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48315
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Storm by @Draaal | Stardance
|
Draaal
|
1
|
79.0
|
1279
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T20:25:22Z", "hours": 79.0, "multiplier": 18.99, "payout": 1279, "blessing": "neutral", "text": "storm I made a rules engine for the card game MTG. Its basically a giant state machine. You tell it what the players do and based on that it changes the game state. My experience The most challenging thing by far was finding a data model that would allow everything you can do in MTG. And since cards are written in english, there are A LOT of possible actions. Shiny new things I learned I finallyyy have a proper understanding of generics; before it was just this “magic in angle brackets” Pros & Cons of different data structures while I decided what to use for storing cards Experience in how to manage a project that has > 10 files. Might actually be the most valuable thing I gained from all of this.. A somewhat decent understanding of lifetimes in rust Also I finally had a look at metaprogramming with macros (only declarative macros though) I am proud of this The thing I am really proud of in here is how you can have these generic components that define behaviour or targets or such an how you can then use them to create cards as pure data through the power of generics and macros. They are literally just a constant in the code. My experience with AI Later in the implementation when my data structure was mostly fixed I tried having an AI agent do some of the boring work of hooking things up, but it didn’t work. And by that I mean it was pretty awful. It didn’t understand my design, reinvented the wheel several times, took shortcuts that would work for exactly this one card I asked about and just created wrong behaviour. Maybe this was a me problem, because I provided bad context, but I think I will stick writing code by hand for a while longer.", "repo": "https://github.com/andraaal/storm", "demo": "https://crates.io/crates/storm-engine"}]...
|
[{"post_id": 75713, "ts": "202 [{"post_id": 75713, "ts": "2026-09-30T20:35:17Z", "hours": 2.5422, "text": "#12 Of course there is an extension of one month right as I was going to ship… Anyway I published it on crates.io, I added some minimal executable example, did the README and added some metadata for publication. And I drew this wonderful new banner. Its a bit whacky, but I like it"}, {"post_id": 75316, "ts": "2026-09-29T18:52:32Z", "hours": 7.1283, "text": "#11 Devlog (AI adventure) So, since stardance ends soon I have to ship this and I am not sure if I can manage in time. So I had a look at AI coding and how to do it properly, because I tried vibe-coding before and it was abysmal. And I have to say it was miles ahead of anything else AI has ever done for me, when you use some specialized skills, create a roadmap first, split it into tickets (The AI even created tickets on GitHub for whatever godforsaken reason; It knew this is a solo project), structure your work, … It is also a TON more work. And it was still lacking. Maybe it was because my student subscription isn’t that powerful, maybe MTG is just too complex or I didn’t explain my messed up design well enough to the agent. Either way I wasted a bunch more time and … yeah, here’s hoping that I will get a working v0.1 alpha in time!"}, {"post_id": 68841, "ts": "2026-09-15T20:56:08Z", "hours": 7.1406, "text": "#10 Devlog How could I forget git THIS hard??? I didn’t make a single commit in like the last 20 hours. And now everything is so different that I might as well make a new repo. Also the line count in the screenshots is bugged somehow. Its more like +28XX lines. And it took THREE screenshots!! Anyways, heres an actual update: Now casting spells is finally complete (kinda) and static abilities work too. They even share some code through common “behaviour”. Thats just some common action that can be executed on the game state. Also with the help of a few todo! macros (Magic for fixing anything, but throws at runtime) the code finally compiles again. For like the second time in the entire development. There is bound to be a million bugs in there…."}, {"post_id": 66240, "ts": "2026-09-11T23:06:07Z", "hours": 8.4828, "text": "#9 Devlog Casting spells is now almost complete, and my overengineered type system got even more crazy. We have now: Card , that represent, well… cards StackDefinition , which the targets and some other metadata for Spells Selectors , as there name suggests, select objects Behaviour , a closure that can change the game state, but with a lot of fancy type shenanigans to make sure it is only used with appropriate StackDefinitions. Below are some highlights from the new types"}, {"post_id": 63238, "ts": "2026-09-06T22:41:41Z", "hours": 4.5017, "text": "#8 Devlog (Sorry; last one is actually #7) So I finally completed the rewrite my entire project now uses my new overengineered typing. Yay! Finally!! But that also meant that I had to change my library API to use all of those types. What you see below are just the function definitions for that + some minor input validation. And, yes, you could defnitiely make that a lot shorter with macros but it is 1am and I can’t be bothered to go learn how they work."}, {"post_id": 61426, "ts": "2026-09-04T10:21:58Z", "hours": 4.1117, "text": "#5 Devlog Of course fixing stuff took longer than I thought (as always), but we are almost there. Only 16 more errors to go!"}, {"post_id": 59051, "ts": "2026-08-31T17:20:49Z", "hours": 7.4244, "text": "#6 Devlog You know the rewrite I talked about last time? I am STILL doing that. It changed so much more that I had expected. Now I have changed just about every function signature in the entire project. Also there were a million little problems that also needed attention. I think I am close to completing the rewrite though; the core types are all set, I just have to deal with the downstream effects of changing them. That shouldn’t (I hope) take too long"}, {"post_id": 56248, "ts": "2026-08-27T22:35:34Z", "hours": 3.4006, "text": "#5 Devlog I redesigned my engine (not implemented yet); It makes much more extensive use of generics now and has in general much better type-safety. This eliminates a ton of bounds checks and potential errors, because the compiler can prove at compile-time that the program is valid (or not). Also kind of crazy that it says 3.5h for designing. I feel like I spent most of my time in the browser explaining my code to ChatGPT to understand it better myself (ChatGPT did little besides saying “Ah, yes, great idea” and explaining my idea back to me)"}, {"post_id": 55056, "ts": "2026-08-26T14:14:51Z", "hours": 1.5544, "text": "#4 Devlog I have been developing a new model for how cards on the “stack” (a zone for cards). This moves a lot of the verification and testing (“Is the card that is reference by this Id, the card I expect?, Is this card really in the correct zone?, …”) to compile-time and the compiler will simply refuse to compile if its wrong. And I am really proud of it, since this is by far the most advanced thing I have ever done with generics and it is beautiful. All these ifs are just gone"}, {"post_id": 53369, "ts": "2026-08-23T21:53:02Z", "hours": 1.0717, "text": "#3 Devlog I created a single method in this hour. I wanted to just have method that creates an Iterator over a collection of objects. But if you have different objects that becomes very messy very fast, because the concrete type of the iterator is also different then. Now the method only claims to return something that is an iterator, so it shouldn’t be a problem, right? Well it is, because the compiler doesn’t know at compile time what type will be returned and thus can’t do monomorphization. The solution: Make the types of all of the objects the same through static polymorphism BEFORE you construct the iterator by putting everything into an enum and implementing an access method. You could of course avoid all of that and just use dynamic polymorphism, but who needs that. Also sorry for posting so little, I will try to post more often."}, {"post_id": 53291, "ts": "2026-08-23T19:04:07Z", "hours": 11.1336, "text": "#2 Devlog I reworked how static abilities are applied - now they are (mostly) compliant with MTG comp rules. By far the hardest (and most time-consuming) part was coming up with a design that can actually accommodate all of the requirements the rules have. It’s madness; you can change abilities during resolution, partially apply abilities and the order of application is incredibly complicated. Once I had that figured out the implementation was pretty straightforward. Design is in the image below. The second big thing is that I started creating a unified iterator interface to access my cards in a structured manner."}, {"post_id": 47560, "ts": "2026-08-15T15:14:23Z", "hours": 20.0756, "text": "#1 Devlog So originally I didn’t even plan to put this here, it was just me trying some different ideas. But now that I have spent over 20h and the design isn’t complete trash anymore, I should probably put this here as well. It is still far from complete and actually not that much code for 20h due to a million rewrites. Still, it has a working model for spells, permanents and various effects, so some basic cards can already work. What still needs a lot of work is how to cast a spell, but it is so freaking complicated. Also sorry for no image, but it is a lib and far from runnable, so yeah.."}]...
|
Title: Storm by @Draaal | Stardance
Devlogs:
#1 D Title: Storm by @Draaal | Stardance
Devlogs:
#1 Devlog So originally I didn’t even plan to put this here, it was just me trying some different ideas. But now that I have spent over 20h and the design isn’t complete trash anymore, I should probably put this here as well. It is still far from complete and actually not that much code for 20h due to a million rewrites. Still, it has a working model for spells, permanents and various effects, so some basic cards can already work. What still needs a lot of work is how to cast a spell, but it is so freaking complicated. Also sorry for no image, but it is a lib and far from runnable, so yeah..
#2 Devlog I reworked how static abilities are applied - now they are (mostly) compliant with MTG comp rules. By far the hardest (and most time-consuming) part was coming up with a design that can actually accommodate all of the requirements the rules have. It’s madness; you can change abilities during resolution, partially apply abilities and the order of application is incredibly complicated. Once I had that figured out the implementation was pretty straightforward. Design is in the image below. The second big thing is that I started creating a unified iterator interface to access my cards in a structured manner.
#3 Devlog I created a single method in this hour. I wanted to just have method that creates an Iterator over a collection of objects. But if you have different objects that becomes very messy very fast, because the concrete type of the iterator is also different then. Now the method only claims to return something that is an iterator, so it shouldn’t be a problem, right? Well it is, because the compiler doesn’t know at compile time what type will be returned and thus can’t do monomorphization. The solution: Make the types of all of the objects the same through static polymorphism BEFORE you construct the iterator by putting everything into an enum and implementing an access method. You could of course avoid all of that and just use dynamic polymorphism, but who needs that. Also sorry for posting so little, I will try to post more often.
#4 Devlog I have been developing a new model for how cards on the “stack” (a zone for cards). This moves a lot of the verification and testing (“Is the card that is reference by this Id, the card I expect?, Is this card really in the correct zone?, …”) to compile-time and the compiler will simply refuse to compile if its wrong. And I am really proud of it, since this is by far the most advanced thing I have ever done with generics and it is beautiful. All these ifs are just gone
#5 Devlog I redesigned my engine (not implemented yet); It makes much more extensive use of generics now and has in general much better type-safety. This eliminates a ton of bounds checks and potential errors, because the compiler can prove at compile-time that the program is valid (or not). Also kind of crazy that it says 3.5h for designing. I feel like I spent most of my time in the browser explaining my code to ChatGPT to understand it better myself (ChatGPT did little besides saying “Ah, yes, great idea” and explaining my idea back to me)
#6 Devlog You know the rewrite I talked about last time? I am STILL doing that. It changed so much more that I had expected. Now I have changed just about every function signature in the entire project. Also there were a million little problems that also needed attention. I think I am close to completing the rewrite though; the core types are all set, I just have to deal with the downstream effects of changing them. That shouldn’t (I hope) take too long
#5 Devlog Of course fixing stuff took longer than I thought (as always), but we are almost there. Only 16 more errors to go!
#8 Devlog (Sorry; last one is actually #7) So I finally completed the rewrite my entire project now uses my new overengineered typing. Yay! Finally!! But that also meant that I had to change my library API to use all of those types. What you see below are just the function definitions for that + some minor input validation. And, yes, you could defnitiely make that a lot shorter with macros but it is 1am and I can’t be bothered to go learn how they work.
#9 Devlog Casting spells is now almost complete, and my overengineered type system got even more crazy. We have now: Card , that represent, well… cards StackDefinition , which the targets and some other metadata for Spells Selectors , as there name suggests, select objects Behaviour , a closure that can change the game state, but with a lot of fancy type shenanigans to make sure it is only used with appropriate StackDefinitions. Below are some highlights from the new types
#10 Devlog How could I forget git THIS hard??? I didn’t make a single commit in like the last 20 hours. And now everything is so different that I might as well make a new repo. Also the line count in the screenshots is bugged somehow. Its more like +28XX lines. And it took THREE screenshots!! Anyways, heres an actual update: Now casting spells is finally complete (kinda) and static abilities work too. They even share some code through common “behaviour”. Thats just some common action that can be executed on the game state. Also with the help of a few todo! macros (Magic for fixing anything, but throws at runtime) the code finally compiles again. For like the second time in the entire development. There is bound to be a million bugs in there….
#11 Devlog (AI adventure) So, since stardance ends soon I have to ship this and I am not sure if I can manage in time. So I had a look at AI coding and how to do it properly, because I tried vibe-coding before and it was abysmal. And I have to say it was miles ahead of anything else AI has ever done for me, when you use some specialized skills, create a roadmap first, split it into tickets (The AI even created tickets on GitHub for whatever godforsaken reason; It knew this is a solo project), structure your work, … It is also a TON more work. And it was still lacking. Maybe it was because my student subscription isn’t that powerful, maybe MTG is just too complex or I didn’t explain my messed up design well enough to the agent. Either way I wasted a bunch more time and … yeah, here’s hoping that I will get a working v0.1 alpha in time!
