1dk/why_are_hrirhrtf_magnitude_differences_between/ ), until a person on reddit explained it, after which I also switched to a symmetrical HRIR dataset (SADIE II instead of Meta SS2). To visualise it better, I also created a heatmap of left/right ears, ILD, and left/right averages. Understanding this through different types of graphs and analysing them, recognising quirks, understanding what they meant was very interesting. Attaching pictures of the heatmaps, raw impulses, ITD, ILD curves :)"}]...
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Title: ReMix by @pathak | Stardance
Devlogs:
Spen Title: ReMix by @pathak | Stardance
Devlogs:
Spent a few days researching psychoacoustics and sound localisation to understand all the cues (5 of them, will talk more about them later!). Started working with an HRIR dataset (a dataset containing sound measurements from left and right ears of a mannequin from different directions, showing how ear shape and angles affect sound. the single most important cue in sound localisation). First wrote a function to plot raw left and right impulses, then ITD (time difference b/w ears). Then used Fourier transform to break impulses into frequency domain graphs showing magnitudes of particular frequencies, then the ILD (level difference). I was stuck here because the graph didn’t match my expectations at all (a very interesting problem too, check my reddit post: https://www.reddit.com/r/DSP/comments/1weg1dk/why_are_hrirhrtf_magnitude_differences_between/ ), until a person on reddit explained it, after which I also switched to a symmetrical HRIR dataset (SADIE II instead of Meta SS2). To visualise it better, I also created a heatmap of left/right ears, ILD, and left/right averages. Understanding this through different types of graphs and analysing them, recognising quirks, understanding what they meant was very interesting. Attaching pictures of the heatmaps, raw impulses, ITD, ILD curves :)
Animating by Azimuth I tried to identify patterns in the HRTF curves by azimuth. Wrote a function which animates it frame by frame (by azimuth). Visually, I could see it gradually moving (similar shape, moving little by little), though as it was apparent from the heat maps, it wasn’t regular and had phases of very slight changes and phases of chaotic movement. (This was all done with right ear curves since SADIE II is symmetrical, which made things easier). To understand this, I wrote another function which compared the similarity of 5 curves at a time, and then plotted that. This had some very dense regions with little variation most of the time, but was quite chaotic around 50-150° . Peak Analysis Compression I tried writing a set of functions which would go through the curves, identify significant points (turning points and drops/rises, detected by changes in signs of differences and slope changes) then judge whether the curves of the angles following it are similar (same number of peaks, within a threshold of frequency and magnitude). Similar curves would be grouped within a “phase” where each phase is a dictionary with: 'initial' (initial coordinates of peaks, list of tuples) 'freq_changes' (nested list of changes in frequency for each frame of each peak) 'mag_changes' (similar to freq_changes ) The changes arrays would then be simplified; if frequency/magnitude changes are subtle enough that it’s imperceptible (determined by continuous bark scale/hardcoded decibel threshold), it would be reduced to zero. Reconstruction To reconstruct it, a function would get the phase’s initial , add the corresponding differences to get the exact peaks, then interpolate using pchip to get the curve. Results It looked like it could optimise everything significantly, but it failed miserably. Very inaccurate (error ~5dB mean , ~14dB max ) About 77% of phases were just 1 curve The max size of a phase was 6 curves (compared to my expected 20-30) The error could be made better by having more peaks, but it doesn’t optimise anything significantly. I’ll move on with directly applying the HRTF curves now, though I’ll come back to this later because it looks promising! Attaching the azimuth animation video and the similarity plot
This is the most I’ve ever learned in such a short time. Over the past few days I designed a program that spatialises audio using several psychoacoustic cues. I spent many of those hours understanding the maths and how to apply the cues. I’d researched broadly beforehand, so the code itself wasn’t too complex. It’s probably the most interesting project I’ve worked on. The cues, and what I explored Falloff: apply_falloff() How sound loses energy with distance (inverse square law). Air absorption: apply_eq() , apply_air_absorption() Air absorbs higher frequencies more than lower ones. I expected this to be minor, but it needed a whole EQ system, whose maths was interesting and took ages to wrap my head around. It also taught me about filters, which I used in later functions. Changes to one frequency interfered heavily with others, which I fixed with a peaking biquad filter (mostly AI-written). The attenuation constants come from a one-time-run file using the ISO standard, and are multiplied by distance and fed into the EQ. Early reflections: early_reflections() Initial reflections from nearby surfaces, ~5-35ms after the direct sound. By the Haas effect the brain doesn’t hear them separately, but they imply spaciousness. I first used IACC and ASW (below), then dropped them for directional cues (HRIR), so each of the 6 reflections comes from its surface’s direction. It accounts for room size and pressure reflection (from an absorption coefficient). Decorrelation: decorrelate() Artificially decorrelates a signal (FIR comb filters) into L and R, lowering IACC (interaural cross-correlation) and increasing ASW (apparent source width). An IACC of 1 sounds like a point source; lower sounds wider. It worked against my goal (localisation, not a larger source), so I dropped it from the direct audio, then from early reflections. Scrapped, but an interesting concept. Reverb: room_reverb() Probably the most important cue for space. Late reverb is thousands of colliding reflections, an unintelligible wash. I built it from feedback comb filters, combined and diffused through an allpass filter, and cut off at RT60 (time to decay 60 dB, from speed of sound, room size and absorption). Problem: the tail was distinct and ruined localisation (which relies on level differences between ears), like in a hall. Most of the energy making it legible was in its first ~50ms, masking the early reflections. Cutting the first [early reflection length - 20ms] helped a bit. Switching to an FDN made it denser and decorrelated L/R by design, so I could drop decorrelate() . DRR (part of reverb) Direct-to-reverberant ratio simulates source distance relative to the room: closer to the listener than the walls means louder direct sound, closer to the walls means louder reverb. I set the direct amplitude to 1 and calculated a gain for the reverb. Apply IR The only cue for direction. It convolves left and right impulse responses for an azimuth and elevation onto the direct audio and early reflections. They come from a HRIR dataset ( .SOFA , SADIE II) recorded on a binaural mannequin. I tried optimising this earlier and failed (older devlogs), and want to revisit it. Process audio Converts to mono, resamples to 48kHz if needed. Gets azimuth, elevation and distance from coordinates. Applies air absorption, falloff, then IR on the direct sound. Generates early reflections and late reverb (L and R). Sums everything, scales to prevent clipping, returns L and R arrays :D Attaching images of my diary notes because I think it’s super interesting.
[ship log!] It’s moments like this for which I’m alive. This has literally brought me to tears of happiness 🥹. Used a stem separator (htdemucs_6s by Meta research) to separate a song into it’s parts (guitar, drums, piano, other, bass, vocals) and spatialises them individually, placing the stems around the listener to make the song sound more open; as if the members of a band are playing around the listener. It worked EXCEPTIONALLY well, far beyond what I expected, even for songs I used to stress test it which were almost guaranteed to sound bad, they sounded great. The spatialiser asks for song file path, room size, and distance of source. The materials of the room can be altered by changing the alpha coefficients. Here are a few songs I tried out and their review: Bill Withers - Ain’t no Sunshine: a very safe song for first try, clear separation of instruments, no stereo widening or spatialisation, no special effects. Genuinely shocked me, made me smile uncontrollably when it played. Sounded perfect, spatialised well (everything was distinguishable). Truly sounded “outside of head” and around me. Exactly the kind of song this was built to fix; flat and closed songs sounding open. Ye - This a Must: from my fav artist. A song I’ve liked but disliked the closed, flat feeling of vocals in. This didn’t work just as well as others. Lost a bit of thump initially, but reducing distance helped. This also did exactly what I wanted, though it still lacked some thump. Olivia Rodrigo - stupid song: A song i love because of the layering of instruments and her vocals. I used this to see what would happen in a song with a lot of stereo widening and effects already present. This sounded beautiful here, and I was concerned about it having clashing effects, but that didn’t happen. amazing. Playboi Carti - POP OUT: I put this in as a joke, there was no way this was supposed to sound tolerable. But it blew me away, and worked really well, dare I say better than the original too? Others: Jeremy Zucker - i dont know you, Stevie Wonder - Sir Duke, Carti - TOXIC Demo videos: https://youtu.be/GdZYN0wQXBQ
Ships:
The concept came to me when I realised how dramatic the difference between stereo and mono audio was. How the intruments separated, opened up, and details could he heard really well, while mono sounded like noise. I thought about what would happen if instruments were literally separated and opened up, as if placed around the listener like a band. ReMix separates the stems of a song and spatialises them individually to create perception of a room and placement of instruments around you. Demo of output songs . (listen with headphones) What was challenging While the code itself was moderately challenging, understanding all the different psychoacoustic cues (covered in more detail in README and devlogs), how they work and what they do, and the maths behind them, required a ton of deliberation. Though it was very rewarding and interesting. I also spent a lot of time trying to analyse the HRIR curves themselves, trying to make sense of what frequencies getting altered and where and why. I used a lot of graphs and intuition to try to understand them. I now have a deep understanding of them, which would be helpful for future versions, for optimising them (which I also attempted, though naïvely). Near the end, making the audio sound natural was challenging too where I had to try tweaking some things (mainly room absorbence/size and reverb) What I’m proud of I love that the concept I had thought of in theory actually works. When I first played a song, I couldn’t stop grinning because of how good it sounded, and the trippy illusion of it coming from around me. I’ve listened to 8D audio (a simpler version of this where the audio as a whole moves, less realistic, no band-like feeling, distracting and somewhat gimmicky), but it coming from something I created myself, and using code and maths; not some software. And something I could actually experience, I think that makes me very proud. I also had my friends listen to it, which got a lot of positive reactions. In the end, I’m also happy about how deep of an understanding I have about psychoacoustics now. What you need to know to test it out headphones are a must pls the effect breaks completely on speakers. You can try it out from the repo, but here’s a demo The song spatialisation concept is a demo for the concepts behind it, which can be used in a lot of applications like video games, movies, producers who can’t afford a studio, etc. This is a very initial version. Updates may make the effects even more realistic, or optimise the program to make it suitable for running in real time (or applied on hundreds of elements for games)....
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1792813940.1498067
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1792900340.1498067
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52936
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DevToolBox by @Prajwol_Gynawali | Stardance
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Prajwol_Gynawali
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5
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72.0
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1086
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T06:42:41Z", "hours": 6.0, "multiplier": 14.51, "payout": 91, "blessing": "neutral", "text": "DevSatchel — Final Update I’ve added a lot of tools to Devsatchel and it’s finally starting to feel like a complete toolbox for everyday development work. Developer Tools JSON Formatter JSON Validator Regex Tester Diff Checker Base64 Encoder / Decoder URL Encoder / Decoder JWT Decoder UUID Generator Password Generator QR Code Generator Barcode Generator Hash Generator HTTP Request Builder CSS Unit Converter Code Beautifier HTML/CSS/JS Playground CSV ↔ JSON Converter CSS & Design Color Converter Gradient Generator Box Shadow Generator Flexbox Generator Color Palette Generator AI AI Code Reviewer Image Tools Image Compressor Image Resizer Image to PDF Image to Text (OCR) PDF Tools PDF to JPG PDF Merger Image to PDF Security AES Encryption Base64 Encoder / Decoder Hash Generator I also updated the UI, logo and logo background, added dark/light mode, improved the tool search, and fixed a lot of bugs while building everything.", "repo": "https://github.com/SnaggingCobra/DevToolBox", "demo": "https://devsatchel.vercel.app/"}, {"ship_num": 2, "ts": "2026-09-27T07:47:10Z", "hours": 31.0, "multiplier": 16.52, "payout": 511, "blessing": "neutral", "text": "DevSatchel Ship I’ve finished a bunch of new tools and the project is finally starting to feel like a proper toolbox. Tools JSON Formatter JSON Validator Regex Tester Diff Checker Base64 Encoder / Decoder URL Encoder / Decoder JWT Decoder UUID Generator Password Generator Hash Generator HTTP Request Builder CSS Unit Converter Code Beautifier HTML/CSS/JS Playground CSS & Design Color Converter Gradient Generator Box Shadow Generator Flexbox Generator Color Palette Generator AI AI Code Reviewer Image Tools Image Compressor Image Resizer Image to PDF PDF to JPG Image to Text (OCR) PDF Image to PDF PDF to JPG Security AES Encryption Base64 Encoder / Decoder Hash Generator Also updated the UI, logo and logo background and fixed a lot of bugs along the way. The AI Code Reviewer now uses a backend API so the API key isn’t exposed in the frontend. Still have more tools I want to add, but this is where DevToolBox is at right now.", "repo": "https://github.com/SnaggingCobra/DevToolBox", "demo": "https://devsatchel.vercel.app/"}, {"ship_num": 3, "ts": "2026-09-20T07:44:28Z", "hours": 9.0, "multiplier": 15.65, "payout": 135, "blessing": "neutral", "text": "DevSatchel Ship Added AI Code Reviewer using the Gemini API Dev Jokes using an external API Small descriptions for the tools Fixed some issues from the last review All Tools JSON Formatter JSON Validator Regex Tester Diff Checker Color Converter Gradient Generator Box Shadow Generator Flexbox Generator Base64 Encoder/Decoder URL Encoder/Decoder JWT Decoder UUID Generator Password Generator QR Code Generator Barcode Generator Hash Generator CSS Unit Converter HTTP Request Builder AI Code Reviewer", "repo": "https://github.com/SnaggingCobra/DevToolBox", "demo": "https://devsatchel.vercel.app/"}, {"ship_num": 4, "ts": "2026-09-11T17:17:31Z", "hours": 16.0, "multiplier": 16.74, "payout": 267, "blessing": "neutral", "text": "When I first shipped DevSatchel it has name DevToolBox but i changed the name because in internet i found other have already used this name and i pulished it through netlify , it only had 8 tools. Since then I’ve been adding a lot more useful tools and slowly turning it into a proper all-in-one developer toolbox. The tools now include: JSON Formatter JSON Validator Regex Tester Diff Checker Color Converter Gradient Generator Box Shadow Generator Flexbox Generator Base64 Encoder/Decoder URL Encoder/Decoder JWT Decoder UUID Generator Password Generator QR Code Generator Barcode Generator Hash Generator CSS Unit Converter HTTP Request Builder i will be adding new tools in future also", "repo": "https://github.com/SnaggingCobra/DevToolBox", "demo": "https://devsatchel.vercel.app/"}, {"ship_num": 5, "ts": "2026-08-29T05:10:53Z", "hours": 10.0, "multiplier": 7.89, "payout": 82, "blessing": "neutral", "text": "Hey! I’m shipping my DevToolBox project to test out the shipping and voting process and understand how everything works. DevToolBox is a web-based developer toolbox where I’m building different useful developer utilities in one place, with a sidebar for navigating between tools and a workspace where each tool runs. Right now I have 8 working tools: • JSON Formatter • JSON Validator • Regex Tester • Diff Checker • Color Converter • Gradient Generator • Box Shadow Generator • Flexbox Generator The project isn’t completely finished yet — I’m still planning to add more tools, especially in the Encoding and Generators sections. I’m shipping it now because I want to experience the full ship → review → voting process with a project I’ve already built a significant part of. I’d appreciate any feedback on what I can improve before I continue expanding it!", "repo": "https://github.com/SnaggingCobra/DevToolBox", "demo": "https://devsatchel.vercel.app/"}]...
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[{"post_id": 76325, "ts": "202 [{"post_id": 76325, "ts": "2026-10-03T06:36:30Z", "hours": 6.2589, "text": "#Devpost #32 this is not much of a big buti was short of 50 stardust so i dont had a plan so added one tool and improved some design for now closing this project with the base rate of 10 per hour i can get 60 thats enough for me"}, {"post_id": 74362, "ts": "2026-09-27T07:43:29Z", "hours": 4.3617, "text": "DevPost #31: DevSatchel Update PDF Merger The PDF Merger lets you select multiple PDFs and combine them into one file. Select multiple PDFs Merge them into one Simple browser-based interface I ran into a few issues while handling multiple PDFs and keeping the pages in the correct order, but got it working. image to Text The Image to Text tool uses OCR to extract text from images. Upload Image → Preview → Extract Text → Copy I kept it simple with just the extracted text and a Copy Text button. OCR works better with clear, high-quality images. Both tools run directly in the browser, and I’m continuing to add more useful tools to DevSatchel"}, {"post_id": 73983, "ts": "2026-09-26T13:41:59Z", "hours": 5.2164, "text": "DevPost #30: DevSatchel Update Today, I added two new tools to DevToolBox: Image to PDF Converter – Convert images into PDF files directly in the browser. PDF to JPG Converter – Convert PDF pages into JPG images and download them individually. I also updated the logo and changed the background to give DevSatchel a fresh new look. While working on the PDF to JPG converter, I faced a lot of errors, especially with rendering PDF pages and converting them into images. I had to spend time debugging and fixing issues to make the conversion work properly. Still improving and adding more useful tools. More updates coming soon"}, {"post_id": 73553, "ts": "2026-09-25T11:56:55Z", "hours": 4.5008, "text": "DevPost #29: devsatchel Update ### HTML/CSS/JS Playground A small browser-based coding environment for quickly testing web code. HTML, CSS, and JavaScript editors Live preview Run and Clear buttons Isolated JavaScript execution Responsive layout PDF to JPG Converter A browser-based tool for converting PDF pages into JPG images. PDF upload and drag & drop Adjustable JPG quality Page-by-page preview Download individual JPGs Download all pages as a ZIP Uses PDF.js and JSZip Both tools run mainly in the browser without requiring a backend for processing."}, {"post_id": 73127, "ts": "2026-09-24T13:22:34Z", "hours": 5.4194, "text": "Devpost #28 : added Image Compressor & Image Resizer Image Compressor Compress JPG, PNG, and WebP images. Adjust image quality and preview file size changes. Download compressed images. Image Resizer Resize images using custom width and height in pixels. Maintain aspect ratio or resize by percentage. Added size presets, fit, fill/crop, and stretch modes. Choose output format and quality. Challenges & Learning I faced some challenges with maintaining image proportions, handling different resize modes, and balancing image quality with file size. I used JavaScript and the Canvas API to process images directly in the browser without external APIs."}, {"post_id": 72649, "ts": "2026-09-23T12:45:45Z", "hours": 3.6008, "text": "DevPost #27: DevSatchel CSS Added Random color palettes generator Monochromatic, complementary, analogous, and triadic palettes Lock individual colors while generating Copy individual colors or the full palette Improvements Fixed errors in the previous tools Improved tool functionality and integration Fixed some issues found during testing More improvements coming soon!"}, {"post_id": 72315, "ts": "2026-09-22T17:25:17Z", "hours": 5.2369, "text": "DevPost #26: Devsatchel Update Spent some more time improving project and working on multiple parts of the project. Added Added AES Encryption / Decryption using the Web Crypto API more Faster Loading Tool Improvements & Fixes Updated the AI Code Reviewer backend and request handling Fixed issues in the HTTP Request Builder Improved tool loading and integration Fixed bugs found while testing existing tools Made some UI and workspace improvements"}, {"post_id": 71830, "ts": "2026-09-21T16:50:23Z", "hours": 2.5803, "text": "DevPost #25: Code Beautifier Added Added a new Code Beautifier tool to DevSatchel It uses Prettier to format and clean up: JavaScript JSON HTML CSS It also includes Beautify, Copy, and Clear buttons. Everything runs directly in the browser — no AI or API needed."}, {"post_id": 71030, "ts": "2026-09-20T07:18:30Z", "hours": 0.5519, "text": "Devpost #24: Dev Jokes Added Added a small Dev Jokes section below the Quick Links in DevToolBox! It fetches a random programming joke using JokeAPI whenever the website is opened or refreshed. There’s also a New Joke button to get another one without refreshing the page. Small feature, but it makes the workspace a little more fun while coding!"}, {"post_id": 70997, "ts": "2026-09-20T05:41:29Z", "hours": 1.7203, "text": "DevPost: #23 #AI Code Reviewer I have finally completed the AI Code Reviewer The AI Code Reviewer uses the Gemini API to review source code based on the specific task selected by the user. It supports: Full Review Bug Detection Security Review Performance Review Code Quality Readability Test Suggestions The code is sent to my backend through a Netlify Function, which then communicates with the Gemini API."}, {"post_id": 70104, "ts": "2026-09-18T14:03:32Z", "hours": 3.0833, "text": "#DecPost #22: # AI Code Reviewer Last time I was mostly working on the UI and getting the basic structure in place. This time I started working more on the actual review logic . I added different review modes so the AI doesn’t just give the same generic review every time: Full Review Bugs Security Performance Code Quality Readability Tests Each mode now has its own specific prompt. So if I choose Bugs the AI should focus on finding bugs and incorrect behavior instead of trying to review everything at once. I also worked on making the selected review type control what gets sent to the AI. What’s left Connect the actual AI API Send the code + selected review type Display the AI response Add loading and error handling Test all the review modes Improve the prompts based on the results Test with different programming languages Clean up anything that breaks during testing What’s next Next I’m going to work on connecting the actual AI and finally see how the reviewer performs with real code."}, {"post_id": 69111, "ts": "2026-09-16T12:06:13Z", "hours": 2.5633, "text": "DevPost #21: AI Code Reviewer I’ve been working on adding an AI Code Reviewer to DevSatchel recently. The main goal is pretty simple: paste your code, let the AI look through it, and get feedback that actually helps you understand what could be improved. What I’ve done so far Created the AI Code Reviewer tool Built the UI and layout Added the code input area Added the review/results section Added the basic review workflow Connected it to the DevToolBox tool system Finished the initial frontend work The UI is now in place, so I can actually start working on the part that matters most — the AI review itself. What’s left Connect the AI/API Send the user’s code to the AI for review Show the feedback properly in the results section Make the AI identify bugs and possible issues Add suggestions for improving the code Support multiple programming languages Add proper loading/error handling Test it with different types of code Clean up anything that feels rough after testing What I’m doing next My next step is connecting the actual AI backend. Once that’s working, I’ll test it with real code and see how useful the reviews actually are. From there I’ll probably spend more time improving the prompts, handling different languages, and making the feedback easier to understand. The frontend part is mostly there now. Now it’s time to make the AI actually do the work."}, {"post_id": 67749, "ts": "2026-09-14T00:00:31Z", "hours": 0.6944, "text": "DevPost #20: Starting AI Code Reviewer starting a new project yesterday i got busy and coudnt code much did 12m but my streak is broken and im busy today also so strying to do a devpost now not much for now # Ai Code Reviwer is a tool that will be reviewing your code in diffrent terms like bug security and much more i will be using API of a chatbot and only leave few section that will allow user to review their code"}, {"post_id": 66051, "ts": "2026-09-11T16:47:05Z", "hours": 5.8292, "text": "DevPost #19: one of the hardest and challenging tool i have ever worked i would have created a new project here for thisbut i added this most of time im just reding documentation atching fixes and tool little course to make this tol working properly HTTP Request BuilderIt can create and send GET, POST, PUT, PATCH, and DELETE requests, add parameters and headers, view responses, and generate JavaScript, cURL, and Python code. The main challenges were fixing JavaScript errors, handling URL parameters correctly, and dealing with browser CORS restrictions."}, {"post_id": 64653, "ts": "2026-09-09T06:55:33Z", "hours": 2.3989, "text": "DevPost #18: Finally fixed the hash geneatpor error it took over a hour this tiime and also have done some changes in the main style.css for a better ui working in this for a quite long also now i am thinking o add more tools lets see what gets me their"}, {"post_id": 63662, "ts": "2026-09-07T16:20:42Z", "hours": 0.3547, "text": "DevPost #17: Asimple and functional tool Password generator was added and now after i implement the css design i will work on the qrcode generator and i have found a simple guide for this an di think it will aslo work as intended i have watched some guide for this and it is looking grate fr now need to implement it to main now"}, {"post_id": 63643, "ts": "2026-09-07T15:48:20Z", "hours": 0.8675, "text": "DevPost #16: currently i have been updating all tools css and also added the uuid generator but mainly im focused on improving css of whole site . After i finish this im resuming the password Generator section."}, {"post_id": 62297, "ts": "2026-09-05T16:30:36Z", "hours": 0.7217, "text": "DevPost #15: Currently working on the improvement of whole ui and adding new features im thinking to add more featiures like quicklinks where i will add 100+ other tools that will have link toother website"}, {"post_id": 61526, "ts": "2026-09-04T14:08:14Z", "hours": 0.6561, "text": "DevPost #14: the toolboox is looking too dull and many have suggested me to imprve my css and the ui is very boring so im trying to add css in my website with my own toolbox gradient generator and im also using my own toolbox color conveter to add some colores here hope everyone will like my new design"}, {"post_id": 60099, "ts": "2026-09-02T07:50:01Z", "hours": 0.6417, "text": "Devpost #13: In my recent ship rating i got suggestion that if we could add no of items it would be grate so i have implemented it i have additionally added a section to enter number of items and a generate button and its working perfectly"}, {"post_id": 59666, "ts": "2026-09-01T16:10:38Z", "hours": 0.7028, "text": "DevPost #12 : From the recent revire from my ship over 5 out of 12 peope have suggested me too fix the css loading its taking time so now i have Improved the tool loading system by preloading the tool CSS and making sure the CSS loads before the tool is displayed also fixed up the JavaScript loading to minimze the loading time"}, {"post_id": 59020, "ts": "2026-08-31T16:30:59Z", "hours": 0.8525, "text": "DevPost #11 : First Of all m ship was approved thats nice and after that i have restarted my project worked in the url encoder and jwt decoder section i have a lot of problem in the jwt decoder because i dont even knoe properly to use this so i took help from other creators online used their method and isea for this and implemented my toolbox design in it ."}, {"post_id": 58694, "ts": "2026-08-31T06:39:59Z", "hours": 0.3475, "text": "DevPost #10 this is my final devpost until my previous ship is approved . i woudnt do this but i need some work to do in base64 that wasnt working properly so did some fixes their and now closing it until previous ship is approved"}, {"post_id": 58215, "ts": "2026-08-30T16:00:31Z", "hours": 2.5661, "text": "DevPost #9 : recently got a lot of troublee when shipping my project so ciudnt work properly for previous day still i have now added Base64 Encoder/Decoder you can now encode and decode base64 text and also recently i have finished the url encoder where you can encode the url or decode the given url these are some tools that i have never used but got suggestion to add so i ahve added them"}, {"post_id": 57073, "ts": "2026-08-29T05:06:27Z", "hours": 0.3483, "text": "DevPost #8 : just now figured out that i could ship my project multple time and get reviewed so im shipping my project currently i have 8 tools all working properly added readme and page is live through github pages lets see my first ship"}, {"post_id": 56459, "ts": "2026-08-28T07:14:29Z", "hours": 2.8381, "text": "Devpost #7 : added boxshadow and flexbox generator in the CSS secction and finished the css section for now now will be working on encoding"}, {"post_id": 55157, "ts": "2026-08-26T17:05:48Z", "hours": 2.1258, "text": "DevPost #6: Added Color Coverter and Gradient generrator with live preview that very good you should checkout that"}, {"post_id": 54604, "ts": "2026-08-25T17:04:14Z", "hours": 0.8622, "text": "DevPost #5: added diff checker and fixed the incoming errors fixed css errors"}, {"post_id": 53187, "ts": "2026-08-23T17:00:52Z", "hours": 2.2847, "text": "DevPost #4: Added the css for the main page and made sub folders for tools and connected to the main js . currenlty finished 3 tools json formatter , json validator, regex tester. search is working theme is working"}, {"post_id": 52875, "ts": "2026-08-23T07:51:08Z", "hours": 0.635, "text": "DevPost #3 : done the structure thing this is the main design now i will be adding the whole design and then add js also . Can someone help me in the top header section I have a Text DevToolBox in h1 but in screen i have seen DevToolBox! why is this"}, {"post_id": 52857, "ts": "2026-08-23T07:00:06Z", "hours": 0.9311, "text": "DevPost #2 : Maing some design an dtesting which design migh tbe good for whole structure . im trying to make a good looking skeliton before writing the actual code"}, {"post_id": 52477, "ts": "2026-08-22T16:44:53Z", "hours": 0.3392, "text": "#1 DevPost : Started to make a Toolbox for devs got a lot of errors in like first 5 min like coudnt connect the git togithub a lot o fproblem thanks to vscode agent and chatgpt they helpedme to fix the error"}]...