#12 Of course there is an extension of one month right as I was going to ship… Anyway I published it on crates.io, I added some minimal executable example, did the README and added some metadata for publication. And I drew this wonderful new banner. Its a bit whacky, but I like it
Ships:
storm I made a rules engine for the card game MTG. Its basically a giant state machine. You tell it what the players do and based on that it changes the game state. My experience The most challenging thing by far was finding a data model that would allow everything you can do in MTG. And since cards are written in english, there are A LOT of possible actions. Shiny new things I learned I finallyyy have a proper understanding of generics; before it was just this “magic in angle brackets” Pros & Cons of different data structures while I decided what to use for storing cards Experience in how to manage a project that has > 10 files. Might actually be the most valuable thing I gained from all of this.. A somewhat decent understanding of lifetimes in rust Also I finally had a look at metaprogramming with macros (only declarative macros though) I am proud of this The thing I am really proud of in here is how you can have these generic components that define behaviour or targets or such an how you can then use them to create cards as pure data through the power of generics and macros. They are literally just a constant in the code. My experience with AI Later in the implementation when my data structure was mostly fixed I tried having an AI agent do some of the boring work of hooking things up, but it didn’t work. And by that I mean it was pretty awful. It didn’t understand my design, reinvented the wheel several times, took shortcuts that would work for exactly this one card I asked about and just created wrong behaviour. Maybe this was a me problem, because I provided bad context, but I think I will stick writing code by hand for a while longer....
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1792853439.1100554
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1792939839.1100554
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60708
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RUNAWAY BUTTON by @kbboy | Stardance
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kbboy
|
1
|
13.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T20:01:33Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "🚀THE RUNAWAY PANIC BUTTON (shy button arcade) —————————————————– ⚠WARING: this button does NOT want to be clicked. -what is it: it is a game where you try to click a button that will go of you or dodge you when you are near it. 🎮 PLAY NOW & LEAVE A VOTE: Try to hit the red button as many times as you can while it teleports from your mouse.beat 20 clicks if you can! ✨FEATURES YOU MUST TEST: decoy clones: at 20+ dodges, fake decoy button spawn.click on, and your score resets to 0! -4 rank levels: they are total 4 level . -live vocie taunts: -real-time audio feedback powered by web speech API. WHAT i learn -this was my first project me coding i used Html and some java script and css i it was pain full i did not expeat to be this hard and full of bugs like one time it crashed because i used y=>Y an one time because because i did not added “’ the it crashed full.but i fun debugging it and learning i wish you good time trying to click it. kbboy, thanks for every thin", "repo": "https://github.com/kbboy12/runaway-button", "demo": "https://kbboy12.github.io/runaway-button/"}]...
|
[{"post_id": 71358, "ts": "202 [{"post_id": 71358, "ts": "2026-09-20T17:59:43Z", "hours": 6.1881, "text": "I worked on building and finishing “The Runaway Panic Button”, an interactive arcade web game using HTML, CSS, and JavaScript. What I built and updated: • Runaway Mechanics: Programmed the target button to calculate screen boundaries and dodge away whenever hovered or touched. • UI & Layout: Compacted the top dashboard arena box and positioned the “Challenge a Friend” button in the bottom-right corner. • Rank Progression: Tied player ranks strictly to successful Clicks (Snail Reflexes -> Coffee Jitters -> Lightning Fingers -> Touch Grass Please ). • Spacebar Freeze Power: Added a hidden cheat counter that reveals when pressing Spacebar, freezing the button for 4 seconds so players can spam-click it. • Decoy Clone Hazards: Spawned fake red decoy buttons after 20+ dodges that reset player Clicks to 0 if misclicked. • Speech & Audio: Added Web Speech API synthesis for real-time voice taunts and victory announcements."}, {"post_id": 68826, "ts": "2026-09-15T20:19:38Z", "hours": 0.5747, "text": "finished fixing UI bug and added a live click counter! Now the game tracks every time a player actually manages to land a hit on the runaway button.On the first click, the display updates to “clicks: 1” in real time and triggers the “YOU WON!” screen. tested it using keyboard controls to make sure the event listener fires smoothly!"}, {"post_id": 68232, "ts": "2026-09-14T18:58:09Z", "hours": 1.5247, "text": "I was working on my runaway panic button today! Added a multi-level boss mode where players can choose from 4 difficulty levels(shy,panicked,hyperactive, and impossible). Ran into few JavaScript bugs while setting up the movement logic and button Scaling, so i will be finishing up debugging tomorrow!🛠️"}, {"post_id": 66877, "ts": "2026-09-12T20:29:08Z", "hours": 2.0861, "text": "so i am making a button that escapes from your cursor when trying to click it i added things like i made the button change color every time someone hovers over it trying to click the button and i added dodge counter to count how many times it have dodged you and one more thing i have letter changing i mean when you try to click it and dodges you it says like too slow,nice try…etc."}, {"post_id": 66137, "ts": "2026-09-11T19:15:57Z", "hours": 1.6969, "text": "this is an interactive web app built with html,css and javascript the moment you attempt to click it the button,javascript tracks your cursor location and glides it smoothly to the opposite side of your screen,making it impossible to catch."}, {"post_id": 65571, "ts": "2026-09-10T19:54:47Z", "hours": 1.3194, "text": "so it is my first project it about making a button that escapes for the person cursor when trying to click it and i will add things like changing color and more and it uses things like html,javascript,css mostly it uses html. i am buliding it now."}]...
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Title: RUNAWAY BUTTON by @kbboy | Stardance
Devlo Title: RUNAWAY BUTTON by @kbboy | Stardance
Devlogs:
so it is my first project it about making a button that escapes for the person cursor when trying to click it and i will add things like changing color and more and it uses things like html,javascript,css mostly it uses html. i am buliding it now.
this is an interactive web app built with html,css and javascript the moment you attempt to click it the button,javascript tracks your cursor location and glides it smoothly to the opposite side of your screen,making it impossible to catch.
so i am making a button that escapes from your cursor when trying to click it i added things like i made the button change color every time someone hovers over it trying to click the button and i added dodge counter to count how many times it have dodged you and one more thing i have letter changing i mean when you try to click it and dodges you it says like too slow,nice try…etc.
I was working on my runaway panic button today! Added a multi-level boss mode where players can choose from 4 difficulty levels(shy,panicked,hyperactive, and impossible). Ran into few JavaScript bugs while setting up the movement logic and button Scaling, so i will be finishing up debugging tomorrow!🛠️
finished fixing UI bug and added a live click counter! Now the game tracks every time a player actually manages to land a hit on the runaway button.On the first click, the display updates to “clicks: 1” in real time and triggers the “YOU WON!” screen. tested it using keyboard controls to make sure the event listener fires smoothly!
I worked on building and finishing “The Runaway Panic Button”, an interactive arcade web game using HTML, CSS, and JavaScript. What I built and updated: • Runaway Mechanics: Programmed the target button to calculate screen boundaries and dodge away whenever hovered or touched. • UI & Layout: Compacted the top dashboard arena box and positioned the “Challenge a Friend” button in the bottom-right corner. • Rank Progression: Tied player ranks strictly to successful Clicks (Snail Reflexes -> Coffee Jitters -> Lightning Fingers -> Touch Grass Please ). • Spacebar Freeze Power: Added a hidden cheat counter that reveals when pressing Spacebar, freezing the button for 4 seconds so players can spam-click it. • Decoy Clone Hazards: Spawned fake red decoy buttons after 20+ dodges that reset player Clicks to 0 if misclicked. • Speech & Audio: Added Web Speech API synthesis for real-time voice taunts and victory announcements.
Ships:
🚀THE RUNAWAY PANIC BUTTON (shy button arcade) —————————————————– ⚠WARING: this button does NOT want to be clicked. -what is it: it is a game where you try to click a button that will go of you or dodge you when you are near it. 🎮 PLAY NOW & LEAVE A VOTE: Try to hit the red button as many times as you can while it teleports from your mouse.beat 20 clicks if you can! ✨FEATURES YOU MUST TEST: decoy clones: at 20+ dodges, fake decoy button spawn.click on, and your score resets to 0! -4 rank levels: they are total 4 level . -live vocie taunts: -real-time audio feedback powered by web speech API. WHAT i learn -this was my first project me coding i used Html and some java script and css i it was pain full i did not expeat to be this hard and full of bugs like one time it crashed because i used y=>Y an one time because because i did not added “’ the it crashed full.but i fun debugging it and learning i wish you good time trying to click it. kbboy, thanks for every thin...
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1792813753.6793318
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1792900153.6793318
|
|
66874
|
LawlietSky-portfolio by @LawlietSky | Stardance
|
LawlietSky
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1
|
1.27
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T18:42:21Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a very simple and small portfolio of mine, nothing that big but it was indeed my first website ever. it was a very fun project to say the least.", "repo": "https://github.com/Retrox112/personal-website", "demo": "https://retrox112.github.io/personal-website/"}]...
|
[{"post_id": 75999, "ts": "202 [{"post_id": 75999, "ts": "2026-10-02T00:00:59Z", "hours": 0.2733, "text": "seems the images i picked out for my bg were ai gen, who would’ve known, well, the website has been updated with a better read me. (that was on me, i forgot to update it..) hope you check it out!"}, {"post_id": 75595, "ts": "2026-09-30T15:01:52Z", "hours": 1.3772, "text": "Finally finished making my website. it was a reallly fun project to do, and was kinda hard until it wasnt. this is a really cool project, and quite intresting to work on. i love it."}]...
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Title: LawlietSky-portfolio by @LawlietSky | Stard Title: LawlietSky-portfolio by @LawlietSky | Stardance
Devlogs:
Finally finished making my website. it was a reallly fun project to do, and was kinda hard until it wasnt. this is a really cool project, and quite intresting to work on. i love it.
seems the images i picked out for my bg were ai gen, who would’ve known, well, the website has been updated with a better read me. (that was on me, i forgot to update it..) hope you check it out!
Ships:
I made a very simple and small portfolio of mine, nothing that big but it was indeed my first website ever. it was a very fun project to say the least....
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1792817367.2337122
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1792903767.2337122
|
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45623
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App Launcher by @Samyak | Stardance
|
Samyak
|
1
|
11.0
|
117
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T18:37:56Z", "hours": 11.0, "multiplier": 10.96, "payout": 117, "blessing": "neutral", "text": "App Launcher helps in finding and launching apps with ease. Many PC’s which are budget, running experimental versions of windows or general may find that Start Menu would lag sometimes. App Launcher is Instant, very minimal resource consumption, Modern Light/Dark Mode, fuzzy search which Start doesn’t support and clear icon view and navigation with arrow keys in the launcher. Its made in Python and compiled using pyinstaller and Setup made using Inno Setup. It essentially replaces the start menu in some way. Its hotkey to launch is Alt+X which is easily accessible. It has a priority system as well as soon as you open the Launcher, the list you see is the recently launched apps by it. Comparitively its much lighter to 99% of other launchers too. I had a lot of difficulty and lot pf googling for this latest update in which i include better quality icons(had do dive into ctypes and stuff) uwp icons(more advanced logics and stuff) and small but good to have UI Changes, theme switcher based on windows modes and much more", "repo": "https://github.com/SpaceCoderPro/App-Launcher", "demo": "https://github.com/SpaceCoderPro/App-Launcher/releases"}]...
|
[{"post_id": 75941, "ts": "202 [{"post_id": 75941, "ts": "2026-10-01T17:43:26Z", "hours": 0.6683, "text": "Just did some minor UI Changes like now 7 rows instead of 6, improved window size, removed scroll bar while maintaining scroll functionality and globalized some variables…"}, {"post_id": 75869, "ts": "2026-10-01T13:00:40Z", "hours": 10.0175, "text": "I worked on improving it. Its now much better.: Stability Improvements, Better Quality Icons, UWP Icons, Finally- An App Icon, Better Performance, Better Alt + X Capturing, Arrow Key Functionality. It wasn’t easy but not that hard. I definitely had to do a lot of googling. And i finally got Git working properly for the Repo with assistance from Gemini. I worked like 2hr and 30min(From i think 28 Sep), the 10h is just my past Macondo data btw…"}]...
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Title: App Launcher by @Samyak | Stardance
Devlog Title: App Launcher by @Samyak | Stardance
Devlogs:
I worked on improving it. Its now much better.: Stability Improvements, Better Quality Icons, UWP Icons, Finally- An App Icon, Better Performance, Better Alt + X Capturing, Arrow Key Functionality. It wasn’t easy but not that hard. I definitely had to do a lot of googling. And i finally got Git working properly for the Repo with assistance from Gemini. I worked like 2hr and 30min(From i think 28 Sep), the 10h is just my past Macondo data btw…
Just did some minor UI Changes like now 7 rows instead of 6, improved window size, removed scroll bar while maintaining scroll functionality and globalized some variables…
Ships:
App Launcher helps in finding and launching apps with ease. Many PC’s which are budget, running experimental versions of windows or general may find that Start Menu would lag sometimes. App Launcher is Instant, very minimal resource consumption, Modern Light/Dark Mode, fuzzy search which Start doesn’t support and clear icon view and navigation with arrow keys in the launcher. Its made in Python and compiled using pyinstaller and Setup made using Inno Setup. It essentially replaces the start menu in some way. Its hotkey to launch is Alt+X which is easily accessible. It has a priority system as well as soon as you open the Launcher, the list you see is the recently launched apps by it. Comparitively its much lighter to 99% of other launchers too. I had a lot of difficulty and lot pf googling for this latest update in which i include better quality icons(had do dive into ctypes and stuff) uwp icons(more advanced logics and stuff) and small but good to have UI Changes, theme switcher based on windows modes and much more...
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1792853617.5169542
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1792940017.5169542
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61454
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linuxanywhere by @codeeleven | Stardance
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codeeleven
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1
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6.0
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49
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T18:17:06Z", "hours": 6.0, "multiplier": 8.52, "payout": 49, "blessing": "neutral", "text": "this is linuxanywhere (or a bochs version optimized for browser environments with x64 linux booting capabilities). it can run VMs on the browser (but really slowly). check it out! will improve it more and will add the features i wrote on my github page! i hope you enjoy this :)", "repo": "https://github.com/codeeleven0/linuxanywhere", "demo": "https://codeeleven0.github.io/linuxanywhere/dist/"}]...
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[{"post_id": 75948, "ts": "202 [{"post_id": 75948, "ts": "2026-10-01T18:14:11Z", "hours": 0.2947, "text": "last devlog before shipping. i have added the project to github and i will take a break from it to focus on more projects and school (obviously!)"}, {"post_id": 75668, "ts": "2026-09-30T18:09:46Z", "hours": 0.3644, "text": "linux is really anywhere! i added link time optimizations with -O3 and -flto, the boot takes 2 minutes on a generic x86_64 kernel in firefox. will minify the kernel and the os to have an actually usable system"}, {"post_id": 73227, "ts": "2026-09-24T17:00:12Z", "hours": 0.3047, "text": "switched to tinycore (or just ‘core’ x64 port), fixed stack sizes (both emscripten and asyncify), and pings to non-restricted and websocket enabled domains work now. the only thing left is implementing an interconnect daemon with a web proxy"}, {"post_id": 72732, "ts": "2026-09-23T16:41:50Z", "hours": 0.4706, "text": "dynamic heap resize works, finally got the network adapter to compile and we can finally see OpenRC booting!"}, {"post_id": 70182, "ts": "2026-09-18T17:07:19Z", "hours": 0.3158, "text": "fixed compiling flags, replaced the BIOS implementation and now we can boot alpine linux 64-bit on a tab!"}, {"post_id": 67336, "ts": "2026-09-13T12:30:32Z", "hours": 1.3339, "text": "working?"}, {"post_id": 67270, "ts": "2026-09-13T10:39:35Z", "hours": 1.2314, "text": "bugs and bugs, got bochs to compile and load files properly but stack size and recursion is a problem right now"}, {"post_id": 66901, "ts": "2026-09-12T21:04:43Z", "hours": 1.4203, "text": "closing the day, added a building system and fixes will publish repo tmrw"}]...
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Title: linuxanywhere by @codeeleven | Stardance
D Title: linuxanywhere by @codeeleven | Stardance
Devlogs:
closing the day, added a building system and fixes will publish repo tmrw
bugs and bugs, got bochs to compile and load files properly but stack size and recursion is a problem right now
working?
fixed compiling flags, replaced the BIOS implementation and now we can boot alpine linux 64-bit on a tab!
dynamic heap resize works, finally got the network adapter to compile and we can finally see OpenRC booting!
switched to tinycore (or just ‘core’ x64 port), fixed stack sizes (both emscripten and asyncify), and pings to non-restricted and websocket enabled domains work now. the only thing left is implementing an interconnect daemon with a web proxy
linux is really anywhere! i added link time optimizations with -O3 and -flto, the boot takes 2 minutes on a generic x86_64 kernel in firefox. will minify the kernel and the os to have an actually usable system
last devlog before shipping. i have added the project to github and i will take a break from it to focus on more projects and school (obviously!)
Ships:
this is linuxanywhere (or a bochs version optimized for browser environments with x64 linux booting capabilities). it can run VMs on the browser (but really slowly). check it out! will improve it more and will add the features i wrote on my github page! i hope you enjoy this :)...
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1792813845.778235
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1792900245.778235
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66991
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Slacker by @purpletue | Stardance
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purpletue
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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": "2026-10-01T18:15:26Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a slack bot that really doesn’t wanna reply… His name is slacker. he slacks off. he might reply, and might not, and when he does you might not like his response. he has 5 main commands: /slacker-int Introduce the slacker! /slacker-joke Might give you a crappy joke. /slacker-help Might tell you what it does. /slacker-fb Might give me (creator) feedback. /slacker-ai Say something to the AI. I worked pretty hard on it, and i forgot to timelapse most of it, which was getting nest to work. try it out in the channel!", "repo": "https://github.com/purpletue/slacker", "demo": "https://hackclub.enterprise.slack.com/archives/C0C5PQ03RUZ"}]...
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[{"post_id": 75538, "ts": "202 [{"post_id": 75538, "ts": "2026-09-30T12:00:01Z", "hours": 0.4492, "text": "Added a feedback option, filled out the project deets, and i will probably add some more simple commands, yknow? also, made a PFP"}, {"post_id": 75520, "ts": "2026-09-30T10:46:39Z", "hours": 0.3503, "text": "So i made this simple shell. im making each command have a 74 percent chance to respond, so that’s the gimmic. it might slack off, might not. i hate javascript so much bro this lang sucks absolute ass"}]...
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Title: Slacker by @purpletue | Stardance
Devlogs: Title: Slacker by @purpletue | Stardance
Devlogs:
So i made this simple shell. im making each command have a 74 percent chance to respond, so that’s the gimmic. it might slack off, might not. i hate javascript so much bro this lang sucks absolute ass
Added a feedback option, filled out the project deets, and i will probably add some more simple commands, yknow? also, made a PFP
Ships:
I made a slack bot that really doesn’t wanna reply… His name is slacker. he slacks off. he might reply, and might not, and when he does you might not like his response. he has 5 main commands: /slacker-int Introduce the slacker! /slacker-joke Might give you a crappy joke. /slacker-help Might tell you what it does. /slacker-fb Might give me (creator) feedback. /slacker-ai Say something to the AI. I worked pretty hard on it, and i forgot to timelapse most of it, which was getting nest to work. try it out in the channel!...
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1792817375.4393864
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1792903775.4393864
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65240
|
Restaurant by @Kinza | Stardance
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Kinza
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1
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8.56
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18
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T17:51:51Z", "hours": 6.0, "multiplier": 2.83, "payout": 18, "blessing": "neutral", "text": "The Restaurant game! How to play! So, basically egg customer will come and give you order. You just need to drag the food and give to the customer that is asking for. But there is a twist! You will have 15 second to complete the order and also take money from the customer before the times runs out.", "repo": "https://github.com/KinzaSyedHussain/Restaurant", "demo": "https://restaurant-theta-coral.vercel.app/"}]...
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[{"post_id": 77132, "ts": "202 [{"post_id": 77132, "ts": "2026-10-05T18:58:25Z", "hours": 1.9364, "text": "Just change the UI! I added the terminal on the counter screen instead of terminal above the counter screen. Before, I take the help from AI to make counter working. But now, I make changes by myself, now it’s looking even better!!! ( ̄︶ ̄)"}, {"post_id": 76475, "ts": "2026-10-03T17:13:24Z", "hours": 0.62, "text": "Just made some changes! I add instruction so who don’t where to put the things. It is now easier for people what do next instead the times runs out( ̄︶ ̄) Edit Just fix typo mistake “drag the items to that(the) customer”"}, {"post_id": 75938, "ts": "2026-10-01T17:34:02Z", "hours": 6.2956, "text": "The Restaurant game! How to play! So, basically egg customer will come and give you order. You just need to drag the food and give to the customer that is asking for. But there is a twist! You will have 15 second to complete the order and also take money from the customer before the times runs out. Let me know! What more things, I need to add!"}]...
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Title: Restaurant by @Kinza | Stardance
Devlogs:
Title: Restaurant by @Kinza | Stardance
Devlogs:
The Restaurant game! How to play! So, basically egg customer will come and give you order. You just need to drag the food and give to the customer that is asking for. But there is a twist! You will have 15 second to complete the order and also take money from the customer before the times runs out. Let me know! What more things, I need to add!
Just made some changes! I add instruction so who don’t where to put the things. It is now easier for people what do next instead the times runs out( ̄︶ ̄) Edit Just fix typo mistake “drag the items to that(the) customer”
Just change the UI! I added the terminal on the counter screen instead of terminal above the counter screen. Before, I take the help from AI to make counter working. But now, I make changes by myself, now it’s looking even better!!! ( ̄︶ ̄)
Ships:
The Restaurant game! How to play! So, basically egg customer will come and give you order. You just need to drag the food and give to the customer that is asking for. But there is a twist! You will have 15 second to complete the order and also take money from the customer before the times runs out....
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1792814216.0437303
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1792900616.0437303
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67057
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Tejas.in by @tejasv | Stardance
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tejasv
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1
|
4.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T17:51:10Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I SOLVED REIMANN HYPOTHESIS .LOL . ITS A PERSONAL SITE , OBV . SO THE CHALLENGING PART IS THAT , FIGURE I MADE IT THE CORNER AND DOING THE REALIZIATION THAT I DIDINT POSTED A DEVLOG , ITS RELLY MESSY ,ATP . BUT THE SITE IS A CLEAN POLISHED HUAMN MADE , MF ITS HUMAN AND A BIT QUIRK OF AI , IT HAVE 4 SECTIONS , GO AND SEE THE LINK IS BELOW.HAHAHA , I FELT THE MOST FUCKIN’ ASS PART IS nothing its ezzzz , a notmal website ,yk that strip i made is a bit tough and all good , plz dont fuck me approve it in one time ,ahm ,csorry take ur time", "repo": "https://github.com/tejasvswipe/tejas", "demo": "https://tejas-pink.vercel.app"}]...
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[{"post_id": 75926, "ts": "202 [{"post_id": 75926, "ts": "2026-10-01T16:54:04Z", "hours": 3.5447, "text": "its partially comppleted . yepiee , hardest to set the config , mann… it takes hours sadly doesnt counts in coding time"}]...
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Title: Tejas.in by @tejasv | Stardance
Devlogs:
i Title: Tejas.in by @tejasv | Stardance
Devlogs:
its partially comppleted . yepiee , hardest to set the config , mann… it takes hours sadly doesnt counts in coding time
Ships:
I SOLVED REIMANN HYPOTHESIS .LOL . ITS A PERSONAL SITE , OBV . SO THE CHALLENGING PART IS THAT , FIGURE I MADE IT THE CORNER AND DOING THE REALIZIATION THAT I DIDINT POSTED A DEVLOG , ITS RELLY MESSY ,ATP . BUT THE SITE IS A CLEAN POLISHED HUAMN MADE , MF ITS HUMAN AND A BIT QUIRK OF AI , IT HAVE 4 SECTIONS , GO AND SEE THE LINK IS BELOW.HAHAHA , I FELT THE MOST FUCKIN’ ASS PART IS nothing its ezzzz , a notmal website ,yk that strip i made is a bit tough and all good , plz dont fuck me approve it in one time ,ahm ,csorry take ur time...