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Title: DevToolBox by @Prajwol_Gynawali | Stardance Title: DevToolBox by @Prajwol_Gynawali | Stardance
Devlogs:
#1 DevPost : Started to make a Toolbox for devs got a lot of errors in like first 5 min like coudnt connect the git togithub a lot o fproblem thanks to vscode agent and chatgpt they helpedme to fix the error
DevPost #2 : Maing some design an dtesting which design migh tbe good for whole structure . im trying to make a good looking skeliton before writing the actual code
DevPost #3 : done the structure thing this is the main design now i will be adding the whole design and then add js also . Can someone help me in the top header section I have a Text DevToolBox in h1 but in screen i have seen DevToolBox! why is this
DevPost #4: Added the css for the main page and made sub folders for tools and connected to the main js . currenlty finished 3 tools json formatter , json validator, regex tester. search is working theme is working
DevPost #5: added diff checker and fixed the incoming errors fixed css errors
DevPost #6: Added Color Coverter and Gradient generrator with live preview that very good you should checkout that
Devpost #7 : added boxshadow and flexbox generator in the CSS secction and finished the css section for now now will be working on encoding
DevPost #8 : just now figured out that i could ship my project multple time and get reviewed so im shipping my project currently i have 8 tools all working properly added readme and page is live through github pages lets see my first ship
DevPost #9 : recently got a lot of troublee when shipping my project so ciudnt work properly for previous day still i have now added Base64 Encoder/Decoder you can now encode and decode base64 text and also recently i have finished the url encoder where you can encode the url or decode the given url these are some tools that i have never used but got suggestion to add so i ahve added them
DevPost #10 this is my final devpost until my previous ship is approved . i woudnt do this but i need some work to do in base64 that wasnt working properly so did some fixes their and now closing it until previous ship is approved
DevPost #11 : First Of all m ship was approved thats nice and after that i have restarted my project worked in the url encoder and jwt decoder section i have a lot of problem in the jwt decoder because i dont even knoe properly to use this so i took help from other creators online used their method and isea for this and implemented my toolbox design in it .
DevPost #12 : From the recent revire from my ship over 5 out of 12 peope have suggested me too fix the css loading its taking time so now i have Improved the tool loading system by preloading the tool CSS and making sure the CSS loads before the tool is displayed also fixed up the JavaScript loading to minimze the loading time
Devpost #13: In my recent ship rating i got suggestion that if we could add no of items it would be grate so i have implemented it i have additionally added a section to enter number of items and a generate button and its working perfectly
DevPost #14: the toolboox is looking too dull and many have suggested me to imprve my css and the ui is very boring so im trying to add css in my website with my own toolbox gradient generator and im also using my own toolbox color conveter to add some colores here hope everyone will like my new design
DevPost #15: Currently working on the improvement of whole ui and adding new features im thinking to add more featiures like quicklinks where i will add 100+ other tools that will have link toother website
DevPost #16: currently i have been updating all tools css and also added the uuid generator but mainly im focused on improving css of whole site . After i finish this im resuming the password Generator section.
DevPost #17: Asimple and functional tool Password generator was added and now after i implement the css design i will work on the qrcode generator and i have found a simple guide for this an di think it will aslo work as intended i have watched some guide for this and it is looking grate fr now need to implement it to main now
DevPost #18: Finally fixed the hash geneatpor error it took over a hour this tiime and also have done some changes in the main style.css for a better ui working in this for a quite long also now i am thinking o add more tools lets see what gets me their
DevPost #19: one of the hardest and challenging tool i have ever worked i would have created a new project here for thisbut i added this most of time im just reding documentation atching fixes and tool little course to make this tol working properly HTTP Request BuilderIt can create and send GET, POST, PUT, PATCH, and DELETE requests, add parameters and headers, view responses, and generate JavaScript, cURL, and Python code. The main challenges were fixing JavaScript errors, handling URL parameters correctly, and dealing with browser CORS restrictions.
DevPost #20: Starting AI Code Reviewer starting a new project yesterday i got busy and coudnt code much did 12m but my streak is broken and im busy today also so strying to do a devpost now not much for now # Ai Code Reviwer is a tool that will be reviewing your code in diffrent terms like bug security and much more i will be using API of a chatbot and only leave few section that will allow user to review their code
DevPost #21: AI Code Reviewer I’ve been working on adding an AI Code Reviewer to DevSatchel recently. The main goal is pretty simple: paste your code, let the AI look through it, and get feedback that actually helps you understand what could be improved. What I’ve done so far Created the AI Code Reviewer tool Built the UI and layout Added the code input area Added the review/results section Added the basic review workflow Connected it to the DevToolBox tool system Finished the initial frontend work The UI is now in place, so I can actually start working on the part that matters most — the AI review itself. What’s left Connect the AI/API Send the user’s code to the AI for review Show the feedback properly in the results section Make the AI identify bugs and possible issues Add suggestions for improving the code Support multiple programming languages Add proper loading/error handling Test it with different types of code Clean up anything that feels rough after testing What I’m doing next My next step is connecting the actual AI backend. Once that’s working, I’ll test it with real code and see how useful the reviews actually are. From there I’ll probably spend more time improving the prompts, handling different languages, and making the feedback easier to understand. The frontend part is mostly there now. Now it’s time to make the AI actually do the work.
#DecPost #22: # AI Code Reviewer Last time I was mostly working on the UI and getting the basic structure in place. This time I started working more on the actual review logic . I added different review modes so the AI doesn’t just give the same generic review every time: Full Review Bugs Security Performance Code Quality Readability Tests Each mode now has its own specific prompt. So if I choose Bugs the AI should focus on finding bugs and incorrect behavior instead of trying to review everything at once. I also worked on making the selected review type control what gets sent to the AI. What’s left Connect the actual AI API Send the code + selected review type Display the AI response Add loading and error handling Test all the review modes Improve the prompts based on the results Test with different programming languages Clean up anything that breaks during testing What’s next Next I’m going to work on connecting the actual AI and finally see how the reviewer performs with real code.
DevPost: #23 #AI Code Reviewer I have finally completed the AI Code Reviewer The AI Code Reviewer uses the Gemini API to review source code based on the specific task selected by the user. It supports: Full Review Bug Detection Security Review Performance Review Code Quality Readability Test Suggestions The code is sent to my backend through a Netlify Function, which then communicates with the Gemini API.
Devpost #24: Dev Jokes Added Added a small Dev Jokes section below the Quick Links in DevToolBox! It fetches a random programming joke using JokeAPI whenever the website is opened or refreshed. There’s also a New Joke button to get another one without refreshing the page. Small feature, but it makes the workspace a little more fun while coding!
DevPost #25: Code Beautifier Added Added a new Code Beautifier tool to DevSatchel It uses Prettier to format and clean up: JavaScript JSON HTML CSS It also includes Beautify, Copy, and Clear buttons. Everything runs directly in the browser — no AI or API needed.
DevPost #26: Devsatchel Update Spent some more time improving project and working on multiple parts of the project. Added Added AES Encryption / Decryption using the Web Crypto API more Faster Loading Tool Improvements & Fixes Updated the AI Code Reviewer backend and request handling Fixed issues in the HTTP Request Builder Improved tool loading and integration Fixed bugs found while testing existing tools Made some UI and workspace improvements
DevPost #27: DevSatchel CSS Added Random color palettes generator Monochromatic, complementary, analogous, and triadic palettes Lock individual colors while generating Copy individual colors or the full palette Improvements Fixed errors in the previous tools Improved tool functionality and integration Fixed some issues found during testing More improvements coming soon!
Devpost #28 : added Image Compressor & Image Resizer Image Compressor Compress JPG, PNG, and WebP images. Adjust image quality and preview file size changes. Download compressed images. Image Resizer Resize images using custom width and height in pixels. Maintain aspect ratio or resize by percentage. Added size presets, fit, fill/crop, and stretch modes. Choose output format and quality. Challenges & Learning I faced some challenges with maintaining image proportions, handling different resize modes, and balancing image quality with file size. I used JavaScript and the Canvas API to process images directly in the browser without external APIs.
DevPost #29: devsatchel Update ### HTML/CSS/JS Playground A small browser-based coding environment for quickly testing web code. HTML, CSS, and JavaScript editors Live preview Run and Clear buttons Isolated JavaScript execution Responsive layout PDF to JPG Converter A browser-based tool for converting PDF pages into JPG images. PDF upload and drag & drop Adjustable JPG quality Page-by-page preview Download individual JPGs Download all pages as a ZIP Uses PDF.js and JSZip Both tools run mainly in the browser without requiring a backend for processing.
DevPost #30: DevSatchel Update Today, I added two new tools to DevToolBox: Image to PDF Converter – Convert images into PDF files directly in the browser. PDF to JPG Converter – Convert PDF pages into JPG images and download them individually. I also updated the logo and changed the background to give DevSatchel a fresh new look. While working on the PDF to JPG converter, I faced a lot of errors, especially with rendering PDF pages and converting them into images. I had to spend time debugging and fixing issues to make the conversion work properly. Still improving and adding more useful tools. More updates coming soon
DevPost #31: DevSatchel Update PDF Merger The PDF Merger lets you select multiple PDFs and combine them into one file. Select multiple PDFs Merge them into one Simple browser-based interface I ran into a few issues while handling multiple PDFs and keeping the pages in the correct order, but got it working. image to Text The Image to Text tool uses OCR to extract text from images. Upload Image → Preview → Extract Text → Copy I kept it simple with just the extracted text and a Copy Text button. OCR works better with clear, high-quality images. Both tools run directly in the browser, and I’m continuing to add more useful tools to DevSatchel
#Devpost #32 this is not much of a big buti was short of 50 stardust so i dont had a plan so added one tool and improved some design for now closing this project with the base rate of 10 per hour i can get 60 thats enough for me
Ships:
Hey! I’m shipping my DevToolBox project to test out the shipping and voting process and understand how everything works. DevToolBox is a web-based developer toolbox where I’m building different useful developer utilities in one place, with a sidebar for navigating between tools and a workspace where each tool runs. Right now I have 8 working tools: • JSON Formatter • JSON Validator • Regex Tester • Diff Checker • Color Converter • Gradient Generator • Box Shadow Generator • Flexbox Generator The project isn’t completely finished yet — I’m still planning to add more tools, especially in the Encoding and Generators sections. I’m shipping it now because I want to experience the full ship → review → voting process with a project I’ve already built a significant part of. I’d appreciate any feedback on what I can improve before I continue expanding it!
When I first shipped DevSatchel it has name DevToolBox but i changed the name because in internet i found other have already used this name and i pulished it through netlify , it only had 8 tools. Since then I’ve been adding a lot more useful tools and slowly turning it into a proper all-in-one developer toolbox. The tools now include: JSON Formatter JSON Validator Regex Tester Diff Checker Color Converter Gradient Generator Box Shadow Generator Flexbox Generator Base64 Encoder/Decoder URL Encoder/Decoder JWT Decoder UUID Generator Password Generator QR Code Generator Barcode Generator Hash Generator CSS Unit Converter HTTP Request Builder i will be adding new tools in future also
DevSatchel Ship Added AI Code Reviewer using the Gemini API Dev Jokes using an external API Small descriptions for the tools Fixed some issues from the last review All Tools JSON Formatter JSON Validator Regex Tester Diff Checker Color Converter Gradient Generator Box Shadow Generator Flexbox Generator Base64 Encoder/Decoder URL Encoder/Decoder JWT Decoder UUID Generator Password Generator QR Code Generator Barcode Generator Hash Generator CSS Unit Converter HTTP Request Builder AI Code Reviewer
DevSatchel Ship I’ve finished a bunch of new tools and the project is finally starting to feel like a proper toolbox. Tools JSON Formatter JSON Validator Regex Tester Diff Checker Base64 Encoder / Decoder URL Encoder / Decoder JWT Decoder UUID Generator Password Generator Hash Generator HTTP Request Builder CSS Unit Converter Code Beautifier HTML/CSS/JS Playground CSS & Design Color Converter Gradient Generator Box Shadow Generator Flexbox Generator Color Palette Generator AI AI Code Reviewer Image Tools Image Compressor Image Resizer Image to PDF PDF to JPG Image to Text (OCR) PDF Image to PDF PDF to JPG Security AES Encryption Base64 Encoder / Decoder Hash Generator Also updated the UI, logo and logo background and fixed a lot of bugs along the way. The AI Code Reviewer now uses a backend API so the API key isn’t exposed in the frontend. Still have more tools I want to add, but this is where DevToolBox is at right now.
DevSatchel — Final Update I’ve added a lot of tools to Devsatchel and it’s finally starting to feel like a complete toolbox for everyday development work. Developer Tools JSON Formatter JSON Validator Regex Tester Diff Checker Base64 Encoder / Decoder URL Encoder / Decoder JWT Decoder UUID Generator Password Generator QR Code Generator Barcode Generator Hash Generator HTTP Request Builder CSS Unit Converter Code Beautifier HTML/CSS/JS Playground CSV ↔ JSON Converter CSS & Design Color Converter Gradient Generator Box Shadow Generator Flexbox Generator Color Palette Generator AI AI Code Reviewer Image Tools Image Compressor Image Resizer Image to PDF Image to Text (OCR) PDF Tools PDF to JPG PDF Merger Image to PDF Security AES Encryption Base64 Encoder / Decoder Hash Generator I also updated the UI, logo and logo background, added dark/light mode, improved the tool search, and fixed a lot of bugs while building everything....
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T06:21:13Z", "hours": 4.0, "multiplier": 17.93, "payout": 91, "blessing": "neutral", "text": "Okay so here it comes new version for Lightscanner web app! After my friends using it for a while, they gave me a feedback saying it would be great if it has a ‘fit to page’ option for the page size. This way, the user wouldn’t have to go through complicated process on zooming in the pictures or trying different page sizes when it is not needed. This one was kind of challenging to pull because it means I also need to change a little bit parts of my FastAPI backend. Additionally I’ve also added custom page sizing so that the user can use whatever page size they want! My mom also needs this for her photocopy and printing tasks so I made it. Another feature is also we will be able to rename our files before downloading, would be helpful for mobile devices where the prompt asking something like the name file just doesn’t pop up. Then a day later I also added print preview feature or PDF preview feature. Say I’ve added 25 images and have cropped and zoomed each one then I want to do a rechecking. So Instead of doing it per images which could be harder and complicated, I’ve added a feature where the user will be able to check the entire PDF file with a single click. I took my time to draw more Nyny. Because so far there’s only three drawings of her, so let’s add one more! Basically Nyny now hangs on top of some modal interfaces. I used google meet to record my Lapse when drawing on Ibis Paint.", "repo": "https://github.com/nabeellagi/client-lightscanner", "demo": "https://lightscanner.vercel.app"}, {"ship_num": 2, "ts": "2026-09-27T06:15:32Z", "hours": 16.0, "multiplier": 14.56, "payout": 230, "blessing": "neutral", "text": "HI!! So this is my project, Lightscanner! A simpler, lighter alternative for CamScanner or any other image-scanning mobile app. And an image-to-PDF converter like ILovePDF but with built-in filters! It’s been a while since I’ve coded with both Next.js and FastAPI, and here we are! When it comes to developing any web app-related projects, these two always come to my mind first. The reason why I made this project was funny honestly. So my mom and I lived in Indonesia, and she has this small photocopy and printing business. Almost everyday, there’s a lot of customers that want to print documents that were directly captured from the camera. There are lots of issues, for example, resolution issues; the pictures don’t match the ratio for the paper size and orientation; and then in my place, not everyone was able to operate a PC and use Microsoft-related tools or GDocs. There are tools like Ms. Words, but my mom can’t operate it well, and so do the customers sometimes. Then apps like Camscanner feel laggy and filled with ads. This is why I made Lightscanner! I’ve testes this web app. My friends also used it for their assignments. When there’s handwritten homework or assignments and the teacher told us to send the pictures to Google Forms in the form of PDF, my friends tried to use this web app, and it worked. As for my mom, she said she was able to use this app and so far enjoys it. Because it is much faster and simpler. So if you want to test my project, find any pictures and try to convert them into PDF files. Try to experiment with the options! I think making usable web apps like this is something that I am proud of! Also new OC!!!! Although she only like has two inconsistent sprites lol. I think the challenging part wasn’t coding the UI or the API but rather coding using Pillow because I wasn’t that familiar with image processing stuff! SO THIS IS MY PLACE TO LEARN!.", "repo": "https://github.com/nabeellagi/client-lightscanner", "demo": "https://lightscanner.vercel.app"}]...
|
[{"post_id": 76321, "ts": "202 [{"post_id": 76321, "ts": "2026-10-03T06:12:08Z", "hours": 2.3231, "text": "NEW FEATURE AND NEW SPRITE Now before downloading, users will be able to see the preview of their PDF file based on the page sizes and orientation that they are choosing. More Nyny! New additional Nyny sprite where she ‘hangs’ around the modal user interface Touch particle effect, for the vibe and polishing"}, {"post_id": 76171, "ts": "2026-10-02T15:53:35Z", "hours": 1.9375, "text": "NEW FEATURES! I’ve received feedbacks from my friends, so for this project I’ve added Fit-to-page sizing where the PDF will follow the original page size/ratio Custom sizing, users can now input any sizes to their liking. Min. 10 cm and Max. 60 cm Before downloading, users would be able to change the file name"}, {"post_id": 74334, "ts": "2026-09-27T05:58:37Z", "hours": 0.3883, "text": "GITHUB IS READY!! Updated BOTH READMEs FOR BOTH REPOS!! New screenshots also added, alongside the tutorial how to run the project locally!"}, {"post_id": 74256, "ts": "2026-09-27T02:43:21Z", "hours": 0.4664, "text": "Deployment test The app has been shipped. Next.js app on Vercel FastAPI server on FastAPI cloud I’m gonna try to test the web app on different devices first before proceeding to write README.md!"}, {"post_id": 74218, "ts": "2026-09-26T22:56:02Z", "hours": 1.5956, "text": "API KEY Since the client uses Next.JS and the backend uses FastAPI, I added more security layer to prevent another app from accessing the web."}, {"post_id": 73947, "ts": "2026-09-26T11:57:24Z", "hours": 1.9642, "text": "Working on FastAPI Added new Filter and some docs as well! Omw to find a way to limit the API requests."}, {"post_id": 71961, "ts": "2026-09-21T21:14:51Z", "hours": 5.6494, "text": "Image Upload Mechanism Here are new updates for LightScanner I’ve implemented the drag and drop menu so that users would be able to easily upload their images. Up to 10 MB, max 25 imager per batch. Users will be able to choose the paper size and page orientation to their liking In this web we can also crop and zoom the image directly For mobile, user will be able to capture the pict of their document or anything on camera Added an errorboundary to handle images that cannot be decoded especially on mobile."}, {"post_id": 64308, "ts": "2026-09-08T16:27:06Z", "hours": 4.0986, "text": "Updated homepage for my Image-to-PDF site. I’ve added animated checker backgrounds with some paper texture so it wouldn’t feel too bland. As well as animated the text Also made a new oc as the guide/mascot for the web app too lol. Still omw to implement shimejii like character on the homepage."}, {"post_id": 61527, "ts": "2026-09-04T14:09:18Z", "hours": 1.6481, "text": "LightScanner Time I have an idea to create my own version for Image-to-PDF site similliar to ILovePDF and CamScanner. I’ve finished the set up for the web app, and done with importing fonts and added new color theme"}]...
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Title: LightScanner by @belbel | Stardance
Devlog Title: LightScanner by @belbel | Stardance
Devlogs:
LightScanner Time I have an idea to create my own version for Image-to-PDF site similliar to ILovePDF and CamScanner. I’ve finished the set up for the web app, and done with importing fonts and added new color theme
Updated homepage for my Image-to-PDF site. I’ve added animated checker backgrounds with some paper texture so it wouldn’t feel too bland. As well as animated the text Also made a new oc as the guide/mascot for the web app too lol. Still omw to implement shimejii like character on the homepage.
Image Upload Mechanism Here are new updates for LightScanner I’ve implemented the drag and drop menu so that users would be able to easily upload their images. Up to 10 MB, max 25 imager per batch. Users will be able to choose the paper size and page orientation to their liking In this web we can also crop and zoom the image directly For mobile, user will be able to capture the pict of their document or anything on camera Added an errorboundary to handle images that cannot be decoded especially on mobile.