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1792182073.377433
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1793046073.377433
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14535
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Issued YSWS by @Acidicts | Stardance
|
Acidicts
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1
|
91.58
|
1383
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T17:03:11Z", "hours": 89.0, "multiplier": 15.53, "payout": 1383, "blessing": "neutral", "text": "Shipped!!! There are a bunch of features and stuff that I have added to this since flavortown, from the ordering system to devlogs and ship flow. Project Info This is the ruby on rails app for the ysws draft #issued where YS: Designs made with Code WS: Clothes and other swag with those designs Features added: A bunch of features have been added and I have separated them to 3 categories Major ones for functionality, quality of life for feel and use, security for data security. New Major Features: Designs view now is more detailed including hackatime projects and images from devlogs and ships Ship flow system so you can submit to the ysws Product Design system (admin only - for making the shop items by importing from printful via api) Order system using lots of hotwired turbo (choose color, design placement rotation and scale) Notifications (3 types Normal which provides info and 2 others Boolean which gets a yes or no answer and text which gets a written answer Reviewer Panel which shows pending ships to review with some data on (need to add hackatime info for it though) Storing Reviewer proof videos in a cloudflare R2 storage Quality-Of-Life: Added better UI/UX with some issues with need for ironing out (eg font change from workbench to ‘lexend’ and ‘space mono’ Kept a consistent style through the site, although some panels might need better border colour On login it redirects to the page you logged in by Security: I added User DB encryption to protect user data stored on the postgres database instance, such as name and email Summary Made the functional part of the ysws site (Designs, ordering, shipping) Added more security for user data Improved UI(Font and colour scheme)", "repo": "https://github.com/Acidicts/Issued", "demo": "https://issued.bing-bong.uk"}]...
|
[{"post_id": 78879, "ts": "202 [{"post_id": 78879, "ts": "2026-10-11T21:05:08Z", "hours": 2.5772, "text": "I created the fulfilment system for a fulfilment team to use Recent changes Removed redundant save! calls and updated fulfillment tests to reduce unnecessary database operations and align test logic with current behavior 9acc056 . Added a fulfillment role, batch pipeline, and popup controller to support new workflow automation and UI interactions afa7a20 . The popup controller likely handles transient UI elements like notifications or modals. Fixed a crash in /designs preview rendering by resolving an issue blocking Ruby scan/lint CI, ensuring previews no longer fail unexpectedly ( 911f035 ). Corrected a stray question mark in a design preview image tag to prevent malformed HTML output ( 955dd6c ). Added a note about YSWS draft sponsorship documentation, possibly for tracking external partnerships or funding discussions ( d92d571 ). No performance optimizations or subsystem overhauls were addressed in this cycle. Next steps depend on external feedback and test coverage improvements implied by recent test updates."}, {"post_id": 75924, "ts": "2026-10-01T16:48:57Z", "hours": 0.6297, "text": "Deploying on coolify and fixing bugs with that + encrypting current db"}, {"post_id": 75729, "ts": "2026-09-30T21:34:41Z", "hours": 1.0775, "text": "Recent changes - Installed Bundler 4.0.4 in the Dockerfile to standardize gem management across environments ( 88ba659 ). - Ensured the verification directory exists for SVG upload tests, addressing missing file system setup in test workflows ( 83f2e53 ). - Resolved a Turbo conflict in order steps, likely related to event streaming or frame rendering in Rails views ( e8d08f4 ). Updated navigation unread counts dynamically from notification events, improving real-time feedback for user activity ( a75f6ff )."}, {"post_id": 75254, "ts": "2026-09-29T16:08:17Z", "hours": 3.9967, "text": "## Recent changes Notifications: Unanswered notifications now retain their unread status until explicitly addressed. This ensures users can distinguish between pending and resolved interactions without relying on manual state updates ( 751a370 ). Security: Authentication workflows, file uploads, and resource authorization checks have been updated with additional safeguards. Specifics include input validation and access control refinements, though implementation details are not disclosed in the commit message ( 97e48db )."}, {"post_id": 74657, "ts": "2026-09-27T21:33:33Z", "hours": 2.8042, "text": "Made Notifications Useful Recent changes Persistent unread state for unanswered boolean notifications Notifications with unresolved boolean actions (e.g., approvals) now remain marked as unread until explicitly addressed. This ensures users revisit pending decisions. Commit: 39aabb2 . Interactive notification replies with approval time tracking Added support for direct replies to notifications, along with timestamp logging for when approvals are finalized. This enables granular tracking of response times for actionable alerts. Commit: 6ac80f9 ."}, {"post_id": 74176, "ts": "2026-09-26T21:01:23Z", "hours": 9.8606, "text": "Recent changes Added ship request reviews, resubmission logic, and R2 storage integration for tracking reviewed submissions ( 41b1e43 ). Started on the review workflow Started on Resubmission logic Set up support for cloudflare R2 Guarded Hack Club token persistence behind encryption configuration, ensuring tokens are only stored when encryption is explicitly enabled ( a4b6d0c )."}, {"post_id": 71158, "ts": "2026-09-20T11:24:58Z", "hours": 2.1222, "text": "Recent changes Comment delete, Turbo Comment Box, and ship request fade functionality Add #destroy functionality to the comments with owner permission, path, delete button, and dependent comments. Make use of valid commentable_type/id while building comments and make responses as Turbo streams and wrap up comments within a Turbo frame. Resize the comment box according to the content changes detected by the MutationObserver. Make ship request modal and overlay fade in and out. Consider higher level ship request as blockers for all ship requests. Comment card and comment list styling."}, {"post_id": 70827, "ts": "2026-09-19T20:44:04Z", "hours": 7.9789, "text": "Recent changes Add comments to devlogs and ship requests Implement polymorphic Comment model with CommentsController, Stimulus-driven collapsing comment box, markdown preview form, and styles. Comments will be rendered by Turbo frames and allow editing by owner/admin. This is what else is included in this change: Encryption of hackclub_access_token and hackclub_refresh_token through ActiveRecord encryption, including config, env sample and migration task for already existing non-encrypted tokens. SSL enforcement in production (assume_ssl, force_ssl). Update filter_parameters to strip out sensitive information and OAuth tokens from logs. Fix ExchangeRate API call to include Bearer authentication header. Sanitization of devlogs HTML output through SafeListSanitizer. Update Design#can_make_devlog to can_make_devlog? method and restrict can_ship? check to devlogs without ship request. Add SRI integrity attribute to marked/DOMPurify scripts loaded from CDNs. UI improvements: styles for disabled buttons, utility class for hover-underline effect, devlog cards layout and info icons."}, {"post_id": 65654, "ts": "2026-09-10T22:45:01Z", "hours": 4.65, "text": "Recent changes Ship request flow and SVG conversion : Added support for processing ship requests, handling SVG conversions, and validating devlog images before submission 8ca9b5d9 . Nil safety for Hackatime projects : Wrapped the @hackatime_projects variable in an Array structure to prevent nil errors when retrieving project data a29691ff . CI environment and test ordering : Set RAILS_ENV=test for the CI setup process and reordered the sequence of test steps to improve execution reliability 2968d162 . Authorization consolidation : Refactored authorization guards and consolidated the linking logic for Hackatime projects 4c2b1836 ."}, {"post_id": 63555, "ts": "2026-09-07T13:59:01Z", "hours": 4.54, "text": "Recent changes Fixed a failure in the CI/CD pipeline commit Implemented status tracking for balance events and refined the underlying thread logic associated with them commit Refactored the token rendering component for render_encoded to allow {{design: design.id}} making a pill, to improve display fidelity and added an edit functionality for devlog entries commit Integrated support for uploading images directly within the devlog interface and established links to corresponding Hackatime projects commit"}, {"post_id": 62972, "ts": "2026-09-06T15:23:56Z", "hours": 7.4994, "text": "Added Devlogs and changed hackatime projects to be multi model per design. Move hackatime project linkage from a single designs.hackatime_project column to a has_many hackatime_projects model, syncing each project’s time and aggregating totals on designs. Add devlogs, ship_requests, ships, and comments models/routes/views for design logging and shipping, and make balance_events polymorphic.Update designs controller, helpers, and views to render multiple project pills, allow adding/removing linked projects, and show a combined hackatime/image/devlog layout. Add redcarpet for Markdown rendering and adjust CSS for dark mode, responsive galleries, and pill controls. Added Devlogs and the prep for adding the shipping flow I added devlogs to the project in prep for the shipping flow"}, {"post_id": 61811, "ts": "2026-09-04T21:55:13Z", "hours": 3.1611, "text": "Recent changes Added support for balance events and thread adjustments to improve financial tracking accuracy. This also included an update to the notification rendering system to safely handle these new data types without breaking existing templates (commit: ( faed39b57619 )). Fixed the positioning of the design box within the product editor. This specifically addresses display issues occurring when editing products via /admin/products/<id>/edit (commit: ( aa4e314b5dcd ))."}, {"post_id": 60507, "ts": "2026-09-02T21:52:42Z", "hours": 5.5383, "text": "I’ve focused on refining the shop page styling, header positioning, and cost handling logic ( d10a9c51 ). The recent batch of work involved schema adjustments for a product enabled flag, adding support for cost and thread costs ( 82f9f2d1 ), applying a schema fix ( 3f8bcb8a ), fixing CI pipeline issues ( 71e98a ), and pushing updates to production ( ca19da29 ). Recent changes Added an image variants system and updated views to utilize thumb and display variants specifically ( a2e4eb28 ). Implemented cost handling updates, including a specific support for thread costs alongside general product cost tracking ( 82f9f2d1 ). Added an auto annotaterb script executed within the Rails migration process ( 7d07d278 ). Applied schema fixes to ensure data integrity during the recent updates ( 3f8bcb8a ). Updated the RSVP page styles and refreshed the thanks template ( 217945eb ). Refined header positioning and shop page styling across the frontend ( d10a9c51 ). Added a product enabled flag to control product visibility and state in the system ( 82f9f2d1 ). Whats next: Umm, so whats next I think would be adding balance_events so you can trace changes in balances(spending/earning)"}, {"post_id": 59213, "ts": "2026-08-31T21:41:46Z", "hours": 2.8433, "text": "Since the last update, I’ve focused on enhancing the order preview system to support complex design workflows and improving image navigation for multi-image configurations. Recent changes Added multi-image preview navigation with left/right arrow buttons and an index display (e.g., “Image 2 of 5”) to streamline design review workflows ( b269fe5 ). This change directly addresses the need to review multiple design iterations in a single view without page reloads. Refactored the order preview component to support multiple print areas with independently configurable design images. This involved restructuring the preview logic to handle dynamic print area definitions while maintaining consistent state across design selections ( 0545118 ). The refactor enables customers to visualize different designs on separate print areas (e.g., front/back/ sleeves) within the same order preview."}, {"post_id": 58236, "ts": "2026-08-30T16:26:21Z", "hours": 8.9714, "text": "Print area management UI & backend ( a42a00d ): Built a full stack for managing print areas (think “where the design goes” on a shirt front or back). This includes models to store print area dimensions, controllers to handle CRUD ops, and RESTful routes to tie it all together. The frontend now lets users drag/drop to define print zones with responsive positioning ( position: absolute + transform: scale to handle dynamic sizing). Edge case: Products with multiple print areas (e.g., front + back) now render distinct configurations without clobbering state. Printful service & stock syncing ( 7b5d817 ): Added printful_id to product models to map Issued products to Printful’s inventory. UI updates to display Printful sync status (green checkmarks for success, red alerts for failures). Technical tangents The print area system was a slow make. For example: To ensure designs stay within printable bounds, I had to calculate dynamic margins based on product type (e.g., a hoodie’s print area ≠ a mug’s). This involved hacking some trigonometry into the frontend to snap selections to “safe zones.” On the backend, I’m using ActiveRecord callbacks to validate print area dimensions against product specs. If a user tries to set a print area wider than the product allows It raises a PrintAreaOutOfBounds error Future features The actual ship flow and being able to edit multiple print areas instead of just the one"}, {"post_id": 53048, "ts": "2026-08-23T13:14:54Z", "hours": 4.1422, "text": "Added Variants for size and colors with stock for each printful region facility. Stimulus target which groups the variants by colour and deletes empty groups"}, {"post_id": 50653, "ts": "2026-08-19T22:27:11Z", "hours": 3.3331, "text": "Created Printful API Integration and improved order screen to allow better customisations Add Printful import endpoint and order preview UI improvementsImplemented Printful product import, added order preview generation, UI styles, and controller changes for drag‑resize‑rotate preview."}, {"post_id": 37237, "ts": "2026-07-29T19:53:07Z", "hours": 0.3972, "text": "Improved the New Order Page to be neater, and better themed along the colour scheme"}, {"post_id": 37220, "ts": "2026-07-29T19:25:45Z", "hours": 1.2728, "text": "Rename admin-product to products and refactor CSS, controller, and views. Updated class names and CSS variables, added .no-product-grid and .dashed-break styles. Simplified image loading logic in the product preview controller, and replaced large inline layout styles with external stylesheet includes."}, {"post_id": 35739, "ts": "2026-07-27T11:35:58Z", "hours": 1.3936, "text": "Add brand colors, badge styles, and redesign pagesAdd brand color variables, badge styles, and a full redesign of design pages with responsive layouts, fixed redirect stuff, optimised by using one erb engine call for designs"}, {"post_id": 35463, "ts": "2026-07-26T22:10:06Z", "hours": 1.1911, "text": "Dropdown Styling & Component Replacement The design form’s dropdown interface was overhauled to improve visual consistency and user experience. A native <select> element was replaced with a custom-styled solution using 3ab7405 , allowing for greater flexibility in aligning with the project’s aesthetic goals. This change ensures smoother integration with the overall theme and avoids browser-specific styling quirks. CSS Refactoring & Theme Variables Design form styling was fully refactored in 928b7b0 , introducing global theme variables to streamline color, spacing, and typography management. This move simplifies future theme adjustments and promotes code reuse. Model defaults were also standardized to reduce redundancy in form initialization logic, making the codebase more maintainable. Admin Test Redirects In 2af0071 , the admin test workflow was updated to automatically redirect to the products list URL after test submissions. This improves user navigation by providing immediate feedback and next steps, ensuring a cohesive backend experience. Current Status The frontend is now more thematically consistent, with design forms serving as a primary focus area. Admin workflows are being optimized for clarity and efficiency, though backend test processing logic remains pending integration. The codebase is gradually adopting a modular structure, particularly for UI components and configuration. Things Learnt Custom dropdowns using CSS and JavaScript offer better cross-browser compatibility than styling native <select> elements. Theme variables significantly reduce the effort required for UI adjustments, especially as the project scales. Redirects in admin flows should be designed with user context in mind to avoid confusion."}, {"post_id": 34704, "ts": "2026-07-25T17:05:22Z", "hours": 1.6431, "text": "Project Summary: Admin & Infrastructure Progress Key Milestones & Features Built 🛠️ Admin Product Management UI : Added a full admin interface for product management, including preview capabilities, environment variable integration, and updated order flow logic. This enables admins to efficiently manage product listings and track orders. 🆓 Privacy Enhancements : Implemented a “hide PII” controller to anonymize user data in the UI, ensuring sensitive information is protected in user-facing tables. 🧪 Product Cost Handling : Validated GBP pricing logic for products, ensuring accurate cost handling in the British Pounds currency. 🛠️ CI/CD & Dependency Updates : Configured PostgreSQL in CI pipelines, updated database URLs, and bumped Ruby gem versions to ensure a stable, up-to-date environment. 🎨 Styling Cleanup : Replaced inline styles in admin views with stylesheet_link_tag imports, improving maintainability and separation of concerns. Current Status The project now has a functional admin dashboard for product and order management, with privacy features baked into user data displays. Infrastructure is PostgreSQL-ready in CI, and styling practices align with modern Rails conventions. Core e-commerce logic (pricing, currency) is under testing, with environment variables streamlining configuration. Lessons Learned Privacy by Design : Integrating PII protection early simplifies compliance and reduces technical debt. Infrastructure as Code : Automating PostgreSQL setup in CI saves manual effort and reduces environment inconsistencies. Maintainable Styles : Moving to external stylesheets improves collaboration and long-term code hygiene. Order Page Started Created a functional order page Currency Handling : Explicit GBP validation highlights the need for clear financial logic in order systems."}, {"post_id": 32945, "ts": "2026-07-22T13:01:39Z", "hours": 1.1947, "text": "Replace admin view inline styles with stylesheet_link_tag importsRemoved large embedded CSS from multiple admin templates and switched to external stylesheet links for consistency and maintainability."}, {"post_id": 32314, "ts": "2026-07-21T12:27:35Z", "hours": 0.3503, "text": "Add CurrencyConvertible include and cost conversion helpersInclude CurrencyConvertible in ApplicationHelper and Product, add cost_usd and cost_gbp methods, remove obsolete gbp_to_usd, usd_per_gbp and fetch_usd_conversion_rates, rename cost column comment, and adjust product inheritance."}, {"post_id": 32039, "ts": "2026-07-20T22:30:02Z", "hours": 1.2369, "text": "Update README, moved CSS files, fixed issues between pages (styling)Include planning file entry, revise README wording, and remove dashboard and notifications stylesheet files."}, {"post_id": 30900, "ts": "2026-07-18T21:33:53Z", "hours": 0.9747, "text": "feat(database): migrate from SQLite to PostgreSQL and switch to Redis infrastructure- replace sqlite3 with PostgreSQL database adapter in Gemfile and config configure Redis for caching, Action Cable, and Active Job instead of Solid adapters add guide attribute to User model for onboarding flow control implement user existence validation in ApplicationController refactor CSS architecture by moving stylesheets to components directory create shared designs.css stylesheet for design pages with responsive styling update todo partial to check guide flag before displaying onboarding prompts add migration for guide column on users table"}, {"post_id": 26210, "ts": "2026-07-10T21:30:31Z", "hours": 0.6197, "text": "Key Milestones & Features The project has made solid strides in building out core admin functionality and refining user interactions: Admin Controller Tests : Comprehensive tests for the dashboard, orders, and products controllers were added, ensuring reliability and laying groundwork for future expansions. Form Submission Control : A disable button feature was implemented in the design-form component to prevent multiple submissions, improving UX and reducing backend load. Dashboard Updates : The dashboard_controller.rb received updates (specifics pending documentation), likely enhancing core admin workflows. Current Status The admin interface is shaping up with test-covered controllers and polished frontend interactions. Testing prioritization suggests a focus on stability, while form improvements reflect attention to user-centric details. The project appears in an active development phase, with July 2026 commits indicating recent momentum. Things Learnt Test-Driven Practices : Adding controller tests early highlights the team’s emphasis on maintainable, scalable code. Form UX Nuances : Disabling submission buttons during processing is a small but impactful tweak to prevent errors and improve responsiveness. Documentation Gaps : The vague “Update dashboard_controller.rb” commit underscores the importance of descriptive commit messages for clarity in collaborative projects."}, {"post_id": 20347, "ts": "2026-07-01T22:27:04Z", "hours": 0.7008, "text": "fix(auth): update product params to include thread_cost instead of cost_gbp - replace deprecated cost_gbp parameter with thread_cost in product creation/update - adjust database migration to add thread_cost column to products table, added shop, added notification page"}, {"post_id": 19576, "ts": "2026-06-30T22:24:00Z", "hours": 1.3847, "text": "Used claude to brainstorm colour schemes and layouts. Created this new dashboard design and transitioned the rest of the site to follow the colour scheme"}, {"post_id": 13382, "ts": "2026-06-21T22:29:32Z", "hours": 0.6847, "text": "Add design image gallery with viewer page- Add image route, controller action, and full-size viewer template Add gallery grid on show page with hover overlays and timestamps Fix partial render syntax (collection with as: :image)"}, {"post_id": 12184, "ts": "2026-06-19T21:59:46Z", "hours": 2.8486, "text": "Summary Major update: background removal, UI improvements, model fixes, and CI stability. Changes Added RemoveBackgroundJob with rembg CLI for automatic background removal Created Image and DesignEditSession models; updated schema comments Added brand.css and regulated form partial for new/edit designs Added dark mode support and image preview scaling Enabled PostgreSQL extensions; switched dev DB to SQLite Removed stale migrations (verified, trust columns from users) Cleaned up model validations and associations Fixed CI test suite with updated fixtures Removed node_modules from git; added to .gitignore Removed unused editor and dashboard views Updated Gemfile/Gemfile.lock dependencies"}]...
|
Title: Issued YSWS by @Acidicts | Stardance
Devlo Title: Issued YSWS by @Acidicts | Stardance
Devlogs:
Summary Major update: background removal, UI improvements, model fixes, and CI stability. Changes Added RemoveBackgroundJob with rembg CLI for automatic background removal Created Image and DesignEditSession models; updated schema comments Added brand.css and regulated form partial for new/edit designs Added dark mode support and image preview scaling Enabled PostgreSQL extensions; switched dev DB to SQLite Removed stale migrations (verified, trust columns from users) Cleaned up model validations and associations Fixed CI test suite with updated fixtures Removed node_modules from git; added to .gitignore Removed unused editor and dashboard views Updated Gemfile/Gemfile.lock dependencies
Add design image gallery with viewer page- Add image route, controller action, and full-size viewer template Add gallery grid on show page with hover overlays and timestamps Fix partial render syntax (collection with as: :image)
Used claude to brainstorm colour schemes and layouts. Created this new dashboard design and transitioned the rest of the site to follow the colour scheme
fix(auth): update product params to include thread_cost instead of cost_gbp - replace deprecated cost_gbp parameter with thread_cost in product creation/update - adjust database migration to add thread_cost column to products table, added shop, added notification page
Key Milestones & Features The project has made solid strides in building out core admin functionality and refining user interactions: Admin Controller Tests : Comprehensive tests for the dashboard, orders, and products controllers were added, ensuring reliability and laying groundwork for future expansions. Form Submission Control : A disable button feature was implemented in the design-form component to prevent multiple submissions, improving UX and reducing backend load. Dashboard Updates : The dashboard_controller.rb received updates (specifics pending documentation), likely enhancing core admin workflows. Current Status The admin interface is shaping up with test-covered controllers and polished frontend interactions. Testing prioritization suggests a focus on stability, while form improvements reflect attention to user-centric details. The project appears in an active development phase, with July 2026 commits indicating recent momentum. Things Learnt Test-Driven Practices : Adding controller tests early highlights the team’s emphasis on maintainable, scalable code. Form UX Nuances : Disabling submission buttons during processing is a small but impactful tweak to prevent errors and improve responsiveness. Documentation Gaps : The vague “Update dashboard_controller.rb” commit underscores the importance of descriptive commit messages for clarity in collaborative projects.
feat(database): migrate from SQLite to PostgreSQL and switch to Redis infrastructure- replace sqlite3 with PostgreSQL database adapter in Gemfile and config configure Redis for caching, Action Cable, and Active Job instead of Solid adapters add guide attribute to User model for onboarding flow control implement user existence validation in ApplicationController refactor CSS architecture by moving stylesheets to components directory create shared designs.css stylesheet for design pages with responsive styling update todo partial to check guide flag before displaying onboarding prompts add migration for guide column on users table
Update README, moved CSS files, fixed issues between pages (styling)Include planning file entry, revise README wording, and remove dashboard and notifications stylesheet files.
Add CurrencyConvertible include and cost conversion helpersInclude CurrencyConvertible in ApplicationHelper and Product, add cost_usd and cost_gbp methods, remove obsolete gbp_to_usd, usd_per_gbp and fetch_usd_conversion_rates, rename cost column comment, and adjust product inheritance.
Replace admin view inline styles with stylesheet_link_tag importsRemoved large embedded CSS from multiple admin templates and switched to external stylesheet links for consistency and maintainability.
Project Summary: Admin & Infrastructure Progress Key Milestones & Features Built 🛠️ Admin Product Management UI : Added a full admin interface for product management, including preview capabilities, environment variable integration, and updated order flow logic. This enables admins to efficiently manage product listings and track orders. 🆓 Privacy Enhancements : Implemented a “hide PII” controller to anonymize user data in the UI, ensuring sensitive information is protected in user-facing tables. 🧪 Product Cost Handling : Validated GBP pricing logic for products, ensuring accurate cost handling in the British Pounds currency. 🛠️ CI/CD & Dependency Updates : Configured PostgreSQL in CI pipelines, updated database URLs, and bumped Ruby gem versions to ensure a stable, up-to-date environment. 🎨 Styling Cleanup : Replaced inline styles in admin views with stylesheet_link_tag imports, improving maintainability and separation of concerns. Current Status The project now has a functional admin dashboard for product and order management, with privacy features baked into user data displays. Infrastructure is PostgreSQL-ready in CI, and styling practices align with modern Rails conventions. Core e-commerce logic (pricing, currency) is under testing, with environment variables streamlining configuration. Lessons Learned Privacy by Design : Integrating PII protection early simplifies compliance and reduces technical debt. Infrastructure as Code : Automating PostgreSQL setup in CI saves manual effort and reduces environment inconsistencies. Maintainable Styles : Moving to external stylesheets improves collaboration and long-term code hygiene. Order Page Started Created a functional order page Currency Handling : Explicit GBP validation highlights the need for clear financial logic in order systems.
Dropdown Styling & Component Replacement The design form’s dropdown interface was overhauled to improve visual consistency and user experience. A native <select> element was replaced with a custom-styled solution using 3ab7405 , allowing for greater flexibility in aligning with the project’s aesthetic goals. This change ensures smoother integration with the overall theme and avoids browser-specific styling quirks. CSS Refactoring & Theme Variables Design form styling was fully refactored in 928b7b0 , introducing global theme variables to streamline color, spacing, and typography management. This move simplifies future theme adjustments and promotes code reuse. Model defaults were also standardized to reduce redundancy in form initialization logic, making the codebase more maintainable. Admin Test Redirects In 2af0071 , the admin test workflow was updated to automatically redirect to the products list URL after test submissions. This improves user navigation by providing immediate feedback and next steps, ensuring a cohesive backend experience. Current Status The frontend is now more thematically consistent, with design forms serving as a primary focus area. Admin workflows are being optimized for clarity and efficiency, though backend test processing logic remains pending integration. The codebase is gradually adopting a modular structure, particularly for UI components and configuration. Things Learnt Custom dropdowns using CSS and JavaScript offer better cross-browser compatibility than styling native <select> elements. Theme variables significantly reduce the effort required for UI adjustments, especially as the project scales. Redirects in admin flows should be designed with user context in mind to avoid confusion.
Add brand colors, badge styles, and redesign pagesAdd brand color variables, badge styles, and a full redesign of design pages with responsive layouts, fixed redirect stuff, optimised by using one erb engine call for designs
Rename admin-product to products and refactor CSS, controller, and views. Updated class names and CSS variables, added .no-product-grid and .dashed-break styles. Simplified image loading logic in the product preview controller, and replaced large inline layout styles with external stylesheet includes.
Improved the New Order Page to be neater, and better themed along the colour scheme
Created Printful API Integration and improved order screen to allow better customisations Add Printful import endpoint and order preview UI improvementsImplemented Printful product import, added order preview generation, UI styles, and controller changes for drag‑resize‑rotate preview.