Working on FastAPI Added new Filter and some docs as well! Omw to find a way to limit the API requests.
API KEY Since the client uses Next.JS and the backend uses FastAPI, I added more security layer to prevent another app from accessing the web.
Deployment test The app has been shipped. Next.js app on Vercel FastAPI server on FastAPI cloud I’m gonna try to test the web app on different devices first before proceeding to write README.md!
GITHUB IS READY!! Updated BOTH READMEs FOR BOTH REPOS!! New screenshots also added, alongside the tutorial how to run the project locally!
NEW FEATURES! I’ve received feedbacks from my friends, so for this project I’ve added Fit-to-page sizing where the PDF will follow the original page size/ratio Custom sizing, users can now input any sizes to their liking. Min. 10 cm and Max. 60 cm Before downloading, users would be able to change the file name
NEW FEATURE AND NEW SPRITE Now before downloading, users will be able to see the preview of their PDF file based on the page sizes and orientation that they are choosing. More Nyny! New additional Nyny sprite where she ‘hangs’ around the modal user interface Touch particle effect, for the vibe and polishing
Ships:
HI!! So this is my project, Lightscanner! A simpler, lighter alternative for CamScanner or any other image-scanning mobile app. And an image-to-PDF converter like ILovePDF but with built-in filters! It’s been a while since I’ve coded with both Next.js and FastAPI, and here we are! When it comes to developing any web app-related projects, these two always come to my mind first. The reason why I made this project was funny honestly. So my mom and I lived in Indonesia, and she has this small photocopy and printing business. Almost everyday, there’s a lot of customers that want to print documents that were directly captured from the camera. There are lots of issues, for example, resolution issues; the pictures don’t match the ratio for the paper size and orientation; and then in my place, not everyone was able to operate a PC and use Microsoft-related tools or GDocs. There are tools like Ms. Words, but my mom can’t operate it well, and so do the customers sometimes. Then apps like Camscanner feel laggy and filled with ads. This is why I made Lightscanner! I’ve testes this web app. My friends also used it for their assignments. When there’s handwritten homework or assignments and the teacher told us to send the pictures to Google Forms in the form of PDF, my friends tried to use this web app, and it worked. As for my mom, she said she was able to use this app and so far enjoys it. Because it is much faster and simpler. So if you want to test my project, find any pictures and try to convert them into PDF files. Try to experiment with the options! I think making usable web apps like this is something that I am proud of! Also new OC!!!! Although she only like has two inconsistent sprites lol. I think the challenging part wasn’t coding the UI or the API but rather coding using Pillow because I wasn’t that familiar with image processing stuff! SO THIS IS MY PLACE TO LEARN!.
Okay so here it comes new version for Lightscanner web app! After my friends using it for a while, they gave me a feedback saying it would be great if it has a ‘fit to page’ option for the page size. This way, the user wouldn’t have to go through complicated process on zooming in the pictures or trying different page sizes when it is not needed. This one was kind of challenging to pull because it means I also need to change a little bit parts of my FastAPI backend. Additionally I’ve also added custom page sizing so that the user can use whatever page size they want! My mom also needs this for her photocopy and printing tasks so I made it. Another feature is also we will be able to rename our files before downloading, would be helpful for mobile devices where the prompt asking something like the name file just doesn’t pop up. Then a day later I also added print preview feature or PDF preview feature. Say I’ve added 25 images and have cropped and zoomed each one then I want to do a rechecking. So Instead of doing it per images which could be harder and complicated, I’ve added a feature where the user will be able to check the entire PDF file with a single click. I took my time to draw more Nyny. Because so far there’s only three drawings of her, so let’s add one more! Basically Nyny now hangs on top of some modal interfaces. I used google meet to record my Lapse when drawing on Ibis Paint....
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1792853696.220157
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1792940096.220157
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65733
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Travel planner siteblob:https://stardance.hackclub Travel planner siteblob:https://stardance.hackclub.com/24e2c30b-100c-4722-9913-d56d040c3649 by @savanth | Stardance...
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savanth
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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": "2026-10-03T03:42:59Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a ai which analyzes the destinations your going and give you feedback and checklist for the specified place u mentioned", "repo": "https://github.com/ft-sav/Travel-packer-ai", "demo": "https://elegant-dolphin-crj62yfcc-savislosts-projects.vercel.app/"}]...
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[{"post_id": 73867, "ts": "202 [{"post_id": 73867, "ts": "2026-09-26T07:00:32Z", "hours": 0.7158, "text": "Im working on an interactive portfolio OS about me and i hope it helps other ppl to know more abt me"}]...
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Title: Travel planner siteblob:https://stardance.h Title: Travel planner siteblob:https://stardance.hackclub.com/24e2c30b-100c-4722-9913-d56d040c3649 by @savanth | Stardance
Devlogs:
Im working on an interactive portfolio OS about me and i hope it helps other ppl to know more abt me
Ships:
I made a ai which analyzes the destinations your going and give you feedback and checklist for the specified place u mentioned...
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1792817265.3225977
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1792903665.3225977
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66196
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Hack Club Marina Chapter by @cognitayohan | Starda Hack Club Marina Chapter by @cognitayohan | Stardance...
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cognitayohan
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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": "2026-10-03T03:32:23Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is Hack Club Marina Chapter’s official website! This website is a full-stack webapp created through the VITE framework within React.js. It utilizes typescript and some index.html/CSS formatting. It took a few large commits to build the website. The website is fully deployed at https://marinahackclub.com . I decided to use some mix of Hack Club’s CSS styling while incorporating some of my own “Marina” touch to it. The website includes a dashboard for main users to keep track of costs for the club.", "repo": "https://github.com/robot3-track/marina-hackclub-chapter", "demo": "https://marinahackclub.com"}]...
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[{"post_id": 76298, "ts": "202 [{"post_id": 76298, "ts": "2026-10-03T03:27:47Z", "hours": 1.9578, "text": "Hack Club Marina Chapter Website CSS Update I updated the UX of the site to make it easier to work with- I also made some manual edits to the CSS as well as some of the font configurations. The site is now ready for shipping! Also got a .com domain for it… yay"}, {"post_id": 74667, "ts": "2026-09-27T22:32:37Z", "hours": 0.5964, "text": "Hack Club Marina Chapter Website Update Today I updated the website for the club by changing some of the UI styling to be more adherent to hackclub.com/brand . I also spaced out the website with color coding for easier viewing of the application."}, {"post_id": 74322, "ts": "2026-09-27T05:28:26Z", "hours": 0.8972, "text": "The beginning of something new… Coding brought to Marina HS!! On September 24-25th, Marina HS had its club rush. And this time, for the first time in the history of Marina HS, Hackclub was introduced! We were able to get lots of signups as a club and introduce lots of people to the big Hackclub family. And yes, every good club needs a good website. So we have started creating our website to become as good as it can be, reflecting the Hackclub Site Brand Styling. One thing we noticed about Hackclub is the love of using Phantom Sans as the font, as well as the orange/red color scheme."}]...
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Title: Hack Club Marina Chapter by @cognitayohan | Title: Hack Club Marina Chapter by @cognitayohan | Stardance
Devlogs:
The beginning of something new… Coding brought to Marina HS!! On September 24-25th, Marina HS had its club rush. And this time, for the first time in the history of Marina HS, Hackclub was introduced! We were able to get lots of signups as a club and introduce lots of people to the big Hackclub family. And yes, every good club needs a good website. So we have started creating our website to become as good as it can be, reflecting the Hackclub Site Brand Styling. One thing we noticed about Hackclub is the love of using Phantom Sans as the font, as well as the orange/red color scheme.
Hack Club Marina Chapter Website Update Today I updated the website for the club by changing some of the UI styling to be more adherent to hackclub.com/brand . I also spaced out the website with color coding for easier viewing of the application.
Hack Club Marina Chapter Website CSS Update I updated the UX of the site to make it easier to work with- I also made some manual edits to the CSS as well as some of the font configurations. The site is now ready for shipping! Also got a .com domain for it… yay
Ships:
This is Hack Club Marina Chapter’s official website! This website is a full-stack webapp created through the VITE framework within React.js. It utilizes typescript and some index.html/CSS formatting. It took a few large commits to build the website. The website is fully deployed at https://marinahackclub.com . I decided to use some mix of Hack Club’s CSS styling while incorporating some of my own “Marina” touch to it. The website includes a dashboard for main users to keep track of costs for the club....
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1792817316.432527
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1792903716.432527
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67581
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AuraGoons by @yangterry80 | Stardance
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yangterry80
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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": "2026-10-03T02:56:19Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website. it challenged me to think within the box and outside at the same time.", "repo": "https://github.com/TerryYang80/AuraGoons", "demo": "https://terryyang80.github.io/AuraGoons/"}]...
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[{"post_id": 76284, "ts": "202 [{"post_id": 76284, "ts": "2026-10-03T02:35:52Z", "hours": 0.4036, "text": "I made the website cool!!!!!!!"}]...
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Title: AuraGoons by @yangterry80 | Stardance
Devl Title: AuraGoons by @yangterry80 | Stardance
Devlogs:
I made the website cool!!!!!!!
Ships:
I made a website. it challenged me to think within the box and outside at the same time....
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1792817407.4194326
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1792903807.4194326
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67588
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Plutopad by @Eli_Mendez | Stardance
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Eli_Mendez
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1
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1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T02:17:07Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a build of my Plutopad Macropadi", "repo": "https://github.com/pluto-227/Plutopad", "demo": ""}]...
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[{"post_id": 76278, "ts": "202 [{"post_id": 76278, "ts": "2026-10-03T02:15:25Z", "hours": 1.3167, "text": "This was an assembly of my Plutopad macropad. I burned myself and now it hurts pretty bad. Also, I learned how to solder during this"}]...
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Title: Plutopad by @Eli_Mendez | Stardance
Devlog Title: Plutopad by @Eli_Mendez | Stardance
Devlogs:
This was an assembly of my Plutopad macropad. I burned myself and now it hurts pretty bad. Also, I learned how to solder during this
Ships:
This is a build of my Plutopad Macropadi...
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1792817408.303703
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1792903808.303703
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41358
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my project manager by @flyingfish | Stardance
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flyingfish
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1
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93.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T01:05:33Z", "hours": 93.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is a project manager that i made. you have probably seen tones of project managers but this one is slightly different . the main things that i wanted to make for this i want it to be something you can keep on your desktop at all times. another thing i wanted to do is project ideas. i have hundreds of project ideas but its hard to remember all of them so i wanted to make a project manager that can store a list off all these ideas however at the same time i want a project manager that can still hold all my project data to help develop. so i also added that in but i also want something that will also have some simple use full tools so i added them all in to one a project manager / project idea list / simple tools some of the tools i added is stop watch quick notes timer you can click a button to copy the time i also was very car full to make it not take up a lot of ram so you can just leave it open i also tried to make to make it so in the future i can add stuff i am thinning a calculator and stuff also this was my first experience with qml/qt and it was an awesome learning experience", "repo": "https://github.com/dinotiger01/pproject-manager", "demo": "https://github.com/dinotiger01/pproject-manager/releases/tag/1.0.0"}]...
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[{"post_id": 76265, "ts": "202 [{"post_id": 76265, "ts": "2026-10-02T23:44:29Z", "hours": 4.1353, "text": "read me stuff i had a friend test it really fast he told me some problem then i fixed them then i wrote a long read me file"}, {"post_id": 76049, "ts": "2026-10-02T05:54:58Z", "hours": 11.0783, "text": "last minut changes there were tones of bugs because the JSON was made with spaghetti code so it was index out of range every where so i had to just go through all of them 1x1 i also made a windows build"}, {"post_id": 75464, "ts": "2026-09-30T05:22:40Z", "hours": 8.0217, "text": "i be doing json so i made it so that all the the difrent types of data have an edit menu and it saves it to json so you can have the file saved basicly every page has a edit page that repaces everything with text boxes and edits it"}, {"post_id": 75341, "ts": "2026-09-29T19:44:46Z", "hours": 11.8719, "text": "editing and creating data i am making it so that you can edit the data in the projects. i am posting becouse of the 10hr limit i will make a goood devlog later to day"}, {"post_id": 74378, "ts": "2026-09-27T08:36:35Z", "hours": 10.255, "text": "some wack ui i did like a ton of crap i did the clear ui the files indents timer most of the functiuoanlty links can now open in a tab and the parts tab can expand and contract tasks can be checked on and off i seperated the elements in the qml so there arnt sync bugs"}, {"post_id": 74083, "ts": "2026-09-26T17:09:55Z", "hours": 8.7236, "text": "i started the logic i have the bulk of it done just not all of it i made most of the variables load into the qml before in my other project i hade the cpp and the qml talk to each other and it was suppper jaky so now i basicly have the cpp controlling the entirer thing i made it so it can view files using recursion i think it was a cool way to do it idk also i have seperated the qml in to like 500 difrent files becouse it is just esier to use that way i also desided to ditch the sql becouse it takes a lot of set up and i am going to try to use json lastime i used nolmman it kept breaking so hopefully i can figure it out this time"}, {"post_id": 73630, "ts": "2026-09-25T15:19:27Z", "hours": 5.4989, "text": "i made the task description and i started the logic part"}, {"post_id": 54714, "ts": "2026-08-25T19:48:03Z", "hours": 2.9869, "text": "so like i havent worked on this project like at all idk how i got 2-3 hrs on it if yo are a goi you can deflate this devlog"}, {"post_id": 47609, "ts": "2026-08-15T16:48:28Z", "hours": 7.2122, "text": "i made the home page i also spent like a really long time getting git hub set up on the left i have tasks that i want to do today on the right there is some quick notes and the time if you click the time it will take you to a timer/ stopwatch"}, {"post_id": 39265, "ts": "2026-08-02T03:56:52Z", "hours": 4.6489, "text": "Calender i spent a lot of time coming up with the genral lay out i am planing to refine it more latter"}, {"post_id": 38975, "ts": "2026-08-01T16:25:04Z", "hours": 4.5603, "text": "project page it is not the list page there difrent i finished up the project page list on the left there is a list that will hold all projects i am working on each list item holds 4 things picture/logo title * short description of the project * button to open a bigger description drecription this is a page that you quick ly see and be riminded of what your project does there is a title and picture at the top there is quick links to make feting to certent parts of your project easyer then there is a place where you can list all the featues and constraints you want font.pointSize: parent.height - 15 > parent.width/ text.length ? parent.width/ text.length : parent.height - 15 this code snipit was something i wrote that makes it so that text auto scales withe the page i just thought it was cool it works by setting the point size to the height but this would have not worked if the box gets to tall so what i did was to check if the width or height is small then do the smaller one and to check the width i devise the width by the text.lenghth"}, {"post_id": 38346, "ts": "2026-07-31T18:04:34Z", "hours": 2.7083, "text": "so i managed to make negative progress i forgot to save then today has been kinda bad and my code was just really bad so it ended up worst then before"}, {"post_id": 37426, "ts": "2026-07-30T04:28:29Z", "hours": 7.2503, "text": "ui is really buggy so i am using like the really weird color to help me see and design better but in the future i want to make it like slighly transparent gray with neon blue highlights in like a semi futureistic style i made the page for the list there is a list of projects o the left this list is auto generated it holds the title of your project you can scroll right title description bugs the scrollview was like really long for sum reason * i think it was beclouds i was using a tab bar witch is normal horezontal * after trying like every thing i ended up making it not a tab bar * i made it a column with with java scrip that checks witch ta is selected for a while all the stuff was layed on ton of one another * it made like this weird lump of assests * ngl i dont realy know how it fixed it just kinda did at sum point and i am not going to try to mes with it if i dont have to"}, {"post_id": 36833, "ts": "2026-07-29T04:27:38Z", "hours": 4.5086, "text": "this is my project manager i have a lot of features i want to add to this but i have never made an actual app before so its a bit of a learning curve hack a time split my stuff in to 2 projects and i dont know why but idk i just lost like 1.5 hr i fixed it by making a new project and linking both projects to it i made 4 tabs that you can switch between with the tab bar at the top"}]...
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Title: my project manager by @flyingfish | Stardan Title: my project manager by @flyingfish | Stardance
Devlogs:
this is my project manager i have a lot of features i want to add to this but i have never made an actual app before so its a bit of a learning curve hack a time split my stuff in to 2 projects and i dont know why but idk i just lost like 1.5 hr i fixed it by making a new project and linking both projects to it i made 4 tabs that you can switch between with the tab bar at the top
ui is really buggy so i am using like the really weird color to help me see and design better but in the future i want to make it like slighly transparent gray with neon blue highlights in like a semi futureistic style i made the page for the list there is a list of projects o the left this list is auto generated it holds the title of your project you can scroll right title description bugs the scrollview was like really long for sum reason * i think it was beclouds i was using a tab bar witch is normal horezontal * after trying like every thing i ended up making it not a tab bar * i made it a column with with java scrip that checks witch ta is selected for a while all the stuff was layed on ton of one another * it made like this weird lump of assests * ngl i dont realy know how it fixed it just kinda did at sum point and i am not going to try to mes with it if i dont have to
so i managed to make negative progress i forgot to save then today has been kinda bad and my code was just really bad so it ended up worst then before
project page it is not the list page there difrent i finished up the project page list on the left there is a list that will hold all projects i am working on each list item holds 4 things picture/logo title * short description of the project * button to open a bigger description drecription this is a page that you quick ly see and be riminded of what your project does there is a title and picture at the top there is quick links to make feting to certent parts of your project easyer then there is a place where you can list all the featues and constraints you want font.pointSize: parent.height - 15 > parent.width/ text.length ? parent.width/ text.length : parent.height - 15 this code snipit was something i wrote that makes it so that text auto scales withe the page i just thought it was cool it works by setting the point size to the height but this would have not worked if the box gets to tall so what i did was to check if the width or height is small then do the smaller one and to check the width i devise the width by the text.lenghth
Calender i spent a lot of time coming up with the genral lay out i am planing to refine it more latter
i made the home page i also spent like a really long time getting git hub set up on the left i have tasks that i want to do today on the right there is some quick notes and the time if you click the time it will take you to a timer/ stopwatch
so like i havent worked on this project like at all idk how i got 2-3 hrs on it if yo are a goi you can deflate this devlog
i made the task description and i started the logic part
i started the logic i have the bulk of it done just not all of it i made most of the variables load into the qml before in my other project i hade the cpp and the qml talk to each other and it was suppper jaky so now i basicly have the cpp controlling the entirer thing i made it so it can view files using recursion i think it was a cool way to do it idk also i have seperated the qml in to like 500 difrent files becouse it is just esier to use that way i also desided to ditch the sql becouse it takes a lot of set up and i am going to try to use json lastime i used nolmman it kept breaking so hopefully i can figure it out this time
some wack ui i did like a ton of crap i did the clear ui the files indents timer most of the functiuoanlty links can now open in a tab and the parts tab can expand and contract tasks can be checked on and off i seperated the elements in the qml so there arnt sync bugs
editing and creating data i am making it so that you can edit the data in the projects. i am posting becouse of the 10hr limit i will make a goood devlog later to day
i be doing json so i made it so that all the the difrent types of data have an edit menu and it saves it to json so you can have the file saved basicly every page has a edit page that repaces everything with text boxes and edits it
last minut changes there were tones of bugs because the JSON was made with spaghetti code so it was index out of range every where so i had to just go through all of them 1x1 i also made a windows build
read me stuff i had a friend test it really fast he told me some problem then i fixed them then i wrote a long read me file
Ships:
this is a project manager that i made. you have probably seen tones of project managers but this one is slightly different . the main things that i wanted to make for this i want it to be something you can keep on your desktop at all times. another thing i wanted to do is project ideas. i have hundreds of project ideas but its hard to remember all of them so i wanted to make a project manager that can store a list off all these ideas however at the same time i want a project manager that can still hold all my project data to help develop. so i also added that in but i also want something that will also have some simple use full tools so i added them all in to one a project manager / project idea list / simple tools some of the tools i added is stop watch quick notes timer you can click a button to copy the time i also was very car full to make it not take up a lot of ram so you can just leave it open i also tried to make to make it so in the future i can add stuff i am thinning a calculator and stuff also this was my first experience with qml/qt and it was an awesome learning experience...
|
1792857014.125043
|
1792943414.125043
|
|
49748
|
Portfolio Website by @DaintyDust | Stardance
|
DaintyDust
|
3
|
48.0
|
253
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T00:20:00Z", "hours": 3.0, "multiplier": 14.51, "payout": 44, "blessing": "neutral", "text": "In the reviews on my previous ships, people gave me alot of feedback on things that were missing or bugged, So i fixed most of them this update. First people asked for a for a fill tool. Secondly a few people pointed out that in a low grid size the paint page was really laggy. Lastly people mentioned that the mobile version was pretty bad. Try out the paint page at: https://daintydust.dev/paint Check out the site at: https://daintydust.dev", "repo": "https://github.com/DaintyDust/DaintyDust.github.io", "demo": "https://daintydust.dev/paint"}, {"ship_num": 2, "ts": "2026-09-30T21:13:00Z", "hours": 12.0, "multiplier": 7.38, "payout": 86, "blessing": "neutral", "text": "I added a sandbox page so people can play around with the text and pixel colors since alot of reviews like that! you can access it at https://daintydust.dev/sandbox (or press “ctrl+/” on any page to popup the commands menu But I didn’t find that enough, i wanted more. So a friend of mine suggested making a kind of paint program where you can draw pixels, shapes and text!", "repo": "https://github.com/DaintyDust/DaintyDust.github.io", "demo": "https://daintydust.dev/paint"}, {"ship_num": 3, "ts": "2026-09-23T21:00:04Z", "hours": 33.0, "multiplier": 5.24, "payout": 123, "blessing": "neutral", "text": "I made a portfolio website to show of my projects. I made the site using react + mantine because mantine UI makes it really easy to add and create components. In the beginning it was pretty challenging because i never created a site in react or with mantine before. So i had to learn all of those from the beginning A friend of mine recommended mantine UI, because it has really nice looking UI components, its free and its opensource! Since i updated my already existing site and rewriting it in react + mantine. I already had a stylesheet to style my website. So i could easily reuse that. Visit the site at: https://daintydust.dev View my portfolio at: https://daintydust.dev/portfolio", "repo": "https://github.com/DaintyDust/DaintyDust.github.io", "demo": "https://daintydust.dev/paint"}]...
|
[{"post_id": 76263, "ts": "202 [{"post_id": 76263, "ts": "2026-10-02T23:36:35Z", "hours": 0.6783, "text": "Added proper mobile support by changing some css selectors"}, {"post_id": 76241, "ts": "2026-10-02T20:26:50Z", "hours": 1.1919, "text": "Fixed the lag on small grid sizes by rebuilding the paint rendering by doing these changes: Drawings are now cached on an offscreen canvas and rendered via a single drawImage() call every frame instead of running 30,000+ fillRect() calls per second. Grouped pixels by color to avoid expensive canvas context switching. maybe still needs some work, but its already alot faster for things like text rendering"}, {"post_id": 75990, "ts": "2026-10-01T21:36:37Z", "hours": 1.1967, "text": "I added a fill tool, this was pretty hard to do since there are some complicated calculations that needed to be made. So for the really hard calculations i used forms online and a bit of AI"}, {"post_id": 75720, "ts": "2026-09-30T21:05:46Z", "hours": 3.6944, "text": "added a text tool to my paint page, you can now add text in different sizes. this was pretty easy to do since i already had a system to display text on my homepage, so i reused most stuff for that also added a tech stack to my portfolio, so others can see what languages i can program in. and I fix a bug where the electrons wouldn’t follow the grid when changing the grid size."}, {"post_id": 75381, "ts": "2026-09-29T21:49:13Z", "hours": 6.2064, "text": "Added a page to paint the pixels. https://daintydust.dev/paint you can use tools like: pencil, brush, rectangle, circle, eraser. or change the brush size or grid size. At first i thought it was pretty easy since i already had a working grid system that could display text. But after alot of trial and error i managed to add the first pen tool. After that was done it was pretty easy adding the other tools"}, {"post_id": 74645, "ts": "2026-09-27T20:44:28Z", "hours": 1.8028, "text": "Added a sandbox page so you can play around with the text and colors and stuff. you can also do this by pressing “ctrl + /” on any page. Also added a projects widget so you can easily go to my portfolio from the homepage"}, {"post_id": 72841, "ts": "2026-09-23T20:58:33Z", "hours": 0.8103, "text": "I updated the readme so i can ship my website!"}, {"post_id": 72784, "ts": "2026-09-23T18:49:33Z", "hours": 5.9961, "text": "added a portfolio page to display all the projects that i’ve worked on! I use multiple mantine packages to make the UI creation much easier. for example for the carousel, image compare and lightbox"}, {"post_id": 67646, "ts": "2026-09-13T20:04:53Z", "hours": 2.1081, "text": "added a page to display all my roblox accounts. it fetches the avatars, usernames and group info from the roblox api based on a list of userid’s."}, {"post_id": 63851, "ts": "2026-09-07T20:39:53Z", "hours": 4.6256, "text": "The site was still pretty laggy on lower end devices. So i reduces the amount of electrons for lower end devices. I also rewrote the whole UI with the mantine UI library. because of this i didn’t have to write my own widget dragging system."}, {"post_id": 48241, "ts": "2026-08-16T15:23:22Z", "hours": 19.7219, "text": "Previously my site was really laggy. my pc used 2gb of ram and 90% GPU (on a 3070 😭) on my site alone. This is why i wanted to rewrite the site. my old site just used basic html/css, thats also another reason i wanted to rewrite my site Since i wanted to learn create a site in react a chose that. Changes: Rewrote and redesigned my site in react. Add secret menu to change the text and colors of the site. Added possibility to add more languages"}]...
|
Title: Portfolio Website by @DaintyDust | Stardanc Title: Portfolio Website by @DaintyDust | Stardance
Devlogs:
Previously my site was really laggy. my pc used 2gb of ram and 90% GPU (on a 3070 😭) on my site alone. This is why i wanted to rewrite the site. my old site just used basic html/css, thats also another reason i wanted to rewrite my site Since i wanted to learn create a site in react a chose that. Changes: Rewrote and redesigned my site in react. Add secret menu to change the text and colors of the site. Added possibility to add more languages
The site was still pretty laggy on lower end devices. So i reduces the amount of electrons for lower end devices. I also rewrote the whole UI with the mantine UI library. because of this i didn’t have to write my own widget dragging system.
added a page to display all my roblox accounts. it fetches the avatars, usernames and group info from the roblox api based on a list of userid’s.
added a portfolio page to display all the projects that i’ve worked on! I use multiple mantine packages to make the UI creation much easier. for example for the carousel, image compare and lightbox
I updated the readme so i can ship my website!