Added Variants for size and colors with stock for each printful region facility. Stimulus target which groups the variants by colour and deletes empty groups
Print area management UI & backend ( a42a00d ): Built a full stack for managing print areas (think “where the design goes” on a shirt front or back). This includes models to store print area dimensions, controllers to handle CRUD ops, and RESTful routes to tie it all together. The frontend now lets users drag/drop to define print zones with responsive positioning ( position: absolute + transform: scale to handle dynamic sizing). Edge case: Products with multiple print areas (e.g., front + back) now render distinct configurations without clobbering state. Printful service & stock syncing ( 7b5d817 ): Added printful_id to product models to map Issued products to Printful’s inventory. UI updates to display Printful sync status (green checkmarks for success, red alerts for failures). Technical tangents The print area system was a slow make. For example: To ensure designs stay within printable bounds, I had to calculate dynamic margins based on product type (e.g., a hoodie’s print area ≠ a mug’s). This involved hacking some trigonometry into the frontend to snap selections to “safe zones.” On the backend, I’m using ActiveRecord callbacks to validate print area dimensions against product specs. If a user tries to set a print area wider than the product allows It raises a PrintAreaOutOfBounds error Future features The actual ship flow and being able to edit multiple print areas instead of just the one
Since the last update, I’ve focused on enhancing the order preview system to support complex design workflows and improving image navigation for multi-image configurations. Recent changes Added multi-image preview navigation with left/right arrow buttons and an index display (e.g., “Image 2 of 5”) to streamline design review workflows ( b269fe5 ). This change directly addresses the need to review multiple design iterations in a single view without page reloads. Refactored the order preview component to support multiple print areas with independently configurable design images. This involved restructuring the preview logic to handle dynamic print area definitions while maintaining consistent state across design selections ( 0545118 ). The refactor enables customers to visualize different designs on separate print areas (e.g., front/back/ sleeves) within the same order preview.
I’ve focused on refining the shop page styling, header positioning, and cost handling logic ( d10a9c51 ). The recent batch of work involved schema adjustments for a product enabled flag, adding support for cost and thread costs ( 82f9f2d1 ), applying a schema fix ( 3f8bcb8a ), fixing CI pipeline issues ( 71e98a ), and pushing updates to production ( ca19da29 ). Recent changes Added an image variants system and updated views to utilize thumb and display variants specifically ( a2e4eb28 ). Implemented cost handling updates, including a specific support for thread costs alongside general product cost tracking ( 82f9f2d1 ). Added an auto annotaterb script executed within the Rails migration process ( 7d07d278 ). Applied schema fixes to ensure data integrity during the recent updates ( 3f8bcb8a ). Updated the RSVP page styles and refreshed the thanks template ( 217945eb ). Refined header positioning and shop page styling across the frontend ( d10a9c51 ). Added a product enabled flag to control product visibility and state in the system ( 82f9f2d1 ). Whats next: Umm, so whats next I think would be adding balance_events so you can trace changes in balances(spending/earning)
Recent changes Added support for balance events and thread adjustments to improve financial tracking accuracy. This also included an update to the notification rendering system to safely handle these new data types without breaking existing templates (commit: ( faed39b57619 )). Fixed the positioning of the design box within the product editor. This specifically addresses display issues occurring when editing products via /admin/products/<id>/edit (commit: ( aa4e314b5dcd )).
Added Devlogs and changed hackatime projects to be multi model per design. Move hackatime project linkage from a single designs.hackatime_project column to a has_many hackatime_projects model, syncing each project’s time and aggregating totals on designs. Add devlogs, ship_requests, ships, and comments models/routes/views for design logging and shipping, and make balance_events polymorphic.Update designs controller, helpers, and views to render multiple project pills, allow adding/removing linked projects, and show a combined hackatime/image/devlog layout. Add redcarpet for Markdown rendering and adjust CSS for dark mode, responsive galleries, and pill controls. Added Devlogs and the prep for adding the shipping flow I added devlogs to the project in prep for the shipping flow
Recent changes Fixed a failure in the CI/CD pipeline commit Implemented status tracking for balance events and refined the underlying thread logic associated with them commit Refactored the token rendering component for render_encoded to allow {{design: design.id}} making a pill, to improve display fidelity and added an edit functionality for devlog entries commit Integrated support for uploading images directly within the devlog interface and established links to corresponding Hackatime projects commit
Recent changes Ship request flow and SVG conversion : Added support for processing ship requests, handling SVG conversions, and validating devlog images before submission 8ca9b5d9 . Nil safety for Hackatime projects : Wrapped the @hackatime_projects variable in an Array structure to prevent nil errors when retrieving project data a29691ff . CI environment and test ordering : Set RAILS_ENV=test for the CI setup process and reordered the sequence of test steps to improve execution reliability 2968d162 . Authorization consolidation : Refactored authorization guards and consolidated the linking logic for Hackatime projects 4c2b1836 .
Recent changes Add comments to devlogs and ship requests Implement polymorphic Comment model with CommentsController, Stimulus-driven collapsing comment box, markdown preview form, and styles. Comments will be rendered by Turbo frames and allow editing by owner/admin. This is what else is included in this change: Encryption of hackclub_access_token and hackclub_refresh_token through ActiveRecord encryption, including config, env sample and migration task for already existing non-encrypted tokens. SSL enforcement in production (assume_ssl, force_ssl). Update filter_parameters to strip out sensitive information and OAuth tokens from logs. Fix ExchangeRate API call to include Bearer authentication header. Sanitization of devlogs HTML output through SafeListSanitizer. Update Design#can_make_devlog to can_make_devlog? method and restrict can_ship? check to devlogs without ship request. Add SRI integrity attribute to marked/DOMPurify scripts loaded from CDNs. UI improvements: styles for disabled buttons, utility class for hover-underline effect, devlog cards layout and info icons.
Recent changes Comment delete, Turbo Comment Box, and ship request fade functionality Add #destroy functionality to the comments with owner permission, path, delete button, and dependent comments. Make use of valid commentable_type/id while building comments and make responses as Turbo streams and wrap up comments within a Turbo frame. Resize the comment box according to the content changes detected by the MutationObserver. Make ship request modal and overlay fade in and out. Consider higher level ship request as blockers for all ship requests. Comment card and comment list styling.
Recent changes Added ship request reviews, resubmission logic, and R2 storage integration for tracking reviewed submissions ( 41b1e43 ). Started on the review workflow Started on Resubmission logic Set up support for cloudflare R2 Guarded Hack Club token persistence behind encryption configuration, ensuring tokens are only stored when encryption is explicitly enabled ( a4b6d0c ).
Made Notifications Useful Recent changes Persistent unread state for unanswered boolean notifications Notifications with unresolved boolean actions (e.g., approvals) now remain marked as unread until explicitly addressed. This ensures users revisit pending decisions. Commit: 39aabb2 . Interactive notification replies with approval time tracking Added support for direct replies to notifications, along with timestamp logging for when approvals are finalized. This enables granular tracking of response times for actionable alerts. Commit: 6ac80f9 .
## Recent changes Notifications: Unanswered notifications now retain their unread status until explicitly addressed. This ensures users can distinguish between pending and resolved interactions without relying on manual state updates ( 751a370 ). Security: Authentication workflows, file uploads, and resource authorization checks have been updated with additional safeguards. Specifics include input validation and access control refinements, though implementation details are not disclosed in the commit message ( 97e48db ).
Recent changes - Installed Bundler 4.0.4 in the Dockerfile to standardize gem management across environments ( 88ba659 ). - Ensured the verification directory exists for SVG upload tests, addressing missing file system setup in test workflows ( 83f2e53 ). - Resolved a Turbo conflict in order steps, likely related to event streaming or frame rendering in Rails views ( e8d08f4 ). Updated navigation unread counts dynamically from notification events, improving real-time feedback for user activity ( a75f6ff ).
Deploying on coolify and fixing bugs with that + encrypting current db
I created the fulfilment system for a fulfilment team to use Recent changes Removed redundant save! calls and updated fulfillment tests to reduce unnecessary database operations and align test logic with current behavior 9acc056 . Added a fulfillment role, batch pipeline, and popup controller to support new workflow automation and UI interactions afa7a20 . The popup controller likely handles transient UI elements like notifications or modals. Fixed a crash in /designs preview rendering by resolving an issue blocking Ruby scan/lint CI, ensuring previews no longer fail unexpectedly ( 911f035 ). Corrected a stray question mark in a design preview image tag to prevent malformed HTML output ( 955dd6c ). Added a note about YSWS draft sponsorship documentation, possibly for tracking external partnerships or funding discussions ( d92d571 ). No performance optimizations or subsystem overhauls were addressed in this cycle. Next steps depend on external feedback and test coverage improvements implied by recent test updates.
Ships:
Shipped!!! There are a bunch of features and stuff that I have added to this since flavortown, from the ordering system to devlogs and ship flow. Project Info This is the ruby on rails app for the ysws draft #issued where YS: Designs made with Code WS: Clothes and other swag with those designs Features added: A bunch of features have been added and I have separated them to 3 categories Major ones for functionality, quality of life for feel and use, security for data security. New Major Features: Designs view now is more detailed including hackatime projects and images from devlogs and ships Ship flow system so you can submit to the ysws Product Design system (admin only - for making the shop items by importing from printful via api) Order system using lots of hotwired turbo (choose color, design placement rotation and scale) Notifications (3 types Normal which provides info and 2 others Boolean which gets a yes or no answer and text which gets a written answer Reviewer Panel which shows pending ships to review with some data on (need to add hackatime info for it though) Storing Reviewer proof videos in a cloudflare R2 storage Quality-Of-Life: Added better UI/UX with some issues with need for ironing out (eg font change from workbench to ‘lexend’ and ‘space mono’ Kept a consistent style through the site, although some panels might need better border colour On login it redirects to the page you logged in by Security: I added User DB encryption to protect user data stored on the postgres database instance, such as name and email Summary Made the functional part of the ysws site (Designs, ordering, shipping) Added more security for user data Improved UI(Font and colour scheme)...
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1792853754.3961873
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1792940154.3961873
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66593
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KernOS by @PahalDesai | Stardance
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PahalDesai
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1
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6.32
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T16:20:05Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "KernOS KernOS is an x86 hobby operating system written in C and Assembly. It features a custom shell with commands like help , ver , clear , and neofetch , keyboard input, hardware information detection, a Hangman game, and a custom hand-made boot screen. What was challenging The assembly part was very painful. Assembly itself is difficult to understand. after spending a lot of time in assembly and figuring out nothing, I decided to make the kernel in C. It made it much easier. But C was still challenging as it lacked libc. So, the basic functions like printf() , comparison of 2 strings in the if statement, scanf() and all were not available. I had to manually define all of them before using them. I am proud of I made the very first version of a custom operating system with minimal use of ai! what comes in the next ship In the next ship of this project, I will add features to create/edit/delete files and a custom text editor. for people testing the project Download the iso file from the GitHub releases page. use qemu with the following command - qemu-system-i386 -cdrom KernOS.iso -device isa-debug-exit,iobase=0xf4,iosize=0x04", "repo": "https://github.com/pahal-desai/kernel/", "demo": "https://github.com/pahal-desai/kernel/releases/tag/v1.0"}]...
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[{"post_id": 76223, "ts": "202 [{"post_id": 76223, "ts": "2026-10-02T18:43:22Z", "hours": 0.3178, "text": "Devlog 5 Added testing instructions in the readme file."}, {"post_id": 75910, "ts": "2026-10-01T16:02:40Z", "hours": 1.0883, "text": "Devlog 4 I added a new hangman minigame and a new custom bootscreen (designed by hand on a touchpad :D) This makes kernos ready for the first ship!!"}, {"post_id": 75653, "ts": "2026-09-30T17:24:01Z", "hours": 2.2428, "text": "DEVLOG 3 I finally learnt the proper way to write devlogs :D i added a lot of things:- The logic of commands and outputs Some basic commands like clear, help, ver Neofetch command!! (the beggest one) And an easter egg command I have had a really terrible experience here as i had to define every single thing. It doesn’t have libc. i had to define basic functions like printf() and it coudn’t even compare 2 strings in the if statement. i had to define the compare 2 strings function T_T. but now it’s a nice and good looking CLI os kinda thing ig."}, {"post_id": 75185, "ts": "2026-09-29T12:39:46Z", "hours": 1.4667, "text": "I tried moving to the kernel section. I spent some time programming the kernel in assembly. it was really painful… really…. really…. really…. painful 💔. So i shifted to a kernel written in C. It really made the task much easier than to code in assembly (precisely x86 32 bit protected mode NASM assembly 🥴). I wrote the kernel hello world kinda test program in C (the one used in kernel, da real c is way easier). Also, i used GRUB as the bootloader!"}, {"post_id": 74951, "ts": "2026-09-28T17:38:21Z", "hours": 0.7992, "text": "today i learnt some very basic assembly and wrote my first hello world os!"}]...
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Title: KernOS by @PahalDesai | Stardance
Devlogs: Title: KernOS by @PahalDesai | Stardance
Devlogs:
today i learnt some very basic assembly and wrote my first hello world os!
I tried moving to the kernel section. I spent some time programming the kernel in assembly. it was really painful… really…. really…. really…. painful 💔. So i shifted to a kernel written in C. It really made the task much easier than to code in assembly (precisely x86 32 bit protected mode NASM assembly 🥴). I wrote the kernel hello world kinda test program in C (the one used in kernel, da real c is way easier). Also, i used GRUB as the bootloader!