Added a sandbox page so you can play around with the text and colors and stuff. you can also do this by pressing “ctrl + /” on any page. Also added a projects widget so you can easily go to my portfolio from the homepage
Added a page to paint the pixels. https://daintydust.dev/paint you can use tools like: pencil, brush, rectangle, circle, eraser. or change the brush size or grid size. At first i thought it was pretty easy since i already had a working grid system that could display text. But after alot of trial and error i managed to add the first pen tool. After that was done it was pretty easy adding the other tools
added a text tool to my paint page, you can now add text in different sizes. this was pretty easy to do since i already had a system to display text on my homepage, so i reused most stuff for that also added a tech stack to my portfolio, so others can see what languages i can program in. and I fix a bug where the electrons wouldn’t follow the grid when changing the grid size.
I added a fill tool, this was pretty hard to do since there are some complicated calculations that needed to be made. So for the really hard calculations i used forms online and a bit of AI
Fixed the lag on small grid sizes by rebuilding the paint rendering by doing these changes: Drawings are now cached on an offscreen canvas and rendered via a single drawImage() call every frame instead of running 30,000+ fillRect() calls per second. Grouped pixels by color to avoid expensive canvas context switching. maybe still needs some work, but its already alot faster for things like text rendering
Added proper mobile support by changing some css selectors
Ships:
I made a portfolio website to show of my projects. I made the site using react + mantine because mantine UI makes it really easy to add and create components. In the beginning it was pretty challenging because i never created a site in react or with mantine before. So i had to learn all of those from the beginning A friend of mine recommended mantine UI, because it has really nice looking UI components, its free and its opensource! Since i updated my already existing site and rewriting it in react + mantine. I already had a stylesheet to style my website. So i could easily reuse that. Visit the site at: https://daintydust.dev View my portfolio at: https://daintydust.dev/portfolio
I added a sandbox page so people can play around with the text and pixel colors since alot of reviews like that! you can access it at https://daintydust.dev/sandbox (or press “ctrl+/” on any page to popup the commands menu But I didn’t find that enough, i wanted more. So a friend of mine suggested making a kind of paint program where you can draw pixels, shapes and text!
In the reviews on my previous ships, people gave me alot of feedback on things that were missing or bugged, So i fixed most of them this update. First people asked for a for a fill tool. Secondly a few people pointed out that in a low grid size the paint page was really laggy. Lastly people mentioned that the mobile version was pretty bad. Try out the paint page at: https://daintydust.dev/paint Check out the site at: https://daintydust.dev...
|
1792853551.7885776
|
1792939951.7885776
|
|
67538
|
Marvelous by @udayprakashgupta999 | Stardance
|
udayprakashgupta999
|
1
|
7.0
|
9
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T18:37:35Z", "hours": 7.0, "multiplier": 1.36, "payout": 9, "blessing": "neutral", "text": "during this journey i learned a lot about css and practiced a lot flex-box and pseudo classes i think i have done a great while learning i learned a lot of things like transition and how to fetch a header file and re use that element everywhere in page so that i dont have to write again whole lot of header and use all over the page i made lots of reusable components and learn a lot about file structure .", "repo": "https://github.com/udayprakash999/Marvelous", "demo": "https://udayprakash999.github.io/Marvelous/"}]...
|
[{"post_id": 76221, "ts": "202 [{"post_id": 76221, "ts": "2026-10-02T18:32:08Z", "hours": 6.8108, "text": "First i did the basic html CSS code and Made gallery using Flex-box and also learned a lot of things about CSS , about page took lots of time while i was figuring out how ::before and all the pseudo classes uses case , i learn a lot in this journey"}]...
|
Title: Marvelous by @udayprakashgupta999 | Stardan Title: Marvelous by @udayprakashgupta999 | Stardance
Devlogs:
First i did the basic html CSS code and Made gallery using Flex-box and also learned a lot of things about CSS , about page took lots of time while i was figuring out how ::before and all the pseudo classes uses case , i learn a lot in this journey
Ships:
during this journey i learned a lot about css and practiced a lot flex-box and pseudo classes i think i have done a great while learning i learned a lot of things like transition and how to fetch a header file and re use that element everywhere in page so that i dont have to write again whole lot of header and use all over the page i made lots of reusable components and learn a lot about file structure ....
|
1792817405.323058
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1792903805.323058
|
|
61699
|
My own site! by @utsab_Sapkota | Stardance
|
utsab_Sapkota
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T17:51:13Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "built a personal portfolio website to introduce myself and show my projects and skills. I built the site with HTML, CSS and JavaScript and deployed it online. One of the challenging parts was getting the layout and styling to work properly across different screen sizes. I’m most proud of the final design and how I organized the different sections. People can test it by opening the demo and going through the navigation and project sections.", "repo": "https://github.com/kiranSharma121/personal-website", "demo": "https://personal-website-frontend-iota.vercel.app/"}]...
|
[{"post_id": 68166, "ts": "202 [{"post_id": 68166, "ts": "2026-09-14T17:10:39Z", "hours": 2.7753, "text": "Learning to build a website and started with portfolio website .Review it and give me some feedback too"}]...
|
Title: My own site! by @utsab_Sapkota | Stardance
Title: My own site! by @utsab_Sapkota | Stardance
Devlogs:
Learning to build a website and started with portfolio website .Review it and give me some feedback too
Ships:
built a personal portfolio website to introduce myself and show my projects and skills. I built the site with HTML, CSS and JavaScript and deployed it online. One of the challenging parts was getting the layout and styling to work properly across different screen sizes. I’m most proud of the final design and how I organized the different sections. People can test it by opening the demo and going through the navigation and project sections....
|
1792813874.262889
|
1792900274.262889
|
|
67433
|
TicTacToe Game by @Aayansh | Stardance
|
Aayansh
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T17:46:21Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So, this is my small game that i made in my free time ……. So, just download the .exe file and enjoy !!!", "repo": "https://github.com/Aayansh07-07-12/TicTacToe-Game-", "demo": "https://github.com/Aayansh07-07-12/TicTacToe-Game-/releases/tag/v1.0"}]...
|
[{"post_id": 76206, "ts": "202 [{"post_id": 76206, "ts": "2026-10-02T17:44:30Z", "hours": 0.9556, "text": "so i have finally completed the project and fixed all the bugs …."}, {"post_id": 76085, "ts": "2026-10-02T09:33:11Z", "hours": 0.3661, "text": "I have successfully created the UI of the game ….and now i ’m completing it…."}]...
|
Title: TicTacToe Game by @Aayansh | Stardance
Dev Title: TicTacToe Game by @Aayansh | Stardance
Devlogs:
I have successfully created the UI of the game ….and now i ’m completing it….
so i have finally completed the project and fixed all the bugs ….
Ships:
So, this is my small game that i made in my free time ……. So, just download the .exe file and enjoy !!!...
|
1792817396.7485929
|
1792903796.7485929
|
|
61116
|
My Personal Website by @saanvii_agarwall | Stardan My Personal Website by @saanvii_agarwall | Stardance...
|
saanvii_agarwall
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T17:30:52Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my personal site, I hope this site outlay can be used by others and at the same time they can be encouraged to make it their own! The hardest challenge was bringing my imagination to life with my limited set of skills. It was a constant compromise of learning and sometimes discarding ideas.", "repo": "https://github.com/saanviiagarwall/my-website", "demo": "https://saanviiagarwall.github.io/my-website/"}]...
|
[{"post_id": 76202, "ts": "202 [{"post_id": 76202, "ts": "2026-10-02T17:27:43Z", "hours": 0.2703, "text": "Little friend who leads you guys to me!"}, {"post_id": 76180, "ts": "2026-10-02T16:38:44Z", "hours": 5.9775, "text": "I’ve been sick, so I have mostly been doing a lot of work on my phone, but safe to say a lot of errors that I had to correct after coming back on the pc. This will be my last bit. Time to bid this project a farewell! Heres a sneak peak fore you guys!! Please rate it, it would mean a lot to me."}, {"post_id": 67570, "ts": "2026-09-13T18:26:42Z", "hours": 0.6228, "text": "QUICK UPDATE after a long break I decided to just go for a simple button, it matches the theme so that’s good for me! Okay next page is in progress see you guys soon :))"}, {"post_id": 67347, "ts": "2026-09-13T12:50:22Z", "hours": 1.4869, "text": "OKAY UPDATE NO 2!!! I Made the “welcome” part finally moving, figured it out (it took me so much time to get it to the perfect timing so it looks like a loop). ANYWAYS next i got the introduction part of the personal website done and dusted this was surprisingly the easiest part! Moving on to whatever you would like to call that ugly button ruining the whole vibe. This was my second attempt at designing it but it doesn’t in the slightest look like the one I have in mind! If anyone could help me out with designs I can try that would fit cyberpunk ui theme I would really appreciate it. PS: I completed cyberpunk edgerunners and WHY IS IT SO SAD SOMEONE HANG ME!!!!"}, {"post_id": 66132, "ts": "2026-09-11T19:04:45Z", "hours": 1.1664, "text": "Today I decided to do start with a personal website, I have always wanted to make one but I ended up procrastinating. This time however I’m determined to complete it. Recently I started watching cyberpunk edgerunners so I wanted to make the website inspired from it, The whole theme kind of went well with the stardance website too! This is so far my homepage I’m still thinking of what else to improve. I would love other’s insight on the aesthetics/working on the site so I can make improvements. Thank you so much for reading if you guys did! ( ̄﹃ ̄)"}]...
|
Title: My Personal Website by @saanvii_agarwall | Title: My Personal Website by @saanvii_agarwall | Stardance
Devlogs:
Today I decided to do start with a personal website, I have always wanted to make one but I ended up procrastinating. This time however I’m determined to complete it. Recently I started watching cyberpunk edgerunners so I wanted to make the website inspired from it, The whole theme kind of went well with the stardance website too! This is so far my homepage I’m still thinking of what else to improve. I would love other’s insight on the aesthetics/working on the site so I can make improvements. Thank you so much for reading if you guys did! ( ̄﹃ ̄)
OKAY UPDATE NO 2!!! I Made the “welcome” part finally moving, figured it out (it took me so much time to get it to the perfect timing so it looks like a loop). ANYWAYS next i got the introduction part of the personal website done and dusted this was surprisingly the easiest part! Moving on to whatever you would like to call that ugly button ruining the whole vibe. This was my second attempt at designing it but it doesn’t in the slightest look like the one I have in mind! If anyone could help me out with designs I can try that would fit cyberpunk ui theme I would really appreciate it. PS: I completed cyberpunk edgerunners and WHY IS IT SO SAD SOMEONE HANG ME!!!!
QUICK UPDATE after a long break I decided to just go for a simple button, it matches the theme so that’s good for me! Okay next page is in progress see you guys soon :))
I’ve been sick, so I have mostly been doing a lot of work on my phone, but safe to say a lot of errors that I had to correct after coming back on the pc. This will be my last bit. Time to bid this project a farewell! Heres a sneak peak fore you guys!! Please rate it, it would mean a lot to me.
Little friend who leads you guys to me!
Ships:
This is my personal site, I hope this site outlay can be used by others and at the same time they can be encouraged to make it their own! The hardest challenge was bringing my imagination to life with my limited set of skills. It was a constant compromise of learning and sometimes discarding ideas....
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1792813794.6634836
|
1792900194.6634836
|
|
66291
|
My Portfolio by @revankotapati | Stardance
|
revankotapati
|
1
|
1.55
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T16:36:58Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Created a minimalistic version of my portfolio containing some of project overview, contact information, and an about-me section. It was a simple project without much difficulty.", "repo": "https://github.com/RevanK10/Portfolio_V2", "demo": "https://revank10.github.io/Portfolio_V2/"}]...
|
[{"post_id": 76213, "ts": "202 [{"post_id": 76213, "ts": "2026-10-02T18:19:46Z", "hours": 0.5489, "text": "Changed the look of my portfolio to follow my first version that I did when I was in 10th grade for the nostalgic feel."}, {"post_id": 76176, "ts": "2026-10-02T16:15:53Z", "hours": 0.5744, "text": "I am working on my portfolio site. This is just a minimalstic version of the site. I will continue to build on it over time. The site shows 3 of my projects and my contact info, like LinkedIn."}]...
|
Title: My Portfolio by @revankotapati | Stardance
Title: My Portfolio by @revankotapati | Stardance
Devlogs:
I am working on my portfolio site. This is just a minimalstic version of the site. I will continue to build on it over time. The site shows 3 of my projects and my contact info, like LinkedIn.
Changed the look of my portfolio to follow my first version that I did when I was in 10th grade for the nostalgic feel.
Ships:
Created a minimalistic version of my portfolio containing some of project overview, contact information, and an about-me section. It was a simple project without much difficulty....
|
1792817322.720041
|
1792903722.720041
|
|
67128
|
StudyFlow by @geeky | Stardance
|
geeky
|
1
|
23.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T15:37:08Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "StudyFlow, a task organizer for students, built with plain HTML, CSS and JavaScript (no frameworks, no backend) The problem: students notice deadlines too late, so the app makes urgency visible.", "repo": "https://github.com/filippoplesca3-wq/StudyFlow", "demo": "https://filippoplesca3-wq.github.io/StudyFlow/"}]...
|
[{"post_id": 78301, "ts": "202 [{"post_id": 78301, "ts": "2026-10-10T11:04:05Z", "hours": 3.5744, "text": "Just finished setting up the github repo!!!"}, {"post_id": 78128, "ts": "2026-10-09T17:20:51Z", "hours": 0.4286, "text": "just updated the style i think it looks way cooler now. im finishing js aand it wil be ready!!!"}, {"post_id": 76161, "ts": "2026-10-02T15:27:46Z", "hours": 19.2456, "text": "A simple web app that helps students organize homework by subject, priority and due date. Built with plain HTML, CSS and JavaScript — no frameworks, no backend."}]...
|
Title: StudyFlow by @geeky | Stardance
Devlogs:
A Title: StudyFlow by @geeky | Stardance
Devlogs:
A simple web app that helps students organize homework by subject, priority and due date. Built with plain HTML, CSS and JavaScript — no frameworks, no backend.
just updated the style i think it looks way cooler now. im finishing js aand it wil be ready!!!
Just finished setting up the github repo!!!
Ships:
StudyFlow, a task organizer for students, built with plain HTML, CSS and JavaScript (no frameworks, no backend) The problem: students notice deadlines too late, so the app makes urgency visible....
|
1792817382.4388914
|
1793681382.4388914
|
|
41167
|
GamePad 9 by @anael | Stardance
|
anael
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T15:08:13Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a macropad called “GamePad 9” which has 9 keys, 1 rotary encoder and an OLED screen. This was my first hardware project and it has been such an amazing journey. I have found a new interest and even switched my intended major from CS to engineering. I am proud of how well I was able to do soldering this time as the last project I worked on was a mess and I ruined 3 boards. Check out the project video. I will also make a new top case and play around with the OLED UI in my free time.", "repo": "https://github.com/anaelm1/GamePad-9", "demo": ""}]...
|
[{"post_id": 76155, "ts": "202 [{"post_id": 76155, "ts": "2026-10-02T15:00:33Z", "hours": 2.1197, "text": "LAST DEVLOG I assembled everything. It works perfectly, and I am really happy with the results."}, {"post_id": 44600, "ts": "2026-08-10T14:00:12Z", "hours": 3.7169, "text": "DEVLOG 4 I tried to write the firmware in QMK, but it was getting errors for some reason. I even tried copy pasting direct Gemini code, but it still didn’t compile. Then I switched to KMK, and it was comparatively simple. I write the firmware in KMK, and then wrote my readme. Now my next devlog will, hopefully, be me physically building it."}, {"post_id": 44190, "ts": "2026-08-09T19:55:04Z", "hours": 7.4542, "text": "DEVLOG 3 I WOULDN’T WISH FUSION ON EVEN MY WORST ENEMY! Yesterday, I completed the PCB design, and I thought the 3D model will be done quicker than the PCB, but I was so wrong. It took me 3 hours just to get the rectangle and its walls. The software really confused me although I know how to use Blender. I ended up completing the design after locking in. See the design please! Tomorrow is firmware day."}, {"post_id": 43349, "ts": "2026-08-08T15:35:51Z", "hours": 4.7167, "text": "DEVLOG 2 After locking in for 5 hours, I have managed to make the PCB board. It wasn’t dificult to make it, but I accidentally went in the rabbit hole of adding too many components. There weren’t enough wire layers for me to route 10 leds, oled, roller, and the 7 key matrix. I tried multiple time with different layouts but it was not working. In the end, I gave up on the backlights, added an 8th key and finished the pcb. Check it out! Please let me know if something is done wrong."}, {"post_id": 41575, "ts": "2026-08-05T21:19:02Z", "hours": 1.2083, "text": "DEVLOG #1 Hey! This is my first log. I tested out how the whole ecosystem works, and I also did the setups for the two softwares I am going to need for this project. Along with this, I designed my first ever PCB that is of the 3-key Hackpad (shown in the tutorial). It’s a fun software! I am going to start working on how matrices work because I want my Hackpad to be stacked."}]...
|
Title: GamePad 9 by @anael | Stardance
Devlogs:
D Title: GamePad 9 by @anael | Stardance
Devlogs:
DEVLOG #1 Hey! This is my first log. I tested out how the whole ecosystem works, and I also did the setups for the two softwares I am going to need for this project. Along with this, I designed my first ever PCB that is of the 3-key Hackpad (shown in the tutorial). It’s a fun software! I am going to start working on how matrices work because I want my Hackpad to be stacked.
DEVLOG 2 After locking in for 5 hours, I have managed to make the PCB board. It wasn’t dificult to make it, but I accidentally went in the rabbit hole of adding too many components. There weren’t enough wire layers for me to route 10 leds, oled, roller, and the 7 key matrix. I tried multiple time with different layouts but it was not working. In the end, I gave up on the backlights, added an 8th key and finished the pcb. Check it out! Please let me know if something is done wrong.
DEVLOG 3 I WOULDN’T WISH FUSION ON EVEN MY WORST ENEMY! Yesterday, I completed the PCB design, and I thought the 3D model will be done quicker than the PCB, but I was so wrong. It took me 3 hours just to get the rectangle and its walls. The software really confused me although I know how to use Blender. I ended up completing the design after locking in. See the design please! Tomorrow is firmware day.
DEVLOG 4 I tried to write the firmware in QMK, but it was getting errors for some reason. I even tried copy pasting direct Gemini code, but it still didn’t compile. Then I switched to KMK, and it was comparatively simple. I write the firmware in KMK, and then wrote my readme. Now my next devlog will, hopefully, be me physically building it.
LAST DEVLOG I assembled everything. It works perfectly, and I am really happy with the results.
Ships:
I made a macropad called “GamePad 9” which has 9 keys, 1 rotary encoder and an OLED screen. This was my first hardware project and it has been such an amazing journey. I have found a new interest and even switched my intended major from CS to engineering. I am proud of how well I was able to do soldering this time as the last project I worked on was a mess and I ruined 3 boards. Check out the project video. I will also make a new top case and play around with the OLED UI in my free time....
|
1792856990.5932536
|
1792943390.5932536
|
|
67475
|
SpeedRunning by @RishuKamboj | Stardance
|
RishuKamboj
|
1
|
1.8
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T14:29:01Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website that features three sections :- 1)Heading and about me 2)Images 3)A thank you message. I’m gonna be very honest i needed 5 stardusts for pcb grant and this was the only option to get it asap it was fun speedrunning tho,", "repo": "https://github.com/rydei/Speedrun", "demo": "https://speedrun-eight-silk.vercel.app/"}]...
|
[{"post_id": 77271, "ts": "202 [{"post_id": 77271, "ts": "2026-10-06T11:35:25Z", "hours": 0.7986, "text": "Added two more section! Games i like and a music section."}, {"post_id": 76149, "ts": "2026-10-02T14:27:07Z", "hours": 0.6189, "text": "I made an about me page featuring some photos from projects and my skills hehe."}]...
|
Title: SpeedRunning by @RishuKamboj | Stardance
D Title: SpeedRunning by @RishuKamboj | Stardance
Devlogs:
I made an about me page featuring some photos from projects and my skills hehe.
Added two more section! Games i like and a music section.
Ships:
I made a personal website that features three sections :- 1)Heading and about me 2)Images 3)A thank you message. I’m gonna be very honest i needed 5 stardusts for pcb grant and this was the only option to get it asap it was fun speedrunning tho,...
|
1792817400.5500376
|
1792903800.5500376
|
|
66608
|
PULSAR OS by @N1kamaro | Stardance
|
N1kamaro
|
1
|
40.01
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T13:49:59Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is Pulsar OS, a WebOS focused on hardware and software development. To be honest, those three days spent developing Pulsar were a massive headache—especially developing the project’s core (the JavaScript) and getting the whole system to communicate seamlessly without any glitches ☠️. And I won’t lie: I’m really proud to have successfully made the WebOS communicate properly with an ESP32 or even an Arduino! I hadn’t seen this feature anywhere else; I spent hours researching and trying to figure out how it worked. It was a huge headache, too, but—would you look at that—it actually worked! Now the system includes a calculator, a functional built-in browser (with some limitations, but it works), customization options, a notepad, and a guide in case you’re unsure how things work. All in all, it turned into a pretty complete system that I’m happy to share with you all! SEE YA IN THE NEXT PROJECT!!", "repo": "https://github.com/N1kamaro/Project-PULSAR-OS", "demo": "https://n1kamaro.github.io/Project-PULSAR-OS/"}]...
|
[{"post_id": 82143, "ts": "202 [{"post_id": 82143, "ts": "2026-10-24T03:02:22Z", "hours": 6.56, "text": "FINALLY, WE DID IT, 40 HOURS OF DEVELOPMENT!! Now, the rework is finally done!! I reorganized and simplified tons of things throughout the codebase, like merging repeated CSS blocks (identical headers, footers, and scrollbars), and created variables for text, borders, backgrounds, status colors, and things like that! :D So now, instead of just having random hex colors and repeated values everywhere (not cool), everything is waaaay more organized now :D. Isn’t that nice? And I also fixed a lot of bugs in the CSS: The dark wallpaper overlay is back, now controlled by --desktop-dim . Removed the duplicated .wallpaper-grid class. Fixed the card grid so it only applies inside the Customization window. Notes, Calculator, and Terminal now have their own mobile layout rules instead of overflowing the screen. Guide and Device Manager are properly centered on smaller screens. Signal Log and Customization now use clamp() to fit smaller displays. Removed useless hover effects, unnecessary opacity rules, and unused CSS. I also simplified tons of other things and fixed more issues than I expected. :D BUT, THERE’S SOMETHING IMPORTANT! PULSAR-OS has its own personality. The visual identity is basically fixed and WILL STAY like this. The important details and the app dimensions are still the same. I didn’t want to turn the whole project into smth generic just to make the code shorter. The goal was to make the CSS cleaner, easier to understand, and more consistent, without losing what makes PULSAR-OS feel like PULSAR-OS. THE REWORK IS DONE. PULSAR-OS IS STILL ALIVE!! SEE YA IN THE NEXT ADVENTURE!!! :DDD (btw, there are a lot of comments in Brazilian Portuguese (PT-BR) throughout the code, so feel free to use a translator if you want to read them! :D)"}, {"post_id": 78172, "ts": "2026-10-09T21:04:34Z", "hours": 6.5275, "text": "THE FINAL DEVLOG 😭😭😭😭😭😭 After days of fixing stuff, rewriting parts of javascript, css and testing EVERYTHING , FINALLY THE REMAKE IS READY!!! but.. what changed? Reworked JavaScript, Html and Css! Fixed bugs and removed a LOT of unnecessary code. Improved the interface and the interface of window manager. Kept all apps, settings, and LocalStorage working 100%. Tested the serial monitor and Device Manager with a Esp32 - STILL WORKS PERFECLY! Cleaned lots of ai stuff and changed the logo made with Ai The hasdest part was definitely cleaning up the code without breaking the whole system, and honestly, sometimes there were moments when i genuinaly thought i was going to lose my mind and i really wanted to give up, but here we are, everything done :D I need to reiterate one thing about the project: the browser DOES WORK. BUT, IT HAS SOME LIMITATIONS ABOUT THE SITE 𝙔𝙊𝙐 WANT TO ACESS! Many sites refuse embedded viewing, while others allow it; it is up to you to research which ones do and which ones don’t. Anyway, thanks a lot for reading. It was a headache getting all this done, and unfortunately, I couldn’t find a more practical way to fix it without rebuilding my entire code—but yaaah, here we are. BUILD 1.0 (REMAKE) IS COMPLETE! SEE YA NEXT PROJECT (or devlog, i dunno :D )"}, {"post_id": 76585, "ts": "2026-10-04T02:01:03Z", "hours": 8.9256, "text": "Actually, I’ve been developing Build 1.0 (the remake)! I’ve been fixing bugs, changing some AI stuff, deleting dead stuff from the CSS, cleaning up the code, and doing lots of other things like that! But… what’s actually different?Wallpapers — They were all replaced with real photos taken by the Hubble Space Telescope! I also added a new tab where you can check the sources for all of them, with links to the official ESA pages. Tiny differences — Some small design changes, like changing the opacity of the top bar and menu, plus a bunch of tiny things like that :D I’m still developing and changing tons of stuff, so that’s it for now! See ya :D"}, {"post_id": 76133, "ts": "2026-10-02T13:29:44Z", "hours": 7.5233, "text": "YEEEEEAH, I ACTUALLY DID IT :D Remember when I said: “PULSAR STARTED YESTERDAY. PULSAR SHIPS TODAY.” WELL… PULSAR SHIPPED. After a LOT of debugging, testing, fixing things, breaking other things while fixing those things KKKKKKKK, and finishing the last parts of the system, PULSAR OS // BUILD 1.0 IS FINALLY DONE. The last development phase was basically about making everything actually work together. We finished all the applications, connected the hardware system, tested everything, fixed the remaining bugs and then cleaned and mapped the source code so that someone opening the project can actually understand WHERE EVERYTHING IS KKKKKKK. And somehow, this thing now has: NOTES // local storage + autosave CALCULATOR // because every OS needs one :D TERMINAL // commands, system tools and hardware communication PULSAR WEB // a web interface inside a Web OS SERIAL MONITOR // direct RX/TX communication with microcontrollers DEVICE MANAGER // connected hardware information and management GUIDE // documentation built directly into PULSAR CUSTOMIZATION // wallpapers and system personalization And yes, the hardware part WORKS. For the final test, I connected an ESP32 to PULSAR and sent: PULSAR > Hello ESP And it answered: ESP32 > Hello Pulsar! :D We also went through the HTML, CSS and JavaScript and mapped the different parts of the source code, so if someone wants to explore PULSAR or use it to understand how a Web OS like this works, the project is MUCH easier to navigate now. And then… WE PUT IT ONLINE. Obviously, the first completely reasonable thing I did was open PULSAR inside PULSAR Web… SO YES. PULSAR CAN RUN PULSAR INSIDE PULSAR. KKKKKKKKKKKKKKKKKKKKKKKK This project started with me giving myself the incredibly stupid challenge of making an entire Web OS in basically one day. Then I made the challenge worse. Then I called it “50 YEARS IN 5.” And now I’m looking at a finished Web OS with a desktop, apps, terminal, documentation, storage, hardware communication and its own little ecosystem. So… I think we’re done here :D PULSAR OS // BUILD 1.0 SYSTEM // ONLINE DEVELOPMENT … COMPLETE !!!!!! SIGNAL // ACQUIRED Thank you to everyone who followed these devlogs! This was PULSAR. BYE BYEEEE :D SEE YA IN THE NEXT PROJECT!!! — N1K A STAR. A SIGNAL. AN INTERFACE."}, {"post_id": 75649, "ts": "2026-09-30T17:17:00Z", "hours": 5.0481, "text": "OKAY, WE ARE DOING 50 YEARS IN 5 (Brazillian history class ref). Remember when I said I would start AND finish PULSAR-OS yesterday?? Well… I decided to make that challenge EVEN WORSE KKKKKKKPULSAR already looks like an OS, but I don’t want it to just look like one. I WANT IT TO FEEL LIKE ONE. So I’m calling this next phase: 50 YEARS IN 5. I’m basically speedrunning decades of OS features into PULSAR before shipping it today :D And we already made some serious progress:STORAGE // ONLINEBOOT // WORKINGSYSTEM MENU // WORKINGCUSTOMIZATION // WORKING 0 ERRORS. Now comes the insanity: apps, terminal, notes, calculator, search, documentation and, most importantly, the microcontroller/hardware system. Is this reasonable?NO. Are we doing it anyway?YEAH. PULSAR STARTED YESTERDAY. PULSAR SHIPS TODAY. SEE YA IN THE FINAL DEVLOG :D"}, {"post_id": 75297, "ts": "2026-09-29T17:45:11Z", "hours": 5.8247, "text": "YEEEAH PULSAR-OS IS ALIVE!!!!Sooo… I decided to give myself a pretty stupid challenge today:START AND FINISH AN ENTIRE WEB OS IN ONE DAY.Yep.I started PULSAR-OS TODAY, and my goal is to have the project finished and shipped before the end of the day KKKKKKKPULSAR is a web-based operating system / hardware interface that I want to use to interact with microcontrollers and some of my electronics projects :DAnd somehow, after almost 6 hours of work, this thing went from basically nothing to ACTUALLY LOOKING LIKE AN OPERATING SYSTEM.PULSAR already has multiple wallpapers, and you can change them directly through the customization window. I spent WAY too much time fighting bugs with this part, but IT FINALLY WORKS.BUT my favorite part so far is definitely the boot sequence!!The thing is: I started doing this today, and the mission? FINISHING IT TODAY TOO!I have only a few more hours left.SEE YA IN THE FINAL DEVLOG :D"}]...
|
Title: PULSAR OS by @N1kamaro | Stardance
Devlogs Title: PULSAR OS by @N1kamaro | Stardance
Devlogs:
YEEEAH PULSAR-OS IS ALIVE!!!!Sooo… I decided to give myself a pretty stupid challenge today:START AND FINISH AN ENTIRE WEB OS IN ONE DAY.Yep.I started PULSAR-OS TODAY, and my goal is to have the project finished and shipped before the end of the day KKKKKKKPULSAR is a web-based operating system / hardware interface that I want to use to interact with microcontrollers and some of my electronics projects :DAnd somehow, after almost 6 hours of work, this thing went from basically nothing to ACTUALLY LOOKING LIKE AN OPERATING SYSTEM.PULSAR already has multiple wallpapers, and you can change them directly through the customization window. I spent WAY too much time fighting bugs with this part, but IT FINALLY WORKS.BUT my favorite part so far is definitely the boot sequence!!The thing is: I started doing this today, and the mission? FINISHING IT TODAY TOO!I have only a few more hours left.SEE YA IN THE FINAL DEVLOG :D
OKAY, WE ARE DOING 50 YEARS IN 5 (Brazillian history class ref). Remember when I said I would start AND finish PULSAR-OS yesterday?? Well… I decided to make that challenge EVEN WORSE KKKKKKKPULSAR already looks like an OS, but I don’t want it to just look like one. I WANT IT TO FEEL LIKE ONE. So I’m calling this next phase: 50 YEARS IN 5. I’m basically speedrunning decades of OS features into PULSAR before shipping it today :D And we already made some serious progress:STORAGE // ONLINEBOOT // WORKINGSYSTEM MENU // WORKINGCUSTOMIZATION // WORKING 0 ERRORS. Now comes the insanity: apps, terminal, notes, calculator, search, documentation and, most importantly, the microcontroller/hardware system. Is this reasonable?NO. Are we doing it anyway?YEAH. PULSAR STARTED YESTERDAY. PULSAR SHIPS TODAY. SEE YA IN THE FINAL DEVLOG :D
YEEEEEAH, I ACTUALLY DID IT :D Remember when I said: “PULSAR STARTED YESTERDAY. PULSAR SHIPS TODAY.” WELL… PULSAR SHIPPED. After a LOT of debugging, testing, fixing things, breaking other things while fixing those things KKKKKKKK, and finishing the last parts of the system, PULSAR OS // BUILD 1.0 IS FINALLY DONE. The last development phase was basically about making everything actually work together. We finished all the applications, connected the hardware system, tested everything, fixed the remaining bugs and then cleaned and mapped the source code so that someone opening the project can actually understand WHERE EVERYTHING IS KKKKKKK. And somehow, this thing now has: NOTES // local storage + autosave CALCULATOR // because every OS needs one :D TERMINAL // commands, system tools and hardware communication PULSAR WEB // a web interface inside a Web OS SERIAL MONITOR // direct RX/TX communication with microcontrollers DEVICE MANAGER // connected hardware information and management GUIDE // documentation built directly into PULSAR CUSTOMIZATION // wallpapers and system personalization And yes, the hardware part WORKS. For the final test, I connected an ESP32 to PULSAR and sent: PULSAR > Hello ESP And it answered: ESP32 > Hello Pulsar! :D We also went through the HTML, CSS and JavaScript and mapped the different parts of the source code, so if someone wants to explore PULSAR or use it to understand how a Web OS like this works, the project is MUCH easier to navigate now. And then… WE PUT IT ONLINE. Obviously, the first completely reasonable thing I did was open PULSAR inside PULSAR Web… SO YES. PULSAR CAN RUN PULSAR INSIDE PULSAR. KKKKKKKKKKKKKKKKKKKKKKKK This project started with me giving myself the incredibly stupid challenge of making an entire Web OS in basically one day. Then I made the challenge worse. Then I called it “50 YEARS IN 5.” And now I’m looking at a finished Web OS with a desktop, apps, terminal, documentation, storage, hardware communication and its own little ecosystem. So… I think we’re done here :D PULSAR OS // BUILD 1.0 SYSTEM // ONLINE DEVELOPMENT … COMPLETE !!!!!! SIGNAL // ACQUIRED Thank you to everyone who followed these devlogs! This was PULSAR. BYE BYEEEE :D SEE YA IN THE NEXT PROJECT!!! — N1K A STAR. A SIGNAL. AN INTERFACE.
Actually, I’ve been developing Build 1.0 (the remake)! I’ve been fixing bugs, changing some AI stuff, deleting dead stuff from the CSS, cleaning up the code, and doing lots of other things like that! But… what’s actually different?Wallpapers — They were all replaced with real photos taken by the Hubble Space Telescope! I also added a new tab where you can check the sources for all of them, with links to the official ESA pages. Tiny differences — Some small design changes, like changing the opacity of the top bar and menu, plus a bunch of tiny things like that :D I’m still developing and changing tons of stuff, so that’s it for now! See ya :D
THE FINAL DEVLOG 😭😭😭😭😭😭 After days of fixing stuff, rewriting parts of javascript, css and testing EVERYTHING , FINALLY THE REMAKE IS READY!!! but.. what changed? Reworked JavaScript, Html and Css! Fixed bugs and removed a LOT of unnecessary code. Improved the interface and the interface of window manager. Kept all apps, settings, and LocalStorage working 100%. Tested the serial monitor and Device Manager with a Esp32 - STILL WORKS PERFECLY! Cleaned lots of ai stuff and changed the logo made with Ai The hasdest part was definitely cleaning up the code without breaking the whole system, and honestly, sometimes there were moments when i genuinaly thought i was going to lose my mind and i really wanted to give up, but here we are, everything done :D I need to reiterate one thing about the project: the browser DOES WORK. BUT, IT HAS SOME LIMITATIONS ABOUT THE SITE 𝙔𝙊𝙐 WANT TO ACESS! Many sites refuse embedded viewing, while others allow it; it is up to you to research which ones do and which ones don’t. Anyway, thanks a lot for reading. It was a headache getting all this done, and unfortunately, I couldn’t find a more practical way to fix it without rebuilding my entire code—but yaaah, here we are. BUILD 1.0 (REMAKE) IS COMPLETE! SEE YA NEXT PROJECT (or devlog, i dunno :D )
FINALLY, WE DID IT, 40 HOURS OF DEVELOPMENT!! Now, the rework is finally done!! I reorganized and simplified tons of things throughout the codebase, like merging repeated CSS blocks (identical headers, footers, and scrollbars), and created variables for text, borders, backgrounds, status colors, and things like that! :D So now, instead of just having random hex colors and repeated values everywhere (not cool), everything is waaaay more organized now :D. Isn’t that nice? And I also fixed a lot of bugs in the CSS: The dark wallpaper overlay is back, now controlled by --desktop-dim . Removed the duplicated .wallpaper-grid class. Fixed the card grid so it only applies inside the Customization window. Notes, Calculator, and Terminal now have their own mobile layout rules instead of overflowing the screen. Guide and Device Manager are properly centered on smaller screens. Signal Log and Customization now use clamp() to fit smaller displays. Removed useless hover effects, unnecessary opacity rules, and unused CSS. I also simplified tons of other things and fixed more issues than I expected. :D BUT, THERE’S SOMETHING IMPORTANT! PULSAR-OS has its own personality. The visual identity is basically fixed and WILL STAY like this. The important details and the app dimensions are still the same. I didn’t want to turn the whole project into smth generic just to make the code shorter. The goal was to make the CSS cleaner, easier to understand, and more consistent, without losing what makes PULSAR-OS feel like PULSAR-OS. THE REWORK IS DONE. PULSAR-OS IS STILL ALIVE!! SEE YA IN THE NEXT ADVENTURE!!! :DDD (btw, there are a lot of comments in Brazilian Portuguese (PT-BR) throughout the code, so feel free to use a translator if you want to read them! :D)
Ships:
This is Pulsar OS, a WebOS focused on hardware and software development. To be honest, those three days spent developing Pulsar were a massive headache—especially developing the project’s core (the JavaScript) and getting the whole system to communicate seamlessly without any glitches ☠️. And I won’t lie: I’m really proud to have successfully made the WebOS communicate properly with an ESP32 or even an Arduino! I hadn’t seen this feature anywhere else; I spent hours researching and trying to figure out how it worked. It was a huge headache, too, but—would you look at that—it actually worked! Now the system includes a calculator, a functional built-in browser (with some limitations, but it works), customization options, a notepad, and a guide in case you’re unsure how things work. All in all, it turned into a pretty complete system that I’m happy to share with you all! SEE YA IN THE NEXT PROJECT!!...
|
1792817346.814259
|
1792903746.814259
|
|
67455
|
Tetris by @LawlietSky | Stardance
|
LawlietSky
|
1
|
0.0
|
2
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T13:39:39Z", "hours": 0.0, "multiplier": 5.19, "payout": 2, "blessing": "neutral", "text": "I had made this Tetris for the program Shrink, but I had to cut down a lot of the features I wanted, so here is the full ver. I hope you will enjoy it. since I already had the source code, it didn’t take me a while to re fetch it and make some minor tweaks, so this is a short one but its a good one none the less.", "repo": "https://github.com/Retrox112/Tetris", "demo": "https://retrox112.github.io/Tetris/"}]...
|
[{"post_id": 76134, "ts": "202 [{"post_id": 76134, "ts": "2026-10-02T13:37:48Z", "hours": 0.3478, "text": "I am working on Uploading the full ver. of my One line tetris that i had shipped for the program, shrink. i had to cut out a lot of features so as to fit it all under the 3kb limit but i still wanted people to enjoy the full game, so its here."}]...
|
Title: Tetris by @LawlietSky | Stardance
Devlogs: Title: Tetris by @LawlietSky | Stardance
Devlogs:
I am working on Uploading the full ver. of my One line tetris that i had shipped for the program, shrink. i had to cut out a lot of features so as to fit it all under the 3kb limit but i still wanted people to enjoy the full game, so its here.
Ships:
I had made this Tetris for the program Shrink, but I had to cut down a lot of the features I wanted, so here is the full ver. I hope you will enjoy it. since I already had the source code, it didn’t take me a while to re fetch it and make some minor tweaks, so this is a short one but its a good one none the less....
|
1792817399.6582973
|
1792903799.6582973
|
|
57727
|
Time waster by @JAME | Stardance
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JAME
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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": "2026-10-02T10:26:24Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a silly little python game! Throughout the process I learnt so much more about python and I’m so much more confident now. Enjoy!", "repo": "https://github.com/OneJame/time-waster", "demo": "https://github.com/OneJame/time-waster/releases/tag/v1"}]...
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[{"post_id": 76103, "ts": "202 [{"post_id": 76103, "ts": "2026-10-02T10:12:21Z", "hours": 1.6097, "text": "I finished it! After hours of work on this silly little game idea, I finally have it at a state I’m happy to ship it in. There is five different sections so far, each taking an obnoxiously long time to figure out. I did a lot of text styling for this, I learnt a lot about python!"}, {"post_id": 69402, "ts": "2026-09-16T23:57:34Z", "hours": 1.5128, "text": "Some Styling! I’ve mainly been working on styling text for my time wasting python script. I’m still not sure how much I like it but I’ll keep working on it for now."}, {"post_id": 62804, "ts": "2026-09-06T10:10:39Z", "hours": 0.5869, "text": "Some charecter development / lore?? Yeah, I can’t think of anything else to add so i’m currently adding more of a story to the program. I should be bug fixing, but bug fixing sucks."}, {"post_id": 60677, "ts": "2026-09-03T06:09:12Z", "hours": 1.4417, "text": "Moved to stardance! I’ve been working on this simple python program for quite a while, mainly just to practice different parts of python. I think it’s actually pretty fun to play though so I decided to start fully developing it. It currently has a random number roller, fake loading screens, a CAPTCHA and math. Today I finished the finish the lyrics section, its completely random and is pretty much just a 50% chance you get it right. I’m not sure if I love it though so I might change it later on. :)"}]...
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Title: Time waster by @JAME | Stardance
Devlogs:
Title: Time waster by @JAME | Stardance
Devlogs:
Moved to stardance! I’ve been working on this simple python program for quite a while, mainly just to practice different parts of python. I think it’s actually pretty fun to play though so I decided to start fully developing it. It currently has a random number roller, fake loading screens, a CAPTCHA and math. Today I finished the finish the lyrics section, its completely random and is pretty much just a 50% chance you get it right. I’m not sure if I love it though so I might change it later on. :)
Some charecter development / lore?? Yeah, I can’t think of anything else to add so i’m currently adding more of a story to the program. I should be bug fixing, but bug fixing sucks.
Some Styling! I’ve mainly been working on styling text for my time wasting python script. I’m still not sure how much I like it but I’ll keep working on it for now.
I finished it! After hours of work on this silly little game idea, I finally have it at a state I’m happy to ship it in. There is five different sections so far, each taking an obnoxiously long time to figure out. I did a lot of text styling for this, I learnt a lot about python!
Ships:
I made a silly little python game! Throughout the process I learnt so much more about python and I’m so much more confident now. Enjoy!...
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1792853849.1476169
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1792940249.1476169
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66719
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MY-PERSONAL-WEBSITE by @ArchitCode2744 | Stardance
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ArchitCode2744
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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": "2026-10-02T09:49:10Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a personal website which tell about me. The challenging part was connecting js to html , but I figured it out. I am proud that I have completed the project.", "repo": "https://github.com/ArchCodingHub/MY-PERSONAL-WEBSITE", "demo": "https://archcodinghub.github.io/MY-PERSONAL-WEBSITE/"}]...
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[{"post_id": 76086, "ts": "202 [{"post_id": 76086, "ts": "2026-10-02T09:36:19Z", "hours": 2.7194, "text": "MY-PERSONAL-WEBSITE . This project is about my personal likings, my projects and some fun facts about me. This site has been made using HTML and CSS. Also, it has been completed."}]...
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Title: MY-PERSONAL-WEBSITE by @ArchitCode2744 | St Title: MY-PERSONAL-WEBSITE by @ArchitCode2744 | Stardance
Devlogs:
MY-PERSONAL-WEBSITE . This project is about my personal likings, my projects and some fun facts about me. This site has been made using HTML and CSS. Also, it has been completed.
Ships:
I have made a personal website which tell about me. The challenging part was connecting js to html , but I figured it out. I am proud that I have completed the project....
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1792817353.9885542
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1792903753.9885542
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67295
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Anmol-website by @Anmolgotskills | Stardance
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Anmolgotskills
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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": "2026-10-02T09:41:34Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a simple and clean modern website and i am proud that it is my first personal website which i am really glad", "repo": "https://github.com/anmolsingh01204-byte/anmol-website", "demo": "https://anmolsingh01204-byte.github.io/anmol-website/"}]...
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[{"post_id": 76084, "ts": "202 [{"post_id": 76084, "ts": "2026-10-02T09:30:27Z", "hours": 1.3825, "text": "#devlog 1: i made simple personal website and i made it using only html,css and js and i copied many lines from the real life interenet webisite and portpolio pages and i wanted make it simple and clean nothing fancy"}]...
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Title: Anmol-website by @Anmolgotskills | Stardanc Title: Anmol-website by @Anmolgotskills | Stardance
Devlogs:
#devlog 1: i made simple personal website and i made it using only html,css and js and i copied many lines from the real life interenet webisite and portpolio pages and i wanted make it simple and clean nothing fancy
Ships:
i made a simple and clean modern website and i am proud that it is my first personal website which i am really glad...