DEVLOG 3 I finally learnt the proper way to write devlogs :D i added a lot of things:- The logic of commands and outputs Some basic commands like clear, help, ver Neofetch command!! (the beggest one) And an easter egg command I have had a really terrible experience here as i had to define every single thing. It doesn’t have libc. i had to define basic functions like printf() and it coudn’t even compare 2 strings in the if statement. i had to define the compare 2 strings function T_T. but now it’s a nice and good looking CLI os kinda thing ig.
Devlog 4 I added a new hangman minigame and a new custom bootscreen (designed by hand on a touchpad :D) This makes kernos ready for the first ship!!
Devlog 5 Added testing instructions in the readme file.
Ships:
KernOS KernOS is an x86 hobby operating system written in C and Assembly. It features a custom shell with commands like help , ver , clear , and neofetch , keyboard input, hardware information detection, a Hangman game, and a custom hand-made boot screen. What was challenging The assembly part was very painful. Assembly itself is difficult to understand. after spending a lot of time in assembly and figuring out nothing, I decided to make the kernel in C. It made it much easier. But C was still challenging as it lacked libc. So, the basic functions like printf() , comparison of 2 strings in the if statement, scanf() and all were not available. I had to manually define all of them before using them. I am proud of I made the very first version of a custom operating system with minimal use of ai! what comes in the next ship In the next ship of this project, I will add features to create/edit/delete files and a custom text editor. for people testing the project Download the iso file from the GitHub releases page. use qemu with the following command - qemu-system-i386 -cdrom KernOS.iso -device isa-debug-exit,iobase=0xf4,iosize=0x04...
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1792817345.6707501
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1792903745.6707501
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43792
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Teach Terminal by @Arsen | Stardance
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Arsen
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1
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42.0
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351
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T15:29:32Z", "hours": 42.0, "multiplier": 18.43, "payout": 351, "blessing": "neutral", "text": "Teach Terminal I made Teach Terminal - a browser-based Linux terminal simulator for learning basic Linux commands. The main problem I wanted to solve is that learning Linux from documentation can be very passive. You read what cd or chmod does, but you don’t really remember it until you use it yourself. Also, using a real Linux system can be a little scary for beginners because one wrong command can cause problems. Teach Terminal gives you a fake Linux filesystem where you can practice without breaking a real computer. You can log in, choose a mode, and start learning. There are 25 lessons in 5 sections: Introduction, Navigation, Files, Text & Redirection, and Permissions. Every lesson has a small lecture and then practice. In the practice you need to type commands yourself, for example pwd , ls -la , chmod 755 , or sudo chown root file.txt . The terminal gives output and errors similar to what you can get in a real Ubuntu terminal. Note: This is a simulation. It does not enforce all Linux permissions and security rules, so some commands may behave differently than on a real system. What was challenging The fake filesystem was one of the harder parts. I made two classes for it. FileSystem handles the filesystem tree and navigation, and file represents the individual files and folders. It also stores things like permissions, owner, size and modification date. Getting absolute paths working was also a little difficult. I needed to go from the current file or folder to its parents until I reach the root. It is kind of like following a linked list backwards. Another problem was checking commands in multi-step practices. For example, when a user runs sudo chown root file.txt , the practice checker needs to check the whole command and not only chown root file.txt . I also had problems with resetting the practice state. If I make a folder with mkdir projects and then start the same practice again, it will fail because the folder already exists. So I needed to reset the practice filesystem when starting it again. Things I am happy with The lesson engine is probably the part I worked most on. It handles the lecture, practice, success state, and the progress for each step. I also made the lesson window draggable and minimizable. Pressing Escape can toggle the window. The terminal currently supports 16 commands and some extra features like flags, redirection ( > , >> , < , 2> ), tab autocomplete, arrow-key command history, and sudo with password checking. I also added 3 themes: Ubuntu, Hacker and Kali. The themes are used across the different pages. How to test Open the demo link. Go to Settings and choose a theme: Ubuntu, Hacker, or Kali. Log in with a valid username, machine name and password. Choose Guided Path if you want to try the lessons, or Free Exploration if you just want to use the terminal. In a lesson, read the lecture and click Start Practice . Type the commands in the terminal and follow the steps. Some commands you can try: pwd ls -la mkdir test cd test touch file.txt chmod 755 file.txt sudo chown root file.txt The project is made with plain HTML, CSS and JavaScript. I didn’t use frameworks or external dependencies.", "repo": "https://github.com/Arsen-Gevorgyan/teach-terminal", "demo": "https://arsen-gevorgyan.github.io/teach-terminal/"}]...
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[{"post_id": 75823, "ts": "202 [{"post_id": 75823, "ts": "2026-10-01T08:23:43Z", "hours": 4.2042, "text": "Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I finished writing all 25 lessons and fixed several issues with the lesson system. The lessons are organized into 5 sections - Introduction, Navigation, Files, Text & Redirection, and Permissions - plus a final congratulations lesson. Each practice lesson has multiple steps, so instead of a single command to type, the user might create a file, change its permissions, and verify with ls -l . The window tracks progress with markers like [x] , [>] , and [ ] so it is clear where the user is. I also fixed bugs I found while testing the flow: The lesson window didn’t reset the filesystem between practices. If you completed mkdir projects once, replaying the lesson would fail because the folder already existed. Now the filesystem resets to a clean state at the start of every practice lesson. Sudo commands weren’t detected by the practice check. The checker only saw the inner command ( chown root file.txt ), not the full sudo chown root file.txt . Fixed by passing the full command through. Lesson 25 no longer has a practice - it just says “Congratulations! You finished Teach Terminal.” with a short message about what the user learned. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation mode.html - Mode selection: Free Exploration or Guided Path lessons.html - Course overview with sections and lesson cards main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to mode page filesystem.js - Fake Linux filesystem with files, folders, permissions, owners, groups, sizes, and modification times terminal.js - Terminal input handling, prompt display, line management, colored output, sudo flow command.js - Command recognition and execution lessons-data.js - All 25 lessons organized into 5 sections lesson.js - Renders the lessons page timeline lesson-window.js - Runs the lesson window inside the terminal Current Commands pwd , ls , cd , mkdir , touch , echo , cat , rm , cp , mv , chmod , chown , sudo , clear , help , history With flags for most commands, redirection ( > , >> , < , 2> ), Tab autocomplete, arrow-key history, !! and !n expansion, and per-command help. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Add grep , head , tail Add pipes ( | ) and shell operators ( && , || , ; ) Wildcards and brace expansion Try It Live Demo"}, {"post_id": 74998, "ts": "2026-09-28T20:14:08Z", "hours": 2.3608, "text": "Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I built the lesson window - the floating panel that runs inside the terminal during lessons. This is the piece that connects the lessons page to the terminal itself. When a user picks a lesson from the overview, the terminal opens with ?lesson=N in the URL. The lesson window reads that number, finds the lesson in the data file, and appears in the top-right corner of the screen. The window has three states: Lecture - shows the lesson text explaining the concept. The user reads and clicks “Start Practice” (or “Complete” for intro lessons). Practice - the window changes visually. Its border and title switch to an amber color, and a “PRACTICE:” prefix appears in the title. This makes it obvious that it’s time to do something, not just read. The user types the command in the terminal below. Success - when the expected command is typed, the window shows the success message and a “Next Lesson” button appears. Clicking it swaps the window content to the next lesson without reloading the page. The window is also draggable by its title bar. The user can move it anywhere, minimize it with - , or close it with × (which returns to the lessons page). Pressing Escape hides and shows the window. I also added replay support. If a lesson is already complete, the user can open it again, read the lecture, and try the practice a second time. The window still shows the success message, but the lesson status stays DONE - it does not re-mark anything. Some issues I hit: The intro lessons blocked the “Next Lesson” button because they were being re-completed in a loop. I fixed this by tracking a showingSuccess variable that tells the code whether we’re on the success screen or the lecture. The practice mode class wasn’t being added because the flow checked lessonComplete before checking whether we were in the practice phase. I reordered the checks so practice renders correctly even for replayed lessons. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation mode.html - Mode selection: Free Exploration or Guided Path lessons.html - Course overview with sections and lesson cards main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to mode page filesystem.js - Fake Linux filesystem with files, folders, permissions, owners, groups, sizes, and modification times terminal.js - Terminal input handling, prompt display, line management, colored output command.js - Command recognition and execution lessons-data.js - All 25 lessons organized into 6 sections lesson.js - Renders the lessons page timeline lesson-window.js - Runs the lesson window inside the terminal Current Commands pwd , ls , cd , mkdir , touch , echo , cat , rm , cp , mv , clear , help , history With flags for most commands, redirection ( > , >> , < , 2> ), Tab autocomplete, arrow-key history, !! and !n expansion, and per-command help. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build chmod , chown , sudo for the Permissions section Write lesson content for lessons 21-24 Build the Final Mission with a timer and game-style objectives Try It Live Demo"}, {"post_id": 73734, "ts": "2026-09-25T20:12:13Z", "hours": 6.7292, "text": "Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I built the lessons system. This is the biggest step so far - the part that turns the terminal into a real teaching tool. The lessons system has three parts: The lessons overview page ( lessons.html ) shows all lessons organized into sections: Introduction Navigation Files Text & Redirection Permissions Final Mission Each lesson appears as a card with a status: START (unlocked), DONE (completed), or LOCK (not yet unlocked). Intro lessons are always open so users can read them or skip. Navigation lessons unlock one at a time. Later sections unlock when the previous section is finished. The lessons data file ( lessons-data.js ) stores all lesson content in one place. Each lesson has a lecture that explains the concept and a practice task with an expected command. The lesson engine ( lesson-window.js ) will run inside main.html . It opens a floating window with the current lesson, shows the lecture, then the practice. When the user types the correct command, the lesson completes and unlocks the next one. I also built the mode selection page ( mode.html ). After login, the user picks between two paths: Free Exploration : opens the terminal with no lessons Guided Path : opens the lessons overview Progress saves to localStorage so completed lessons stay completed. Some issues I hit: The unlock logic had a bug where Intro lessons blocked Navigation. I fixed it by skipping intro sections in the unlock check. CSS conflicts between .lesson-subtitle (used inside lesson cards) and .lessons-subtitle (used on the page). I renamed them to avoid mixing styles. The lessons page inherited overflow: hidden from the body, so it could not scroll. I added a body.lessons-page override. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation mode.html - Mode selection: Free Exploration or Guided Path lessons.html - Course overview with sections and lesson cards main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to mode page filesystem.js - Fake Linux filesystem with files, folders, permissions, owners, groups, sizes, and modification times terminal.js - Terminal input handling, prompt display, line management, colored output commands.js - Command recognition and execution lessons-data.js - All 25 lessons organized into 6 sections lesson.js - Renders the lessons page timeline Current Commands pwd , ls , cd , mkdir , touch , echo , cat , rm , cp , mv , clear , help , history With flags for most commands, redirection ( > , >> , < , 2> ), Tab autocomplete, arrow-key history, !! and !n expansion, and per-command help. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build the lesson window inside main.html (lecture, practice, success phases) Make the window draggable and minimizable with an Escape key toggle Build the Final Mission with game-style objectives Add remaining commands ( grep , head , tail , chmod , chown ) Try It Live Demo"}, {"post_id": 72453, "ts": "2026-09-23T00:38:08Z", "hours": 8.2353, "text": "Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I added redirection to the terminal. Commands can now read from files and write to them instead of only printing to the screen. The terminal now supports: > - write output to a file (overwrites) >> - append output to a file < - read input from a file 2> - redirect error output to a file I also connected < to cat so it can read from a file through stdin. To make this work, I had to refactor how commands run. The old processCommand returned output directly. I renamed it to executeCommand and wrote a new processCommand wrapper above it that parses redirection operators before the command runs, then decides where the output goes. The refactor was harder than expected. I hit several bugs - a typo in stderrMatch , a missing $ anchor in a regex, and a duplicate if block that used the wrong variable. I also had to fix catResults and lineNumber which I deleted during the refactor without realizing. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, and theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to terminal filesystem.js - Fake Linux filesystem with files, folders, permissions, owners, groups, sizes, and modification times terminal.js - Terminal input handling, prompt display, line management, colored output commands.js - Command recognition and execution Current Commands pwd , ls , cd , mkdir , touch , echo , cat , rm , cp , mv , clear , help With flags for most commands, redirection ( > , >> , < , 2> ), and per-command help. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Command history (up/down arrow keys) Tab autocomplete history command, !! , !n Add grep , head , tail Add chmod , chown Wildcards, brace expansion, && , || Build the lesson system (lectures + practice missions) Try It Live Demo"}, {"post_id": 51663, "ts": "2026-08-21T13:49:47Z", "hours": 2.9792, "text": "Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I built the fake filesystem and connected it to the terminal. The terminal now feels like a real Linux system. The filesystem supports: pwd - shows current directory ls - lists files and folders with colors (blue for directories, green for executables, white for files) ls -l - shows permissions, owner, group, and name cd - navigate with ~ , . , .. , and absolute paths mkdir - create folders touch - create files The prompt updates when navigating directories. It shows ~ for the home directory and the full path everywhere else. I also added realistic bash error messages. Invalid flags, missing arguments, and wrong paths all show proper errors like a real terminal would. The terminal now has 7 working commands with real filesystem behavior. Next step is building the lesson system that teaches these commands one by one. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, and theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to terminal filesystem.js - Fake Linux filesystem with files, folders, permissions, and navigation terminal.js - Terminal input handling, prompt display, line management, colored output commands.js - Command recognition ( help , pwd , clear , ls , cd , mkdir , touch ) Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build the lesson system (lectures + practice missions) Add more commands ( cat , rm , cp , mv , chmod , chown ) Add command history (up/down arrow keys) Add redirection ( > , >> , < ) Improve mobile experience Try It Live Demo"}, {"post_id": 45917, "ts": "2026-08-12T18:06:17Z", "hours": 3.5864, "text": "Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I built the login page. It’s a page where the user enters their username, machine name, and password before entering the terminal. The form validates each field: Username must be 4–9 characters, start with a letter, and contain only letters and numbers Machine name follows the same rules Password must be 8–19 characters If something is wrong, an error message appears below the form showing what needs to be fixed. After all fields are entered correctly, the data is saved and the user is redirected to the terminal. The terminal itself is not fully finished yet — commands work, but there’s no filesystem and no lessons. That’s the next step. Completed index.html — Start menu with Start and Settings buttons settings.html — Settings page with three themes (Ubuntu, Hacker, Kali) login.html — Login page with username, machine name, and password validation main.html — Interactive terminal interface style.css — Main styling, animated gradients, glassmorphism UI, and theme colors login.css — Login page styling with themed backgrounds settings.js — Saves the selected theme using localStorage theme.js — Loads the saved theme and applies it automatically login.js — Form validation and redirect to terminal terminal.js — Terminal input handling, prompt display, line management commands.js — Command recognition ( help , pwd , clear , whoami , date , echo ) Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build a fake filesystem ( cd , ls , mkdir , touch ) Add file permissions ( chmod , chown , sudo ) Create lessons and practice missions Add command history (up/down arrow keys) Try It Live Demo"}, {"post_id": 40664, "ts": "2026-08-04T11:00:02Z", "hours": 13.4225, "text": "Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. What I Built I started the project by creating the basic structure of the website and the main navigation. Completed index.html — Start menu with Start and Settings buttons. settings.html — Settings page. main.html — Initial game page. style.css — Main styling, animated gradients, glassmorphism UI, and theme colors. settings.js — Saves the selected theme using localStorage . theme.js — Loads the saved theme and applies it automatically. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build the interactive terminal. Add Linux commands and command processing. Create lessons and practice missions. Improve the mobile experience."}]...