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1792817391.5542037
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1792903791.5542037
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15301
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AuriaOS by @AidenHammy | Stardance
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AidenHammy
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3
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33.0
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123
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T09:26:41Z", "hours": 8.0, "multiplier": 12.28, "payout": 94, "blessing": "neutral", "text": "This ship finishes off every placeholder app and adds two real interface upgrades. Calculator does immediate-execution arithmetic with full keyboard support. Mood Lamp applies a real ambient color wash across the whole desktop and not just its own window (fortunately). Fortune Cookie cracks open into an actual paper slip with a fortune and six lucky numbers. The Browser now has a working address bar with back/forward/reload and typed URLs load inline. Searches open in a new tab since search engines block being framed no matter what you do. Right-click also does something everywhere now including titlebars, taskbar and desktop and also including a new “Always on Top” pin. And the taskbar clock isn’t static anymore! Click it for a small calendar with today marked and leap years are handled correctly without any special-case code. Current apps → Fully functional: Settings, Notepad, Terminal, Calculator, Mood Lamp, Browser, Fortune Cookie Placeholder apps → None remaining!", "repo": "https://github.com/AidenHammy/auria-os", "demo": "https://aidenhammy.github.io/auria-os/"}, {"ship_num": 2, "ts": "2026-07-04T04:21:36Z", "hours": 3.0, "multiplier": 9.22, "payout": 29, "blessing": "neutral", "text": "AuriaOS is a browser-based desktop environment built entirely with vanilla HTML, CSS and JavaScript. It features a complete window manager with dragging, resizing, edge snapping, maximizing and minimizing alongside a Start Menu with live search, pinning, recent apps and full keyboard navigation. It also includes a functional Terminal where commands like theme, pin, darkmode and shutdown interact with the operating system itself. Settings, notes, pinned apps and recent activity are all persisted using localStorage. The biggest challenge wasn’t adding features. It was making them work together reliably. I spent a lot of time debugging Javascript, tracing unexpected behaviour and reworking functions until interactions felt consistent across the entire desktop. I also kept the scope manageable by building the OS incrementally. I treated each subsystem as its own milestone instead of trying to create everything at once. One of the parts I’m happiest with is that AuriaOS behaves like a single, connected system rather than a collection of isolated apps. The Start Menu, Settings and Terminal all share the same state so changes made in one place are reflected everywhere else. The terminal is fully functional too! It isn’t just a visual prop. Current apps -> Fully functional (Mentioned below) Window Manager, Start Menu, Settings, Notepad, Terminal Placeholder apps Browser, Calculator, Mood Lamp, Fortune Cookie", "repo": "https://github.com/AidenHammy/auria-os", "demo": "https://aidenhammy.github.io/auria-os/"}, {"ship_num": 3, "ts": "2026-06-28T18:44:15Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "AuriaOS is a browser-based web OS built entirely with vanilla HTML, CSS and JavaScript. It includes a full window manager (drag, resize, edge snapping, maximize), a Start Menu with live search, pinning, recent apps and keyboard navigation, plus a Terminal where commands like theme, pin, darkmode and shutdown actually control the OS. Settings, notes, pinned apps and recent activity all persist through localStorage. The hardest part wasn’t writing new features. It was debugging them. The JavaScript logic itself was just as challenging. I spent a lot of time debugging, reworking functions and figuring out why seemingly correct code behaved unexpectedly. I got stuck plenty of times but I decided to stick with it until everything finally clicked. Keeping the project’s scope under control was another challenge so I broke large features into smaller phases instead of trying to build an entire desktop at once. I’m proud that AuriaOS feels like one coherent system instead of separate features glued together. The Start Menu, Settings and Terminal all share the same underlying state so changing something in one place updates the rest of the desktop automatically. I’m also proud that the Terminal is genuinely functional rather than decorative. The window manager, Start Menu, Settings, Notepad and Terminal are fully functional. Browser, Calculator, Mood Lamp and Fortune Cookie are still placeholder apps. Things worth trying: Drag a window to a screen edge to snap it Open the Start Menu and use “/” to search or navigate entirely with the keyboard Right-click an app to pin or unpin it Open Terminal and run help then try pin calculator or theme #4ecdc4 Refresh the page to verify that settings, notes and pinned apps persist", "repo": "https://github.com/AidenHammy/auria-os", "demo": "https://aidenhammy.github.io/auria-os/"}]...
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[{"post_id": 76071, "ts": "202 [{"post_id": 76071, "ts": "2026-10-02T07:43:42Z", "hours": 1.5942, "text": "Devlog: building the browser interface Every other app in AuriaOS gave me something real and had bugs that behaved normally. The browser gave me two completely different problems, each one hiding behind the last. Problem one: search engines don’t want to be embedded With the real browser wired up, the address bar, back/forward/reload/home and an actual iframe, it looked done. Typing a URL worked but typing a search term did not. Every search just sat there, blank. I got to know why that was very soon from the console: textFraming 'https://html.duckduckgo.com/' violates the following ContentSecurity Policy directive: \"frame-ancestors 'self'\". The request hasbeen blocked. DuckDuckGo sends a header that basically says “don’t let anyone put me inside another page” but that’s not just a DuckDuckGo thing though, it’s standard for basically every search engine because a framed search results page is a classic clickjacking setup. No amount of JavaScript on my end changes an HTTP header the other server is sending. Well, this can’t be considered a bug, it was like a wall and every search engine has the same one. So the fix wasn’t really a fix, it was about rethinking the whole situation. I had to stop trying to show search results inside the embedded view and just open them in a real new tab instead where framing rules don’t apply. Direct URLs still load inside the app like before since plenty of ordinary sites don’t block framing, it’s the search engines specifically. Problem two: it worked but it didn’t feel like it worked Search now actually functioned since New tab pops open with real results every time. And the very next thing I thought of was “it acts like a separate window opener instead of being part of the browser app” and it was a fair thought. What I really wanted was to show search results inside the iframe which loops straight back to problem one. I didn’t have much choice. I pushed back on that hard. Everything else in AuriaOS does what it claims to do. The terminal runs real commands, the calculator does real math and I didn’t want the browser to be the one app quietly faking it. But I eventually decided to keep the new tab. Added a small toast inside the browser window itself. “Opened search in a new tab” that fades in for about two seconds and back out. Doesn’t change where the search happens it just closes the feedback gap. Something visibly happens inside the app the moment you hit Go instead of the window just sitting there while a tab opens somewhere else on screen"}, {"post_id": 69933, "ts": "2026-09-18T02:56:22Z", "hours": 3.8267, "text": "Devlog: Right-clicks, calendars and… a fortune cookie?! Fresh update to AuriaOS. Two new interface features, one new app and a bug that crashed the entire desktop before it got fixed. Right-clicking finally does something! Before this, right-clicking almost anything in AuriaOS just opened the browser’s own menu (“Reload / Inspect”) which ruined the illusion of a real little operating system. Now right-clicking gives you a proper menu where it should: A window’s title bar -> Minimize, Maximize/Restore, Always on Top, Close An app in the taskbar -> Restore/Minimize, Close Empty taskbar space -> Show Desktop, Close All Windows, Settings Empty desktop space -> Personalize, Open a Terminal, Refresh A desktop icon -> Open The genuinely new trick is “Always on Top”. Pin a window and it stays above every other window, no matter what else you click instead of getting buried like normal windows. The clock finally does something! The taskbar clock used to just show the time. Now you can click it and get a small calendar for the current month just like on a real computer. The calendar handles the fiddly stuff automatically. It knows how many days are in each month, accounts for February 29 in leap years and always lines up with Sunday as the start of the week. The faded days at the beginning and end fill out the grid so it doesn’t have awkward gaps. And if you leave the calendar open when midnight hits, it updates itself and moves the highlight to the new day without needing to be closed and reopened. Actually building the Fortune Cookie App It’s basically what it sounds like. A fortune cookie that you click to crack open. It shrinks and fades as if it’s actually being cracked,then a little paper slip slides into view with a fortune and six “lucky numbers” underneath just like a real fortune cookie. The bug that broke everything This was the messy part. It wasn’t really one bug but two bugs back to back both caused by the same basic mistake. Bug one: the crash. To make the calendar auto-update, the clock code runs every second and checks whether the calendar popup is open. The problem was an ordering mistake. That check ran before the calendar popup had actually been set up. Because the error happened near the top of the file, everything after it never got initialized including the taskbar and Start Menu click handlers. From the outside, the whole desktop looked dead. Frozen clock, dead Start Menu and an unresponsive taskbar. Bug two: After fixing the crash, the calendar still wouldn’t open. Turns out I’d written all the code for the popup but forgotten to actually add the popup to the page. Most of the code quietly ignored the missing element but one part wasn’t so forgiving and could throw an error on every click anywhere in the app. Adding the missing element fixed it and I added safety checks around similar code so missing elements can’t cause the same mess again"}, {"post_id": 64213, "ts": "2026-09-08T13:28:36Z", "hours": 2.2125, "text": "Devlog: giving AuriaOS two real apps (and finding out neither of them worked) Calculator and Mood Lamp had been placeholders since day one. A folder icon and a div that said “🧮 Calculator app” and nothing else. A window opened, technically. Nothing else did. For the second submission I finally built them for real. Building them Calculator got a real display and button grid, doing immediate-execution math on purpose: 6 + 3 × 2 = gives 18 not 12 because that’s how an actual physical calculator behaves and a proper order-of-operations parser felt like solving a problem nobody asked for. Divide by zero gives Error like it should. Keyboard input works too but only while the calculator window is actually focused so it can’t hijack typing elsewhere. Mood Lamp got more ambition! Instead of a “click a button, see a color” toy, it’s a global ambient tint over the whole desktop not just its own window. Four presets pulled from the existing accent palette, plus a real color picker and intensity slider for anyone who wants to go off-menu. Wrote the CSS, wrote the JS, wired both in, called it done. It was not done. The buttons that did nothing. Time for the First bug! Mood Lamp’s buttons didn’t work. No errors, no visual change, just silence..which is a specific kind of bug since broken JS usually throws. Silence like that means the code never actually ran. That’s exactly what happened. wireCalculator() and wireMoodLamp() were both fully written and correct and never called from anywhere. openWindow() still had the old dispatch list from before either app existed so every button in both apps existed in the DOM with zero listeners attached. Not a typo, just two lines I never wrote. The command that lied about itself From the previous reviews, I got to know that typing lightmode on in the terminal printed darkmode turned on . The Dark Mode → Light Mode rename happened everywhere except one spot. The shared toggleBooleanSetting() helper used the internal state key (darkmode, which still has to exist since the actual effect is a literal CSS invert) for the confirmation message too. I split those apart so the message reflects what you actually typed not the plumbing underneath it. The mood lamp that had no mood Once the wiring was fixed, buttons visibly responded but the desktop itself looked exactly the same. Sampling the actual rendered pixel before/after at max intensity confirmed it. The shift was small enough to round to nothing. The overlay used mix-blend-mode: soft-light which was picked for subtlety. Except soft-light scales toward zero as the base color approaches black and AuriaOS’s desktop is about as close to black as a color gets (almost). The mode I chose for subtlety was almost mathematically guaranteed to do nothing on this exact theme. I switched it to screen, which always adds light regardless of how dark the base is. Same 30% intensity setting, suddenly an actual visible wash instead of a rounding error. The actual lesson? None of these three were exotic bugs. A missing function call, a copy mismatch, a blend mode never checked against the theme it’d run on. All three shipped unnoticed because each one failed quietly instead of throwing. Worth remembering “it’s not doing anything” isn’t a shrug, it’s a symptom!"}, {"post_id": 21937, "ts": "2026-07-04T04:10:49Z", "hours": 3.1672, "text": "Devlog: Reworking AuriaOS’s Visual Identity I thought AuriaOS was ready to ship. The window manager was working, apps launched, windows could be dragged, resized, minimized and restored. And the logic was solid. Then the project got flagged as AI-generated, well I wouldn’t say AI-generated but maybe traits similar to that of one. It wasn’t because of the code but because of the UI. Looking back, I understood why. The dark navy background, teal accents, frosted glass, soft glows and identical rounded corners looked a lot like the visual style that’s become common in AI-generated interface concepts. Those chosen elements together, they unintentionally resembled that aesthetic. So I decided to redesign the visual system without touching the underlying functionality! Redesigning the UI The HTML and Javascript mostly stayed the same but most of the CSS was reworked. Replaced the glassy navy and teal theme with a warmer ink and brass palette Split the single border radius into multiple sizes so controls, windows and tiles each have their own geometry Removed glow-heavy styling in favor of flat panels, subtle borders and offset shadows Simplified typography by using JetBrains Mono for the interface with Fraunces reserved for the Start menu greeting Replaced decorative gradients with a subtle SVG grain texture Added small details like a window seal, custom text selection and distinct hover treatments across different UI regions Swapped macOS-style traffic-light controls for simpler outlined window buttons My goal was simple, it wasn’t to make the UI less polished, it was to give it a clearer identity. Bugs I Found Along the Way Rewriting and going through every CSS rule also uncovered a few real bugs Broken resize handles Some resize handle selectors accidentally used descendant selectors instead of grouped selectors so several resize directions silently stopped working Invisible desktop Adding overflow: hidden exposed another issue: #desktop never had an explicit height. Because every child was absolutely positioned, the container collapsed to zero height and clipped everything inside it. Restoring width: 100% and height: 100% fixed it immediately A backwards theme toggle The old “Dark Mode” toggle now made the already-dark interface lighter so i renamed the user-facing option to Light Mode while keeping the internal setting unchanged Looking Back Getting the project flagged was frustrating but it pushed me to reconsider the design instead of just accepting my first version. The redesign gave AuriaOS a stronger visual identity and the careful review of the stylesheet ended up revealing several bugs that had gone unnoticed during the rewrite. In the end, the project became better both visually and technically"}, {"post_id": 17634, "ts": "2026-06-28T14:49:11Z", "hours": 2.1547, "text": "Devlog 5 Picked up right where Devlog 4 left off. It was finally time to touch something nobody had looked at since day one, the Terminal. Before any of that though, I had a genuinely interesting detour into why I can’t just load real websites in an iframe . It turns out most sites send headers specifically designed to stop other pages from embedding them. That’s also the real secret behind those slick “browser inside a browser” demos we sometimes see online. They’re either fully staged or quietly running an actual browser on a server somewhere and just streaming a picture of it back to you, good to know. Also good to know I’m not building a server anytime soon. Future Aiden can deal with that one… if he ever does. The Terminal ended up being the most satisfying thing I’ve built so far. Real command parsing, arrow keys cycling through history and commands that genuinely do things instead of just printing text back at you. The command pin calculator actually pins an app. theme #ff6b6b actually repaints the whole OS live. It’s one of those features that finally makes the desktop feel interactive rather than just clickable And then, almost immediately, the most expected yet unexpected bug. I’d spent all that time getting the commands working, the history system behaving and everything feeling right.. only to forget the single line that actually connects the Terminal to its window when it opens. Fully built but completely silent because of one missing function call I closed it out by fixing a bug that’s been sitting in plain sight since the very first day of this project. Maximizing a window always left a thin strip of empty space hovering just above the taskbar because the math was quietly subtracting the taskbar’s height twice instead of once Hopefully my last devlog before shipping… ..for now sigh…"}, {"post_id": 17074, "ts": "2026-06-27T18:37:22Z", "hours": 8.1842, "text": "Devlog 4 - The Start Menu Ate My Week I js wanted to give the start menu some real attention instead of leaving it as a sad little list forever. I did NOT expect that to become the biggest sprint of the whole project but here we are… Built a proper pin/unpin system. My first version was a bit problematic so I sat with it for a while then rebuilt it the right way with an actual right-click context menu and everything. It felt genuinely satisfying once it finally clicked. Then I somehow convinced myself to add six more features to give the start menu a new life: greeting header, search bar, pinned grid, recent activity, system widgets and a whole user profile footer. Small moments of panic…? Definitely.. then I broke it into phases so I didn’t drown trying to build an entire desktop in one sitting. What nobody tells you about “just redesign the start menu” is how many times you’ll open the same file and stare at the same fifteen lines wondering why they look right and behave wrong. Trial and error ate most of my time which is fair enough. I also gave every icon its own little color badge, wired up a real “/” keyboard shortcut to match the hint I’d put in the search bar then made the whole thing Tab-and-Enter navigable since none of it was there before. Every “small fix” somehow turned into reopening three different files and rechecking things I was already convinced were correct which… more often than not, they weren’t. But that part actually felt rewarding. Little by little, the menu finally started feeling alive. And then, the bugs… I found out my own Start button was secretly broken, well… not heartbroken like me, at least. Clicking it did nothing at all because an old line of code was quietly fighting a newer one inside the same click handler. THAT took way TOO long to spot. The sneakiest ones weren’t even logic bugs.. a single missing dash in a CSS variable. A class name one word off from the real HTML. Completely invisible unless you go hunting line by line, just quietly doing nothing the whole time. The JavaScript is by far the most nerve-wracking, head-splitting experience ever. Absolute horror. I don’t wanna touch that file ever again. My eyes are bloodshot. The amount of time I spent just staring at the code, hunting down errors one by one is honestly concerning.. The menu actually works now, start to finish. Search, pinning, keyboard navigation and all. It cost way more blood than a start menu has any right to. Genuinely proud of this one precisely because of how much it fought back. Terminal’s turn next. And it should be VERY afraid. Note: Snuck localStorage into the project too! Turns out users generally prefer their settings, notes and pinned apps to exist for longer than five seconds. Weird bunch."}, {"post_id": 14623, "ts": "2026-06-23T20:05:40Z", "hours": 2.3447, "text": "Devlog 3 - Window Manager Upgrade Came back to the window manager because it was bugging me. Windows could be dragged anywhere including straight off the edge of the screen with no way to get them back short of refreshing. No resizing at all. No snapping. All the stuff that makes an OS feel like an OS instead of a box you can shove around. So this was the sprint where I tried to fix that and it took way longer than I thought, mostly because of bugs I caused myself. First up was resize handles, eight invisible strips around each window’s edges and corners so you can grab any side and resize from there. First try did nothing. Not an error, just nothing. Turned out my windows have overflow: hidden for the rounded corners and I’d put the handles slightly outside the window’s box so the browser was just clipping them out of existence along with their mouse events. Moved them inside the edge instead and they worked. Then, while retyping some of it by hand, I wrote .querySelectorAll(\".resize-handle\".forEach(...)) instead of .querySelectorAll(\".resize-handle\").forEach(...) . One parenthesis in the wrong spot and I was calling .forEach on a plain string instead of on the actual list of elements. Broke resizing AND window-opening at the same time since the error happened before the window even got added to the page. Bounds clamping was a smaller fix but it’s the one I’m most relieved about. Windows can hang halfway off an edge now but they physically can’t disappear off-screen anymore, there’s always a grabbable strip of titlebar left no matter how far you drag. And then snapping, the one I was most excited for. Drag a window to the left or right edge and a ghost preview shows up where it’ll land, let go and it snaps into half the screen. Drag to the top and it maximizes. I almost skipped the detail where dragging a snapped window away from the edge pops it back to its old size first instead of just dragging the half-screen shape around looking weird but glad I didn’t, that’s the part that actually sells it. Then dragging itself went completely haywire right after snapping started working, windows flying way faster than my mouse was moving, snapping in the wrong spots, clamping not holding. Assumed snapping broke it. It hadn’t. Found a line where I was adding the drag delta twice, once to calculate the clamped position and then again by accident when actually setting it. Double-clicking a titlebar now maximizes/restores too, it felt wrong not having that once snapping existed. Window manager finally feels solid instead of held together with tape. Small wins matter! even the ones that take an embarrassingly long time to find."}, {"post_id": 13865, "ts": "2026-06-22T18:39:18Z", "hours": 3.0808, "text": "Devlog 2 — Things Finally Started Moving Picked this back up today and this was basically the point where I started adding JavaScript and making things actually work. Up until now everything was just static UI. At first, I was building app content directly inside JavaScript strings… which worked but got messy really fast. The big breakthrough was moving all of that into proper HTML <template> tags instead. Sounds small but it made the code way easier to manage. Don’t have to squint at quotation marks trying to understand layout and styles. Got the window manager fully working! open, close, minimize, maximize, drag around. Each window now gets a taskbar button that reflects its state. Clicking a minimized window restores it, clicking an active one minimizes it. The Start menu can launch apps now and desktop icons work too. You can double-click an icon to open an app which is a small thing but makes it feel a lot more real. Also wired up the Settings panel. Toggles switch between ON/OFF, accent colors update the theme live and dark mode works (kind of a hack using CSS filters but it works). The Apps folder opens in its own window and can launch other apps from inside it. It’s all small features but they’re finally connected. Spent way too long debugging why desktop icons weren’t responding. Turned out to be a typo in a template ID (“windows-template” vs “window-template”) combined with the script running before the DOM loaded. Very classic… huh? Wrapped everything in DOMContentLoaded and double-checked all IDs after that. Most of the apps (Browser, Terminal, Calculator, Mood Lamp, Fortune Cookie) are still just placeholders with static content. But the system around them feels solid now. Next step is making at least one of them actually do something interesting.. probably either a fake-command Terminal or a Mood Lamp with real color interaction. Also: the Start button didn’t even have an icon before. Just an empty button sitting there. Fixed that. Small wins matter!"}, {"post_id": 12694, "ts": "2026-06-20T18:48:08Z", "hours": 5.7383, "text": "Devlog 1 — Starting Somewhere Started working on AuriaOS today. Honestly, it’s pretty rough right now. I didn’t really try to build anything complex yet. Mostly just figuring out how to structure everything. Got a basic desktop layout in place with some icons (browser, terminal, notes, etc.), a taskbar and a start menu. None of it actually does much yet. Spent a lot more time than expected just on CSS. Things like spacing, colors, trying to make it not look completely off. I set up a dark theme with variables so I don’t have to keep rewriting stuff later, which feels like it’ll help. Also added a window template system so I can reuse it when I actually start making apps. Right now it’s just sitting there but I think it’ll make things easier later. There’s a settings page UI and an apps folder too but they’re basically just placeholders. Buttons don’t really do anything yet. Overall, it doesn’t look like much for a full day but I guess this is just the setup phase. Still trying to understand how everything should fit together."}]...
|
Title: AuriaOS by @AidenHammy | Stardance
Devlogs Title: AuriaOS by @AidenHammy | Stardance
Devlogs:
Devlog 1 — Starting Somewhere Started working on AuriaOS today. Honestly, it’s pretty rough right now. I didn’t really try to build anything complex yet. Mostly just figuring out how to structure everything. Got a basic desktop layout in place with some icons (browser, terminal, notes, etc.), a taskbar and a start menu. None of it actually does much yet. Spent a lot more time than expected just on CSS. Things like spacing, colors, trying to make it not look completely off. I set up a dark theme with variables so I don’t have to keep rewriting stuff later, which feels like it’ll help. Also added a window template system so I can reuse it when I actually start making apps. Right now it’s just sitting there but I think it’ll make things easier later. There’s a settings page UI and an apps folder too but they’re basically just placeholders. Buttons don’t really do anything yet. Overall, it doesn’t look like much for a full day but I guess this is just the setup phase. Still trying to understand how everything should fit together.
Devlog 2 — Things Finally Started Moving Picked this back up today and this was basically the point where I started adding JavaScript and making things actually work. Up until now everything was just static UI. At first, I was building app content directly inside JavaScript strings… which worked but got messy really fast. The big breakthrough was moving all of that into proper HTML <template> tags instead. Sounds small but it made the code way easier to manage. Don’t have to squint at quotation marks trying to understand layout and styles. Got the window manager fully working! open, close, minimize, maximize, drag around. Each window now gets a taskbar button that reflects its state. Clicking a minimized window restores it, clicking an active one minimizes it. The Start menu can launch apps now and desktop icons work too. You can double-click an icon to open an app which is a small thing but makes it feel a lot more real. Also wired up the Settings panel. Toggles switch between ON/OFF, accent colors update the theme live and dark mode works (kind of a hack using CSS filters but it works). The Apps folder opens in its own window and can launch other apps from inside it. It’s all small features but they’re finally connected. Spent way too long debugging why desktop icons weren’t responding. Turned out to be a typo in a template ID (“windows-template” vs “window-template”) combined with the script running before the DOM loaded. Very classic… huh? Wrapped everything in DOMContentLoaded and double-checked all IDs after that. Most of the apps (Browser, Terminal, Calculator, Mood Lamp, Fortune Cookie) are still just placeholders with static content. But the system around them feels solid now. Next step is making at least one of them actually do something interesting.. probably either a fake-command Terminal or a Mood Lamp with real color interaction. Also: the Start button didn’t even have an icon before. Just an empty button sitting there. Fixed that. Small wins matter!
Devlog 3 - Window Manager Upgrade Came back to the window manager because it was bugging me. Windows could be dragged anywhere including straight off the edge of the screen with no way to get them back short of refreshing. No resizing at all. No snapping. All the stuff that makes an OS feel like an OS instead of a box you can shove around. So this was the sprint where I tried to fix that and it took way longer than I thought, mostly because of bugs I caused myself. First up was resize handles, eight invisible strips around each window’s edges and corners so you can grab any side and resize from there. First try did nothing. Not an error, just nothing. Turned out my windows have overflow: hidden for the rounded corners and I’d put the handles slightly outside the window’s box so the browser was just clipping them out of existence along with their mouse events. Moved them inside the edge instead and they worked. Then, while retyping some of it by hand, I wrote .querySelectorAll(".resize-handle".forEach(...)) instead of .querySelectorAll(".resize-handle").forEach(...) . One parenthesis in the wrong spot and I was calling .forEach on a plain string instead of on the actual list of elements. Broke resizing AND window-opening at the same time since the error happened before the window even got added to the page. Bounds clamping was a smaller fix but it’s the one I’m most relieved about. Windows can hang halfway off an edge now but they physically can’t disappear off-screen anymore, there’s always a grabbable strip of titlebar left no matter how far you drag. And then snapping, the one I was most excited for. Drag a window to the left or right edge and a ghost preview shows up where it’ll land, let go and it snaps into half the screen. Drag to the top and it maximizes. I almost skipped the detail where dragging a snapped window away from the edge pops it back to its old size first instead of just dragging the half-screen shape around looking weird but glad I didn’t, that’s the part that actually sells it. Then dragging itself went completely haywire right after snapping started working, windows flying way faster than my mouse was moving, snapping in the wrong spots, clamping not holding. Assumed snapping broke it. It hadn’t. Found a line where I was adding the drag delta twice, once to calculate the clamped position and then again by accident when actually setting it. Double-clicking a titlebar now maximizes/restores too, it felt wrong not having that once snapping existed. Window manager finally feels solid instead of held together with tape. Small wins matter! even the ones that take an embarrassingly long time to find.
Devlog 4 - The Start Menu Ate My Week I js wanted to give the start menu some real attention instead of leaving it as a sad little list forever. I did NOT expect that to become the biggest sprint of the whole project but here we are… Built a proper pin/unpin system. My first version was a bit problematic so I sat with it for a while then rebuilt it the right way with an actual right-click context menu and everything. It felt genuinely satisfying once it finally clicked. Then I somehow convinced myself to add six more features to give the start menu a new life: greeting header, search bar, pinned grid, recent activity, system widgets and a whole user profile footer. Small moments of panic…? Definitely.. then I broke it into phases so I didn’t drown trying to build an entire desktop in one sitting. What nobody tells you about “just redesign the start menu” is how many times you’ll open the same file and stare at the same fifteen lines wondering why they look right and behave wrong. Trial and error ate most of my time which is fair enough. I also gave every icon its own little color badge, wired up a real “/” keyboard shortcut to match the hint I’d put in the search bar then made the whole thing Tab-and-Enter navigable since none of it was there before. Every “small fix” somehow turned into reopening three different files and rechecking things I was already convinced were correct which… more often than not, they weren’t. But that part actually felt rewarding. Little by little, the menu finally started feeling alive. And then, the bugs… I found out my own Start button was secretly broken, well… not heartbroken like me, at least. Clicking it did nothing at all because an old line of code was quietly fighting a newer one inside the same click handler. THAT took way TOO long to spot. The sneakiest ones weren’t even logic bugs.. a single missing dash in a CSS variable. A class name one word off from the real HTML. Completely invisible unless you go hunting line by line, just quietly doing nothing the whole time. The JavaScript is by far the most nerve-wracking, head-splitting experience ever. Absolute horror. I don’t wanna touch that file ever again. My eyes are bloodshot. The amount of time I spent just staring at the code, hunting down errors one by one is honestly concerning.. The menu actually works now, start to finish. Search, pinning, keyboard navigation and all. It cost way more blood than a start menu has any right to. Genuinely proud of this one precisely because of how much it fought back. Terminal’s turn next. And it should be VERY afraid. Note: Snuck localStorage into the project too! Turns out users generally prefer their settings, notes and pinned apps to exist for longer than five seconds. Weird bunch.
Devlog 5 Picked up right where Devlog 4 left off. It was finally time to touch something nobody had looked at since day one, the Terminal. Before any of that though, I had a genuinely interesting detour into why I can’t just load real websites in an iframe . It turns out most sites send headers specifically designed to stop other pages from embedding them. That’s also the real secret behind those slick “browser inside a browser” demos we sometimes see online. They’re either fully staged or quietly running an actual browser on a server somewhere and just streaming a picture of it back to you, good to know. Also good to know I’m not building a server anytime soon. Future Aiden can deal with that one… if he ever does. The Terminal ended up being the most satisfying thing I’ve built so far. Real command parsing, arrow keys cycling through history and commands that genuinely do things instead of just printing text back at you. The command pin calculator actually pins an app. theme #ff6b6b actually repaints the whole OS live. It’s one of those features that finally makes the desktop feel interactive rather than just clickable And then, almost immediately, the most expected yet unexpected bug. I’d spent all that time getting the commands working, the history system behaving and everything feeling right.. only to forget the single line that actually connects the Terminal to its window when it opens. Fully built but completely silent because of one missing function call I closed it out by fixing a bug that’s been sitting in plain sight since the very first day of this project. Maximizing a window always left a thin strip of empty space hovering just above the taskbar because the math was quietly subtracting the taskbar’s height twice instead of once Hopefully my last devlog before shipping… ..for now sigh…
Devlog: Reworking AuriaOS’s Visual Identity I thought AuriaOS was ready to ship. The window manager was working, apps launched, windows could be dragged, resized, minimized and restored. And the logic was solid. Then the project got flagged as AI-generated, well I wouldn’t say AI-generated but maybe traits similar to that of one. It wasn’t because of the code but because of the UI. Looking back, I understood why. The dark navy background, teal accents, frosted glass, soft glows and identical rounded corners looked a lot like the visual style that’s become common in AI-generated interface concepts. Those chosen elements together, they unintentionally resembled that aesthetic. So I decided to redesign the visual system without touching the underlying functionality! Redesigning the UI The HTML and Javascript mostly stayed the same but most of the CSS was reworked. Replaced the glassy navy and teal theme with a warmer ink and brass palette Split the single border radius into multiple sizes so controls, windows and tiles each have their own geometry Removed glow-heavy styling in favor of flat panels, subtle borders and offset shadows Simplified typography by using JetBrains Mono for the interface with Fraunces reserved for the Start menu greeting Replaced decorative gradients with a subtle SVG grain texture Added small details like a window seal, custom text selection and distinct hover treatments across different UI regions Swapped macOS-style traffic-light controls for simpler outlined window buttons My goal was simple, it wasn’t to make the UI less polished, it was to give it a clearer identity. Bugs I Found Along the Way Rewriting and going through every CSS rule also uncovered a few real bugs Broken resize handles Some resize handle selectors accidentally used descendant selectors instead of grouped selectors so several resize directions silently stopped working Invisible desktop Adding overflow: hidden exposed another issue: #desktop never had an explicit height. Because every child was absolutely positioned, the container collapsed to zero height and clipped everything inside it. Restoring width: 100% and height: 100% fixed it immediately A backwards theme toggle The old “Dark Mode” toggle now made the already-dark interface lighter so i renamed the user-facing option to Light Mode while keeping the internal setting unchanged Looking Back Getting the project flagged was frustrating but it pushed me to reconsider the design instead of just accepting my first version. The redesign gave AuriaOS a stronger visual identity and the careful review of the stylesheet ended up revealing several bugs that had gone unnoticed during the rewrite. In the end, the project became better both visually and technically
Devlog: giving AuriaOS two real apps (and finding out neither of them worked) Calculator and Mood Lamp had been placeholders since day one. A folder icon and a div that said “🧮 Calculator app” and nothing else. A window opened, technically. Nothing else did. For the second submission I finally built them for real. Building them Calculator got a real display and button grid, doing immediate-execution math on purpose: 6 + 3 × 2 = gives 18 not 12 because that’s how an actual physical calculator behaves and a proper order-of-operations parser felt like solving a problem nobody asked for. Divide by zero gives Error like it should. Keyboard input works too but only while the calculator window is actually focused so it can’t hijack typing elsewhere. Mood Lamp got more ambition! Instead of a “click a button, see a color” toy, it’s a global ambient tint over the whole desktop not just its own window. Four presets pulled from the existing accent palette, plus a real color picker and intensity slider for anyone who wants to go off-menu. Wrote the CSS, wrote the JS, wired both in, called it done. It was not done. The buttons that did nothing. Time for the First bug! Mood Lamp’s buttons didn’t work. No errors, no visual change, just silence..which is a specific kind of bug since broken JS usually throws. Silence like that means the code never actually ran. That’s exactly what happened. wireCalculator() and wireMoodLamp() were both fully written and correct and never called from anywhere. openWindow() still had the old dispatch list from before either app existed so every button in both apps existed in the DOM with zero listeners attached. Not a typo, just two lines I never wrote. The command that lied about itself From the previous reviews, I got to know that typing lightmode on in the terminal printed darkmode turned on . The Dark Mode → Light Mode rename happened everywhere except one spot. The shared toggleBooleanSetting() helper used the internal state key (darkmode, which still has to exist since the actual effect is a literal CSS invert) for the confirmation message too. I split those apart so the message reflects what you actually typed not the plumbing underneath it. The mood lamp that had no mood Once the wiring was fixed, buttons visibly responded but the desktop itself looked exactly the same. Sampling the actual rendered pixel before/after at max intensity confirmed it. The shift was small enough to round to nothing. The overlay used mix-blend-mode: soft-light which was picked for subtlety. Except soft-light scales toward zero as the base color approaches black and AuriaOS’s desktop is about as close to black as a color gets (almost). The mode I chose for subtlety was almost mathematically guaranteed to do nothing on this exact theme. I switched it to screen, which always adds light regardless of how dark the base is. Same 30% intensity setting, suddenly an actual visible wash instead of a rounding error. The actual lesson? None of these three were exotic bugs. A missing function call, a copy mismatch, a blend mode never checked against the theme it’d run on. All three shipped unnoticed because each one failed quietly instead of throwing. Worth remembering “it’s not doing anything” isn’t a shrug, it’s a symptom!
Devlog: Right-clicks, calendars and… a fortune cookie?! Fresh update to AuriaOS. Two new interface features, one new app and a bug that crashed the entire desktop before it got fixed. Right-clicking finally does something! Before this, right-clicking almost anything in AuriaOS just opened the browser’s own menu (“Reload / Inspect”) which ruined the illusion of a real little operating system. Now right-clicking gives you a proper menu where it should: A window’s title bar -> Minimize, Maximize/Restore, Always on Top, Close An app in the taskbar -> Restore/Minimize, Close Empty taskbar space -> Show Desktop, Close All Windows, Settings Empty desktop space -> Personalize, Open a Terminal, Refresh A desktop icon -> Open The genuinely new trick is “Always on Top”. Pin a window and it stays above every other window, no matter what else you click instead of getting buried like normal windows. The clock finally does something! The taskbar clock used to just show the time. Now you can click it and get a small calendar for the current month just like on a real computer. The calendar handles the fiddly stuff automatically. It knows how many days are in each month, accounts for February 29 in leap years and always lines up with Sunday as the start of the week. The faded days at the beginning and end fill out the grid so it doesn’t have awkward gaps. And if you leave the calendar open when midnight hits, it updates itself and moves the highlight to the new day without needing to be closed and reopened. Actually building the Fortune Cookie App It’s basically what it sounds like. A fortune cookie that you click to crack open. It shrinks and fades as if it’s actually being cracked,then a little paper slip slides into view with a fortune and six “lucky numbers” underneath just like a real fortune cookie. The bug that broke everything This was the messy part. It wasn’t really one bug but two bugs back to back both caused by the same basic mistake. Bug one: the crash. To make the calendar auto-update, the clock code runs every second and checks whether the calendar popup is open. The problem was an ordering mistake. That check ran before the calendar popup had actually been set up. Because the error happened near the top of the file, everything after it never got initialized including the taskbar and Start Menu click handlers. From the outside, the whole desktop looked dead. Frozen clock, dead Start Menu and an unresponsive taskbar. Bug two: After fixing the crash, the calendar still wouldn’t open. Turns out I’d written all the code for the popup but forgotten to actually add the popup to the page. Most of the code quietly ignored the missing element but one part wasn’t so forgiving and could throw an error on every click anywhere in the app. Adding the missing element fixed it and I added safety checks around similar code so missing elements can’t cause the same mess again
Devlog: building the browser interface Every other app in AuriaOS gave me something real and had bugs that behaved normally. The browser gave me two completely different problems, each one hiding behind the last. Problem one: search engines don’t want to be embedded With the real browser wired up, the address bar, back/forward/reload/home and an actual iframe, it looked done. Typing a URL worked but typing a search term did not. Every search just sat there, blank. I got to know why that was very soon from the console: textFraming 'https://html.duckduckgo.com/' violates the following ContentSecurity Policy directive: "frame-ancestors 'self'". The request hasbeen blocked. DuckDuckGo sends a header that basically says “don’t let anyone put me inside another page” but that’s not just a DuckDuckGo thing though, it’s standard for basically every search engine because a framed search results page is a classic clickjacking setup. No amount of JavaScript on my end changes an HTTP header the other server is sending. Well, this can’t be considered a bug, it was like a wall and every search engine has the same one. So the fix wasn’t really a fix, it was about rethinking the whole situation. I had to stop trying to show search results inside the embedded view and just open them in a real new tab instead where framing rules don’t apply. Direct URLs still load inside the app like before since plenty of ordinary sites don’t block framing, it’s the search engines specifically. Problem two: it worked but it didn’t feel like it worked Search now actually functioned since New tab pops open with real results every time. And the very next thing I thought of was “it acts like a separate window opener instead of being part of the browser app” and it was a fair thought. What I really wanted was to show search results inside the iframe which loops straight back to problem one. I didn’t have much choice. I pushed back on that hard. Everything else in AuriaOS does what it claims to do. The terminal runs real commands, the calculator does real math and I didn’t want the browser to be the one app quietly faking it. But I eventually decided to keep the new tab. Added a small toast inside the browser window itself. “Opened search in a new tab” that fades in for about two seconds and back out. Doesn’t change where the search happens it just closes the feedback gap. Something visibly happens inside the app the moment you hit Go instead of the window just sitting there while a tab opens somewhere else on screen
Ships:
AuriaOS is a browser-based web OS built entirely with vanilla HTML, CSS and JavaScript. It includes a full window manager (drag, resize, edge snapping, maximize), a Start Menu with live search, pinning, recent apps and keyboard navigation, plus a Terminal where commands like theme, pin, darkmode and shutdown actually control the OS. Settings, notes, pinned apps and recent activity all persist through localStorage. The hardest part wasn’t writing new features. It was debugging them. The JavaScript logic itself was just as challenging. I spent a lot of time debugging, reworking functions and figuring out why seemingly correct code behaved unexpectedly. I got stuck plenty of times but I decided to stick with it until everything finally clicked. Keeping the project’s scope under control was another challenge so I broke large features into smaller phases instead of trying to build an entire desktop at once. I’m proud that AuriaOS feels like one coherent system instead of separate features glued together. The Start Menu, Settings and Terminal all share the same underlying state so changing something in one place updates the rest of the desktop automatically. I’m also proud that the Terminal is genuinely functional rather than decorative. The window manager, Start Menu, Settings, Notepad and Terminal are fully functional. Browser, Calculator, Mood Lamp and Fortune Cookie are still placeholder apps. Things worth trying: Drag a window to a screen edge to snap it Open the Start Menu and use “/” to search or navigate entirely with the keyboard Right-click an app to pin or unpin it Open Terminal and run help then try pin calculator or theme #4ecdc4 Refresh the page to verify that settings, notes and pinned apps persist
AuriaOS is a browser-based desktop environment built entirely with vanilla HTML, CSS and JavaScript. It features a complete window manager with dragging, resizing, edge snapping, maximizing and minimizing alongside a Start Menu with live search, pinning, recent apps and full keyboard navigation. It also includes a functional Terminal where commands like theme, pin, darkmode and shutdown interact with the operating system itself. Settings, notes, pinned apps and recent activity are all persisted using localStorage. The biggest challenge wasn’t adding features. It was making them work together reliably. I spent a lot of time debugging Javascript, tracing unexpected behaviour and reworking functions until interactions felt consistent across the entire desktop. I also kept the scope manageable by building the OS incrementally. I treated each subsystem as its own milestone instead of trying to create everything at once. One of the parts I’m happiest with is that AuriaOS behaves like a single, connected system rather than a collection of isolated apps. The Start Menu, Settings and Terminal all share the same state so changes made in one place are reflected everywhere else. The terminal is fully functional too! It isn’t just a visual prop. Current apps -> Fully functional (Mentioned below) Window Manager, Start Menu, Settings, Notepad, Terminal Placeholder apps Browser, Calculator, Mood Lamp, Fortune Cookie
This ship finishes off every placeholder app and adds two real interface upgrades. Calculator does immediate-execution arithmetic with full keyboard support. Mood Lamp applies a real ambient color wash across the whole desktop and not just its own window (fortunately). Fortune Cookie cracks open into an actual paper slip with a fortune and six lucky numbers. The Browser now has a working address bar with back/forward/reload and typed URLs load inline. Searches open in a new tab since search engines block being framed no matter what you do. Right-click also does something everywhere now including titlebars, taskbar and desktop and also including a new “Always on Top” pin. And the taskbar clock isn’t static anymore! Click it for a small calendar with today marked and leap years are handled correctly without any special-case code. Current apps → Fully functional: Settings, Notepad, Terminal, Calculator, Mood Lamp, Browser, Fortune Cookie Placeholder apps → None remaining!...
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1792817699.362738
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1792904099.362738
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65001
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My very own WebOS by @Ishandhar | Stardance
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Ishandhar
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T08:35:47Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "First of all i’m PROUD of myself that i could ship this Project cause i made my first OS in the web, although my toughest part of this project was to even make a MUSIC PLAYER i wasted my 2 hours trying to understand why my player was not working but i got it fixed i have to use a bit of AI but everything is working now and i had DEPLOYED my first PROJECT", "repo": "https://github.com/dracarys40/550A", "demo": "https://550a.antideploy.app/"}]...
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[{"post_id": 75887, "ts": "202 [{"post_id": 75887, "ts": "2026-10-01T14:24:39Z", "hours": 0.3044, "text": "My Last Devlog for This PROJECT (finised the project with 24 bugs and js and 3 in css idk why and my animation is not smooth so im asking ai for solutions"}, {"post_id": 75156, "ts": "2026-09-29T09:53:55Z", "hours": 0.7269, "text": "Made My Own MUSIC PLAYER (i dont know why is it not playing in the browser) tried everything but still not working"}, {"post_id": 74941, "ts": "2026-09-28T17:25:23Z", "hours": 0.2783, "text": "AHHHH There Are So Many Problems !!!!!! (got confused how to make the calculator app i had to type out every thing one by one)"}, {"post_id": 74523, "ts": "2026-09-27T15:40:04Z", "hours": 4.5469, "text": "Making My First WebOS (i actually logged on for 7h but it is showing 4h)"}]...
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Title: My very own WebOS by @Ishandhar | Stardance Title: My very own WebOS by @Ishandhar | Stardance
Devlogs:
Making My First WebOS (i actually logged on for 7h but it is showing 4h)
AHHHH There Are So Many Problems !!!!!! (got confused how to make the calculator app i had to type out every thing one by one)
Made My Own MUSIC PLAYER (i dont know why is it not playing in the browser) tried everything but still not working
My Last Devlog for This PROJECT (finised the project with 24 bugs and js and 3 in css idk why and my animation is not smooth so im asking ai for solutions
Ships:
First of all i’m PROUD of myself that i could ship this Project cause i made my first OS in the web, although my toughest part of this project was to even make a MUSIC PLAYER i wasted my 2 hours trying to understand why my player was not working but i got it fixed i have to use a bit of AI but everything is working now and i had DEPLOYED my first PROJECT...
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1792814192.5373425
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1792900592.5373425
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63792
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PrepBS by @Labrez | Stardance
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Labrez
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1
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42.09
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T07:38:40Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I am building a web app PrepBS, a dashboard to make a record of your study. If we take examples, if you are preparing for an Olympiad, while you are onboarding you can fill in the details regarding your exam, the date of the exams, your targeted study time, daily study time, and things more like that. When you fill that while onboarding, according to that data a specialized personalized dashboard has been created. You can use that dashboard as the main feature. The core feature of the dashboard is the focus sessions. In that there are three modes: Pomodoro, focus, and deep focus, and in each you have different timers. You can start your session and after that session is over, an automatic break timer is set up. After that is over you can start your session again and continue your preparation. It helps to manage your time and preparation and you can also see your records of how many study sessions you’ve had. If you select a targeted study time, like 3 hours, as the sessions are over, your target bar is also increasing. When you reach 3 hours you can see on the dashboard that your study target is completed. Add more cool features to my project and I’m proud of it. It is my first full-stack project and I deployed the frontend on Vercel and my backend on Render. Using Render is a new thing and I am also proud of it as it is the first time I have built and deployed my project. Very enthusiastic things happen to me.", "repo": "https://github.com/Labrez-2010/PrepBS", "demo": "https://prep-bs.vercel.app"}]...
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[{"post_id": 81216, "ts": "202 [{"post_id": 81216, "ts": "2026-10-20T10:26:01Z", "hours": 3.7881, "text": "After a long time finally, my new theme is completed. I don’t know why I made the mistake in just a simple language, CSS. Even though I write the maximum code by myself, still for the responsiveness of the website I use ChatGPT. That’s the part I need to work on by myself. That project also helped me to know my skills and where I am lagging behind. now i only need to update Readme then i ready to ship….."}, {"post_id": 80450, "ts": "2026-10-17T17:37:52Z", "hours": 10.35, "text": "finally i completed my all pages now only dashboard is left that i do then newlook of PrepBS is ready"}, {"post_id": 79064, "ts": "2026-10-12T15:26:38Z", "hours": 8.4353, "text": "i successfully build my register ( create account) page and first page of onboarding ..in which i have a botton for lets starting ( basucally it is asking are you ready) and i feeling i am thinking about i taking too much time for writing css because i am slowly-slowly writes my css and i try to write faster for my upcoming pages …."}, {"post_id": 77043, "ts": "2026-10-05T13:57:09Z", "hours": 5.5206, "text": "Here is a new look of PrepBS. It gives a very nice vibe and also I changed the CSS code and I wrote it by myself. Then I observed one thing: my website is not responsive. What I did was I copied all the code and tried to set it to be responsive, the smallest one. i only said to ChatGPT than in code ChatGPT add limits are between my page load cards and all the components load, then my website is also built to be responsive. Now that’s the look of my login page."}, {"post_id": 76061, "ts": "2026-10-02T07:14:12Z", "hours": 0.6733, "text": "I’m ready my project for development. I changed the Some code Create .env and more….., and then I deployed my backend on Render and my frontend on the Vercel and I connected both of them. First time i deploying my project. I took help from ChatGPT to know how to implement the command. I need to run the command npm run build and do more thing then my web App go live on internet"}, {"post_id": 75960, "ts": "2026-10-01T18:56:57Z", "hours": 7.7631, "text": "i completed my MVP , i build complete my webapp in MERN stack and i am confuse abour whether i add more features or deploy i buided a complete AUTH aspect to my add connected to real time Database , build all pages and component , debug all needed Api and check their functionality …and more ……."}, {"post_id": 74927, "ts": "2026-09-28T16:38:11Z", "hours": 1.2411, "text": "Yahhh.. Today i complete my auth pages and System in which user can create profile and login if they already have a account . Next i do … work on onboarding page and dashboard ……."}, {"post_id": 74550, "ts": "2026-09-27T16:47:52Z", "hours": 3.8144, "text": "Today I completed my authentication system, in which I created the registration and login page i also created the frontend of Login Page, I need to connected the frontend to the backend through and APIs and then… I built 70% of the authentication system of my app."}, {"post_id": 70986, "ts": "2026-09-20T05:01:39Z", "hours": 0.4897, "text": "I am building PrepBS , A smart study management platform …. i spent some time a create a basic server …then i will start programming for my real WEBAPP"}]...
|
Title: PrepBS by @Labrez | Stardance
Devlogs:
I a Title: PrepBS by @Labrez | Stardance
Devlogs:
I am building PrepBS , A smart study management platform …. i spent some time a create a basic server …then i will start programming for my real WEBAPP
Today I completed my authentication system, in which I created the registration and login page i also created the frontend of Login Page, I need to connected the frontend to the backend through and APIs and then… I built 70% of the authentication system of my app.
Yahhh.. Today i complete my auth pages and System in which user can create profile and login if they already have a account . Next i do … work on onboarding page and dashboard …….
i completed my MVP , i build complete my webapp in MERN stack and i am confuse abour whether i add more features or deploy i buided a complete AUTH aspect to my add connected to real time Database , build all pages and component , debug all needed Api and check their functionality …and more …….
I’m ready my project for development. I changed the Some code Create .env and more….., and then I deployed my backend on Render and my frontend on the Vercel and I connected both of them. First time i deploying my project. I took help from ChatGPT to know how to implement the command. I need to run the command npm run build and do more thing then my web App go live on internet
Here is a new look of PrepBS. It gives a very nice vibe and also I changed the CSS code and I wrote it by myself. Then I observed one thing: my website is not responsive. What I did was I copied all the code and tried to set it to be responsive, the smallest one. i only said to ChatGPT than in code ChatGPT add limits are between my page load cards and all the components load, then my website is also built to be responsive. Now that’s the look of my login page.
i successfully build my register ( create account) page and first page of onboarding ..in which i have a botton for lets starting ( basucally it is asking are you ready) and i feeling i am thinking about i taking too much time for writing css because i am slowly-slowly writes my css and i try to write faster for my upcoming pages ….
finally i completed my all pages now only dashboard is left that i do then newlook of PrepBS is ready
After a long time finally, my new theme is completed. I don’t know why I made the mistake in just a simple language, CSS. Even though I write the maximum code by myself, still for the responsiveness of the website I use ChatGPT. That’s the part I need to work on by myself. That project also helped me to know my skills and where I am lagging behind. now i only need to update Readme then i ready to ship…..
Ships:
I am building a web app PrepBS, a dashboard to make a record of your study. If we take examples, if you are preparing for an Olympiad, while you are onboarding you can fill in the details regarding your exam, the date of the exams, your targeted study time, daily study time, and things more like that. When you fill that while onboarding, according to that data a specialized personalized dashboard has been created. You can use that dashboard as the main feature. The core feature of the dashboard is the focus sessions. In that there are three modes: Pomodoro, focus, and deep focus, and in each you have different timers. You can start your session and after that session is over, an automatic break timer is set up. After that is over you can start your session again and continue your preparation. It helps to manage your time and preparation and you can also see your records of how many study sessions you’ve had. If you select a targeted study time, like 3 hours, as the sessions are over, your target bar is also increasing. When you reach 3 hours you can see on the dashboard that your study target is completed. Add more cool features to my project and I’m proud of it. It is my first full-stack project and I deployed the frontend on Vercel and my backend on Render. Using Render is a new thing and I am also proud of it as it is the first time I have built and deployed my project. Very enthusiastic things happen to me....
|
1792814070.6056218
|
1792900470.6056218
|
|
45946
|
Digital Library by @Anshhh | Stardance
|
Anshhh
|
1
|
6.0
|
22
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T06:48:25Z", "hours": 6.0, "multiplier": 3.43, "payout": 22, "blessing": "neutral", "text": "I created a digital catalogue for my library, where students could search if the book they want is available in the library and if its issued or not at the moment. Adding the search and filter function was new to me, and was fun to create.", "repo": "https://github.com/Mai-Anshhh/digi_library", "demo": "https://mai-anshhh.github.io/digi_library/"}]...
|
[{"post_id": 76053, "ts": "202 [{"post_id": 76053, "ts": "2026-10-02T06:43:15Z", "hours": 0.4328, "text": "I wrapped up the project today, Also I archived the book specific page and admin page, I got busy with some other projects and wasn’t able to work on this one, so now I am just clearing it up so it can be used as a display for now and the status of books could be changed through the codebase, I will update this with my library’s actual catalogue after they agree to it."}, {"post_id": 43853, "ts": "2026-08-09T09:17:20Z", "hours": 6.0394, "text": "A library? Made a base for the website, added some “tags” which can be used to filter out genre of books you are looking for, and a search bar where you search (XD) For books, I have added these cards with all the needed details for them, a short desc, author’s name and is the book is available or not right now (main purpose of the website) Right now if I have to add new books or change availability or do any changes in them, I need to edit it in the json file where it is all stored T0T To solve that, I am adding an admin page, through which editing each card could get way easier… Also after that I am planning to make a seperate page for each book, I will add a book.html and update the content for each book through js. I was initially shipping this project to Horizons but now imma do it here :3"}]...
|
Title: Digital Library by @Anshhh | Stardance
Dev Title: Digital Library by @Anshhh | Stardance
Devlogs:
A library? Made a base for the website, added some “tags” which can be used to filter out genre of books you are looking for, and a search bar where you search (XD) For books, I have added these cards with all the needed details for them, a short desc, author’s name and is the book is available or not right now (main purpose of the website) Right now if I have to add new books or change availability or do any changes in them, I need to edit it in the json file where it is all stored T0T To solve that, I am adding an admin page, through which editing each card could get way easier… Also after that I am planning to make a seperate page for each book, I will add a book.html and update the content for each book through js. I was initially shipping this project to Horizons but now imma do it here :3
I wrapped up the project today, Also I archived the book specific page and admin page, I got busy with some other projects and wasn’t able to work on this one, so now I am just clearing it up so it can be used as a display for now and the status of books could be changed through the codebase, I will update this with my library’s actual catalogue after they agree to it.
Ships:
I created a digital catalogue for my library, where students could search if the book they want is available in the library and if its issued or not at the moment. Adding the search and filter function was new to me, and was fun to create....
|
1792853648.1845217
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1792940048.1845217
|
|
63330
|
EvergreenTab by @kas_kadiia | Stardance
|
kas_kadiia
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T05:10:55Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a nature-themed new tab page. This new tab page is functional with: a search bar, the ability to choose a different engine, five shortcuts, and local time and date. There is also an hourly change in background through the Pexels API filtered by greenery. What was most challenging is the integration of an API midway through the project and having to deal with Vite’s installation. But after nine hours, I created a functional product that I think looks pleasing, which I am happy with.", "repo": "https://github.com/kaskadiia/EvergreenTab", "demo": "https://kaskadiia.github.io/EvergreenTab/"}]...
|
[{"post_id": 76044, "ts": "202 [{"post_id": 76044, "ts": "2026-10-02T05:02:18Z", "hours": 1.5044, "text": "Devlog #5 This one is probably going to be a bit of a mess. Firstly, I spent time adjusting the CSS styles to look more pleasing. Then, I had to figure out why the API didn’t work on GitHub Pages, and the solution was simply just reading the guide!!! I should do that more. Then the images were failing to load in GitHub Pages, which required further debugging. The last thing I made were five shortcuts relevant to me, and probably others too if I had to guess."}, {"post_id": 74594, "ts": "2026-09-27T18:18:07Z", "hours": 4.1072, "text": "Devlog #4 Figuring out APIs took a long time as this is my first time using one and using Vite… Before all of that, I spent almost an hour changing the search button to an icon and wondering why it was misaligning the search engine selector and search bar, and then I added the foundation for a settings menu. Now over three hours were spent on figuring out Pexels API. I installed Vite midway through this project, so I had to sift through what was unnecessary. Okay, then came the image API. I bounced between Unsplash and Pexels and landed with Pexels. I had no clue how to integrate an API key at this point, so that took me a long time. Actually getting fetching images to work was a hell of a lot of debugging on my own. Eventually I got it to work after a lot of time… I decided to make the background images randomized per hour, but for now it is per minute for testing. I will need to adjust styles further later. It’s also bugged with the GitHub Pages deployment, so I’ll need to figure that out too… oh well."}, {"post_id": 73463, "ts": "2026-09-25T04:26:59Z", "hours": 1.7553, "text": "Devlog #3 I burned an hour and 45 minutes on making the search engines switchable… :D I spent around an hour trying to make a functioning drop down menu, first with CSS :hover pseudo-class but to no avail, before moving to a button with JS to toggle it. Then I had to fight the positioning for maybe ten minutes. Getting it to work was much easier, but still took me some time as I needed to figure out how I could more easily add click event listeners to all options without separately getting each element. I’ll add more engines later, but I want to make a shortcut dock for preferred or most visited sites next."}, {"post_id": 72931, "ts": "2026-09-24T02:09:51Z", "hours": 1.1658, "text": "Devlog #2 I spent time adding CSS styles to the search bar and added a clock. I experimented with more pseudo-classes so that there is a slight glow effect when you select or hover over the search buttons. The clock was simple but the first JS I used in this project. I also added another font to use for the time and search bar text itself, still using Google Fonts."}, {"post_id": 72062, "ts": "2026-09-22T03:11:08Z", "hours": 0.7683, "text": "A nature-themed New Tab page I’m now working on the New Tab mission. I have started with making a basic search query that does function along with a basic design. It took me some time to figure out how to make the search bar actually work, all because I put name=\"q\" in the wrong place… I decided to experiment with custom fonts using the Google Font API. I spent some time trying to figure out how to get it to work with a .ttf file and other ways, before I realized how Google makes it very simple by providing the HTML links."}]...
|
Title: EvergreenTab by @kas_kadiia | Stardance
De Title: EvergreenTab by @kas_kadiia | Stardance
Devlogs:
A nature-themed New Tab page I’m now working on the New Tab mission. I have started with making a basic search query that does function along with a basic design. It took me some time to figure out how to make the search bar actually work, all because I put name="q" in the wrong place… I decided to experiment with custom fonts using the Google Font API. I spent some time trying to figure out how to get it to work with a .ttf file and other ways, before I realized how Google makes it very simple by providing the HTML links.
Devlog #2 I spent time adding CSS styles to the search bar and added a clock. I experimented with more pseudo-classes so that there is a slight glow effect when you select or hover over the search buttons. The clock was simple but the first JS I used in this project. I also added another font to use for the time and search bar text itself, still using Google Fonts.
Devlog #3 I burned an hour and 45 minutes on making the search engines switchable… :D I spent around an hour trying to make a functioning drop down menu, first with CSS :hover pseudo-class but to no avail, before moving to a button with JS to toggle it. Then I had to fight the positioning for maybe ten minutes. Getting it to work was much easier, but still took me some time as I needed to figure out how I could more easily add click event listeners to all options without separately getting each element. I’ll add more engines later, but I want to make a shortcut dock for preferred or most visited sites next.
Devlog #4 Figuring out APIs took a long time as this is my first time using one and using Vite… Before all of that, I spent almost an hour changing the search button to an icon and wondering why it was misaligning the search engine selector and search bar, and then I added the foundation for a settings menu. Now over three hours were spent on figuring out Pexels API. I installed Vite midway through this project, so I had to sift through what was unnecessary. Okay, then came the image API. I bounced between Unsplash and Pexels and landed with Pexels. I had no clue how to integrate an API key at this point, so that took me a long time. Actually getting fetching images to work was a hell of a lot of debugging on my own. Eventually I got it to work after a lot of time… I decided to make the background images randomized per hour, but for now it is per minute for testing. I will need to adjust styles further later. It’s also bugged with the GitHub Pages deployment, so I’ll need to figure that out too… oh well.
Devlog #5 This one is probably going to be a bit of a mess. Firstly, I spent time adjusting the CSS styles to look more pleasing. Then, I had to figure out why the API didn’t work on GitHub Pages, and the solution was simply just reading the guide!!! I should do that more. Then the images were failing to load in GitHub Pages, which required further debugging. The last thing I made were five shortcuts relevant to me, and probably others too if I had to guess.
Ships:
I created a nature-themed new tab page. This new tab page is functional with: a search bar, the ability to choose a different engine, five shortcuts, and local time and date. There is also an hourly change in background through the Pexels API filtered by greenery. What was most challenging is the integration of an API midway through the project and having to deal with Vite’s installation. But after nine hours, I created a functional product that I think looks pleasing, which I am happy with....
|
1792814021.0187373
|
1792900421.0187373
|
|
63319
|
My own site! by @rosie123 | Stardance
|
rosie123
|
1
|
1.94
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T03:33:58Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i had some from my teacher to get it up and running but i think its pretty good", "repo": "https://github.com/1raselle/my-website", "demo": "https://github.com/1raselle/my-website/blob/main/index.html/index.html"}]...
|
[{"post_id": 76934, "ts": "202 [{"post_id": 76934, "ts": "2026-10-05T03:54:15Z", "hours": 0.285, "text": "the hobbies and music tabs on my website are almost done(:"}, {"post_id": 76593, "ts": "2026-10-04T03:04:59Z", "hours": 0.6597, "text": "im trying to add more content right now(:"}, {"post_id": 76027, "ts": "2026-10-02T03:28:44Z", "hours": 0.8669, "text": "a rly cool website abt meeeeeeeeee"}, {"post_id": 75452, "ts": "2026-09-30T04:27:03Z", "hours": 0.3978, "text": "a website abt me <3"}]...
|
Title: My own site! by @rosie123 | Stardance
Devl Title: My own site! by @rosie123 | Stardance
Devlogs:
a website abt me <3
a rly cool website abt meeeeeeeeee
im trying to add more content right now(:
the hobbies and music tabs on my website are almost done(:
Ships:
i had some from my teacher to get it up and running but i think its pretty good...
|
1792814019.0495164
|
1792900419.0495164
|
|
38773
|
OBJ Viewer by @Tomatofu | Stardance
|
Tomatofu
|
1
|
43.37
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T02:51:38Z", "hours": 40.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a .OBJ File Viewer that uses only the CPU (no OpenGL a.k.a software rasterization). It has its own (albeit not very good) parser for .OBJ and .MTL files. It supports texture mappingl, near clipping, Phong illumination, smooth shading, and screenshots. All the user has to do is drag a .OBJ file into the window and it will open it. I don’t have access to an M-series MacBook or a Windows machine at the moment, so I have only packaged binaries for MacOS x86_64 and Linux x86_64. If you are not on any of these platforms, or do not want to download a random binary, view the demo here: https://youtu.be/1D8iWTW6Xe0", "repo": "https://github.com/tomatofoo/obj-viewer", "demo": "https://github.com/tomatofoo/obj-viewer/releases"}]...
|
[{"post_id": 76575, "ts": "202 [{"post_id": 76575, "ts": "2026-10-04T00:59:20Z", "hours": 3.3686, "text": "Changes:I fixed a parsing error with materials with the map_d attribute. I also added support for tiling UVs, so the well-known Sponza model works properly."}, {"post_id": 76019, "ts": "2026-10-02T02:28:19Z", "hours": 2.4911, "text": "I spent a lot of time improving the CMake packaging. Now, I can just run one command and it will build and package the project (with correct linking) for MacOS and Linux. I don’t have access to a Windows machine at the moment, so I haven’t added support for that yet."}, {"post_id": 74729, "ts": "2026-09-28T02:36:54Z", "hours": 0.3878, "text": "My last touch was reversing the Z-direction because OBJ files use a right-handed coordinate system. Now I think I’m ready to ship this project."}, {"post_id": 74718, "ts": "2026-09-28T02:05:02Z", "hours": 3.7272, "text": "I finished adding near clipping. I spent a ton of time figuring out why the UV coordinates were messed up, but I ended up fixing that. Now, you can go extremely close up to the model without any unseen polygons."}, {"post_id": 72019, "ts": "2026-09-22T00:44:22Z", "hours": 10.2025, "text": "I added basic near clipping for polygons with two vertices behind the plane (I will eventually add clipping for polygons with one vertex behind the plane). This actually took forever to figure out. I nearly gave up twice. The attached image puts the clipping plane at 0.5 so you can see what I am talking about, but in reality the clipping distance will be a really low number like 0.01."}, {"post_id": 70415, "ts": "2026-09-19T04:33:18Z", "hours": 0.7992, "text": "I’ve just fixed some more bugs, including: leading spaces not working, UV coordinates being upside down, indicator text not showing, and the specular exponent being the wrong default value. The proper UV coordinates now make some of the free models I downloaded actually work. The rasterizer is now super cool."}, {"post_id": 70394, "ts": "2026-09-19T03:07:26Z", "hours": 1.0697, "text": "I just fixed some bugs. Those bugs include three buffer overflows (💀), a goto initialization error, and file loading not working with Windows paths on other OS’s."}, {"post_id": 70353, "ts": "2026-09-19T00:57:35Z", "hours": 5.4364, "text": "I added texture and material loading support. It uses SDL_image to load the textures and supports relative paths. It supports MTL files. I think I’m going to ship this project soon."}, {"post_id": 53604, "ts": "2026-08-24T07:26:01Z", "hours": 5.8008, "text": "Texture mapping has been implemented into the renderer but not the parser. My next step is to add textures to the parser so that the user can load the textures automatically instead of manually writing the filepath. I have already set up the structs for MTL support, including a hashmap to allow for string-indexing."}, {"post_id": 42750, "ts": "2026-08-07T16:59:50Z", "hours": 2.1453, "text": "This update might be a little boring, but I genuinely spent hours debugging a problem with the normals that occured on high-poly models. It added random empty spots in the model and it was genuinely so satisfying to fix it. All that was happening was that it was dividing by zero and returning NaN; I just added a check to avoid NaN."}, {"post_id": 33580, "ts": "2026-07-23T16:56:29Z", "hours": 8.405, "text": "I added smooth (phong) shading to my OBJ viewer, and prepared the code for texture mapping."}]...
|
Title: OBJ Viewer by @Tomatofu | Stardance
Devlog Title: OBJ Viewer by @Tomatofu | Stardance
Devlogs:
I added smooth (phong) shading to my OBJ viewer, and prepared the code for texture mapping.
This update might be a little boring, but I genuinely spent hours debugging a problem with the normals that occured on high-poly models. It added random empty spots in the model and it was genuinely so satisfying to fix it. All that was happening was that it was dividing by zero and returning NaN; I just added a check to avoid NaN.
Texture mapping has been implemented into the renderer but not the parser. My next step is to add textures to the parser so that the user can load the textures automatically instead of manually writing the filepath. I have already set up the structs for MTL support, including a hashmap to allow for string-indexing.
I added texture and material loading support. It uses SDL_image to load the textures and supports relative paths. It supports MTL files. I think I’m going to ship this project soon.
I just fixed some bugs. Those bugs include three buffer overflows (💀), a goto initialization error, and file loading not working with Windows paths on other OS’s.
I’ve just fixed some more bugs, including: leading spaces not working, UV coordinates being upside down, indicator text not showing, and the specular exponent being the wrong default value. The proper UV coordinates now make some of the free models I downloaded actually work. The rasterizer is now super cool.
I added basic near clipping for polygons with two vertices behind the plane (I will eventually add clipping for polygons with one vertex behind the plane). This actually took forever to figure out. I nearly gave up twice. The attached image puts the clipping plane at 0.5 so you can see what I am talking about, but in reality the clipping distance will be a really low number like 0.01.
I finished adding near clipping. I spent a ton of time figuring out why the UV coordinates were messed up, but I ended up fixing that. Now, you can go extremely close up to the model without any unseen polygons.
My last touch was reversing the Z-direction because OBJ files use a right-handed coordinate system. Now I think I’m ready to ship this project.
I spent a lot of time improving the CMake packaging. Now, I can just run one command and it will build and package the project (with correct linking) for MacOS and Linux. I don’t have access to a Windows machine at the moment, so I haven’t added support for that yet.
Changes:I fixed a parsing error with materials with the map_d attribute. I also added support for tiling UVs, so the well-known Sponza model works properly.
Ships:
I made a .OBJ File Viewer that uses only the CPU (no OpenGL a.k.a software rasterization). It has its own (albeit not very good) parser for .OBJ and .MTL files. It supports texture mappingl, near clipping, Phong illumination, smooth shading, and screenshots. All the user has to do is drag a .OBJ file into the window and it will open it. I don’t have access to an M-series MacBook or a Windows machine at the moment, so I have only packaged binaries for MacOS x86_64 and Linux x86_64. If you are not on any of these platforms, or do not want to download a random binary, view the demo here: https://youtu.be/1D8iWTW6Xe0...
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1792853263.4757328
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1792939663.4757328
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39965
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My own site! by @kanda | Stardance
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kanda
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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": "2026-10-02T00:09:27Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website that was about me. It was difficult to debug when i madde syntax errors. I liked the javascript feature I added. I am most proud of attaching the links such as visit my Github.", "repo": "https://github.com/git-adit/My-Personal-Website", "demo": "https://git-adit.github.io/My-Personal-Website/#contact"}]...
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[{"post_id": 35999, "ts": "202 [{"post_id": 35999, "ts": "2026-07-27T20:05:30Z", "hours": 0.6264, "text": "It’s my personal website with my GitHub link, what I like, my hobbies, and some projects I made."}]...
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Title: My own site! by @kanda | Stardance
Devlogs Title: My own site! by @kanda | Stardance
Devlogs:
It’s my personal website with my GitHub link, what I like, my hobbies, and some projects I made.
Ships:
I made a website that was about me. It was difficult to debug when i madde syntax errors. I liked the javascript feature I added. I am most proud of attaching the links such as visit my Github....
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1792853463.0646443
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1792939863.0646443
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67357
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hi-lo c++ game by @decaydelirium | Stardance
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decaydelirium
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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": "2026-10-01T23:23:06Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "’Sup everyone, I fixed some bugs in the github repo, have no idea what happened now. Should be shipping soon peace!", "repo": "https://github.com/decayingdelirium/Game_HiLo", "demo": "https://www.onlinegdb.com/Km13rdQlJ"}]...
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[{"post_id": 75995, "ts": "202 [{"post_id": 75995, "ts": "2026-10-01T23:22:17Z", "hours": 1.2114, "text": "‘Sup everyone,Today, I finally figured out how to fix the “infinite bug”- as I like to call it. When a user input anything that wasn’t an integer, the bug would init. Since I’m quite new to C++, I was struggling. Fortunately, I figured it out and fixed the “infinite bug”That’s all for now, peace!"}]...
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Title: hi-lo c++ game by @decaydelirium | Stardanc Title: hi-lo c++ game by @decaydelirium | Stardance
Devlogs:
‘Sup everyone,Today, I finally figured out how to fix the “infinite bug”- as I like to call it. When a user input anything that wasn’t an integer, the bug would init. Since I’m quite new to C++, I was struggling. Fortunately, I figured it out and fixed the “infinite bug”That’s all for now, peace!
Ships:
’Sup everyone, I fixed some bugs in the github repo, have no idea what happened now. Should be shipping soon peace!...
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1792817393.6611917
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1792903793.6611917
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25133
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Past in a Glass by @Gavin | Stardance
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Gavin
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1
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11.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T20:28:56Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Past in a Glass is a drink recipe, history, & blog site for @pastinaglass on Instagram. It’s designed with a focus on clean yet thematic and fluent UI and easy management for the page owner, using Sanity’s free headless CMS combined with Next.js/react for the frontend. (p.s. if you are a stardance user you will not be able to follow these recipes lol)", "repo": "https://github.com/gavingogaming/pastinaglass", "demo": "https://pastinaglass.com/"}]...
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[{"post_id": 50014, "ts": "202 [{"post_id": 50014, "ts": "2026-08-19T01:18:29Z", "hours": 1.5636, "text": "Added a tag-list system to sort tags into categories, primarily the Spirits category for each spirit."}, {"post_id": 44413, "ts": "2026-08-10T04:36:11Z", "hours": 1.7161, "text": "Published demo page via Vercel: https://pastinaglass.preview.klash.dev/ and finished individual drink page at /drinks/[slug]!"}, {"post_id": 43515, "ts": "2026-08-08T20:37:37Z", "hours": 1.9842, "text": "Added a filtering system to search for specific posts on the homepage"}, {"post_id": 42353, "ts": "2026-08-07T01:07:43Z", "hours": 5.3786, "text": "Created initial homepage and sanity studio"}]...
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Title: Past in a Glass by @Gavin | Stardance
Devl Title: Past in a Glass by @Gavin | Stardance
Devlogs:
Created initial homepage and sanity studio
Added a filtering system to search for specific posts on the homepage
Published demo page via Vercel: https://pastinaglass.preview.klash.dev/ and finished individual drink page at /drinks/[slug]!
Added a tag-list system to sort tags into categories, primarily the Spirits category for each spirit.
Ships:
Past in a Glass is a drink recipe, history, & blog site for @pastinaglass on Instagram. It’s designed with a focus on clean yet thematic and fluent UI and easy management for the page owner, using Sanity’s free headless CMS combined with Next.js/react for the frontend. (p.s. if you are a stardance user you will not be able to follow these recipes lol)...
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1792856999.6231768
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1792943399.6231768
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