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Title: Teach Terminal by @Arsen | Stardance
Devlo Title: Teach Terminal by @Arsen | Stardance
Devlogs:
Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. What I Built I started the project by creating the basic structure of the website and the main navigation. Completed index.html — Start menu with Start and Settings buttons. settings.html — Settings page. main.html — Initial game page. style.css — Main styling, animated gradients, glassmorphism UI, and theme colors. settings.js — Saves the selected theme using localStorage . theme.js — Loads the saved theme and applies it automatically. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build the interactive terminal. Add Linux commands and command processing. Create lessons and practice missions. Improve the mobile experience.
Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I built the login page. It’s a page where the user enters their username, machine name, and password before entering the terminal. The form validates each field: Username must be 4–9 characters, start with a letter, and contain only letters and numbers Machine name follows the same rules Password must be 8–19 characters If something is wrong, an error message appears below the form showing what needs to be fixed. After all fields are entered correctly, the data is saved and the user is redirected to the terminal. The terminal itself is not fully finished yet — commands work, but there’s no filesystem and no lessons. That’s the next step. Completed index.html — Start menu with Start and Settings buttons settings.html — Settings page with three themes (Ubuntu, Hacker, Kali) login.html — Login page with username, machine name, and password validation main.html — Interactive terminal interface style.css — Main styling, animated gradients, glassmorphism UI, and theme colors login.css — Login page styling with themed backgrounds settings.js — Saves the selected theme using localStorage theme.js — Loads the saved theme and applies it automatically login.js — Form validation and redirect to terminal terminal.js — Terminal input handling, prompt display, line management commands.js — Command recognition ( help , pwd , clear , whoami , date , echo ) Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build a fake filesystem ( cd , ls , mkdir , touch ) Add file permissions ( chmod , chown , sudo ) Create lessons and practice missions Add command history (up/down arrow keys) Try It Live Demo
Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I built the fake filesystem and connected it to the terminal. The terminal now feels like a real Linux system. The filesystem supports: pwd - shows current directory ls - lists files and folders with colors (blue for directories, green for executables, white for files) ls -l - shows permissions, owner, group, and name cd - navigate with ~ , . , .. , and absolute paths mkdir - create folders touch - create files The prompt updates when navigating directories. It shows ~ for the home directory and the full path everywhere else. I also added realistic bash error messages. Invalid flags, missing arguments, and wrong paths all show proper errors like a real terminal would. The terminal now has 7 working commands with real filesystem behavior. Next step is building the lesson system that teaches these commands one by one. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, and theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to terminal filesystem.js - Fake Linux filesystem with files, folders, permissions, and navigation terminal.js - Terminal input handling, prompt display, line management, colored output commands.js - Command recognition ( help , pwd , clear , ls , cd , mkdir , touch ) Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build the lesson system (lectures + practice missions) Add more commands ( cat , rm , cp , mv , chmod , chown ) Add command history (up/down arrow keys) Add redirection ( > , >> , < ) Improve mobile experience Try It Live Demo
Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I added redirection to the terminal. Commands can now read from files and write to them instead of only printing to the screen. The terminal now supports: > - write output to a file (overwrites) >> - append output to a file < - read input from a file 2> - redirect error output to a file I also connected < to cat so it can read from a file through stdin. To make this work, I had to refactor how commands run. The old processCommand returned output directly. I renamed it to executeCommand and wrote a new processCommand wrapper above it that parses redirection operators before the command runs, then decides where the output goes. The refactor was harder than expected. I hit several bugs - a typo in stderrMatch , a missing $ anchor in a regex, and a duplicate if block that used the wrong variable. I also had to fix catResults and lineNumber which I deleted during the refactor without realizing. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, and theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to terminal filesystem.js - Fake Linux filesystem with files, folders, permissions, owners, groups, sizes, and modification times terminal.js - Terminal input handling, prompt display, line management, colored output commands.js - Command recognition and execution Current Commands pwd , ls , cd , mkdir , touch , echo , cat , rm , cp , mv , clear , help With flags for most commands, redirection ( > , >> , < , 2> ), and per-command help. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Command history (up/down arrow keys) Tab autocomplete history command, !! , !n Add grep , head , tail Add chmod , chown Wildcards, brace expansion, && , || Build the lesson system (lectures + practice missions) Try It Live Demo
Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I built the lessons system. This is the biggest step so far - the part that turns the terminal into a real teaching tool. The lessons system has three parts: The lessons overview page ( lessons.html ) shows all lessons organized into sections: Introduction Navigation Files Text & Redirection Permissions Final Mission Each lesson appears as a card with a status: START (unlocked), DONE (completed), or LOCK (not yet unlocked). Intro lessons are always open so users can read them or skip. Navigation lessons unlock one at a time. Later sections unlock when the previous section is finished. The lessons data file ( lessons-data.js ) stores all lesson content in one place. Each lesson has a lecture that explains the concept and a practice task with an expected command. The lesson engine ( lesson-window.js ) will run inside main.html . It opens a floating window with the current lesson, shows the lecture, then the practice. When the user types the correct command, the lesson completes and unlocks the next one. I also built the mode selection page ( mode.html ). After login, the user picks between two paths: Free Exploration : opens the terminal with no lessons Guided Path : opens the lessons overview Progress saves to localStorage so completed lessons stay completed. Some issues I hit: The unlock logic had a bug where Intro lessons blocked Navigation. I fixed it by skipping intro sections in the unlock check. CSS conflicts between .lesson-subtitle (used inside lesson cards) and .lessons-subtitle (used on the page). I renamed them to avoid mixing styles. The lessons page inherited overflow: hidden from the body, so it could not scroll. I added a body.lessons-page override. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation mode.html - Mode selection: Free Exploration or Guided Path lessons.html - Course overview with sections and lesson cards main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to mode page filesystem.js - Fake Linux filesystem with files, folders, permissions, owners, groups, sizes, and modification times terminal.js - Terminal input handling, prompt display, line management, colored output commands.js - Command recognition and execution lessons-data.js - All 25 lessons organized into 6 sections lesson.js - Renders the lessons page timeline Current Commands pwd , ls , cd , mkdir , touch , echo , cat , rm , cp , mv , clear , help , history With flags for most commands, redirection ( > , >> , < , 2> ), Tab autocomplete, arrow-key history, !! and !n expansion, and per-command help. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build the lesson window inside main.html (lecture, practice, success phases) Make the window draggable and minimizable with an Escape key toggle Build the Final Mission with game-style objectives Add remaining commands ( grep , head , tail , chmod , chown ) Try It Live Demo
Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I built the lesson window - the floating panel that runs inside the terminal during lessons. This is the piece that connects the lessons page to the terminal itself. When a user picks a lesson from the overview, the terminal opens with ?lesson=N in the URL. The lesson window reads that number, finds the lesson in the data file, and appears in the top-right corner of the screen. The window has three states: Lecture - shows the lesson text explaining the concept. The user reads and clicks “Start Practice” (or “Complete” for intro lessons). Practice - the window changes visually. Its border and title switch to an amber color, and a “PRACTICE:” prefix appears in the title. This makes it obvious that it’s time to do something, not just read. The user types the command in the terminal below. Success - when the expected command is typed, the window shows the success message and a “Next Lesson” button appears. Clicking it swaps the window content to the next lesson without reloading the page. The window is also draggable by its title bar. The user can move it anywhere, minimize it with - , or close it with × (which returns to the lessons page). Pressing Escape hides and shows the window. I also added replay support. If a lesson is already complete, the user can open it again, read the lecture, and try the practice a second time. The window still shows the success message, but the lesson status stays DONE - it does not re-mark anything. Some issues I hit: The intro lessons blocked the “Next Lesson” button because they were being re-completed in a loop. I fixed this by tracking a showingSuccess variable that tells the code whether we’re on the success screen or the lecture. The practice mode class wasn’t being added because the flow checked lessonComplete before checking whether we were in the practice phase. I reordered the checks so practice renders correctly even for replayed lessons. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation mode.html - Mode selection: Free Exploration or Guided Path lessons.html - Course overview with sections and lesson cards main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to mode page filesystem.js - Fake Linux filesystem with files, folders, permissions, owners, groups, sizes, and modification times terminal.js - Terminal input handling, prompt display, line management, colored output command.js - Command recognition and execution lessons-data.js - All 25 lessons organized into 6 sections lesson.js - Renders the lessons page timeline lesson-window.js - Runs the lesson window inside the terminal Current Commands pwd , ls , cd , mkdir , touch , echo , cat , rm , cp , mv , clear , help , history With flags for most commands, redirection ( > , >> , < , 2> ), Tab autocomplete, arrow-key history, !! and !n expansion, and per-command help. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build chmod , chown , sudo for the Permissions section Write lesson content for lessons 21-24 Build the Final Mission with a timer and game-style objectives Try It Live Demo
Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I finished writing all 25 lessons and fixed several issues with the lesson system. The lessons are organized into 5 sections - Introduction, Navigation, Files, Text & Redirection, and Permissions - plus a final congratulations lesson. Each practice lesson has multiple steps, so instead of a single command to type, the user might create a file, change its permissions, and verify with ls -l . The window tracks progress with markers like [x] , [>] , and [ ] so it is clear where the user is. I also fixed bugs I found while testing the flow: The lesson window didn’t reset the filesystem between practices. If you completed mkdir projects once, replaying the lesson would fail because the folder already existed. Now the filesystem resets to a clean state at the start of every practice lesson. Sudo commands weren’t detected by the practice check. The checker only saw the inner command ( chown root file.txt ), not the full sudo chown root file.txt . Fixed by passing the full command through. Lesson 25 no longer has a practice - it just says “Congratulations! You finished Teach Terminal.” with a short message about what the user learned. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation mode.html - Mode selection: Free Exploration or Guided Path lessons.html - Course overview with sections and lesson cards main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to mode page filesystem.js - Fake Linux filesystem with files, folders, permissions, owners, groups, sizes, and modification times terminal.js - Terminal input handling, prompt display, line management, colored output, sudo flow command.js - Command recognition and execution lessons-data.js - All 25 lessons organized into 5 sections lesson.js - Renders the lessons page timeline lesson-window.js - Runs the lesson window inside the terminal Current Commands pwd , ls , cd , mkdir , touch , echo , cat , rm , cp , mv , chmod , chown , sudo , clear , help , history With flags for most commands, redirection ( > , >> , < , 2> ), Tab autocomplete, arrow-key history, !! and !n expansion, and per-command help. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Add grep , head , tail Add pipes ( | ) and shell operators ( && , || , ; ) Wildcards and brace expansion Try It Live Demo
Ships:
Teach Terminal I made Teach Terminal - a browser-based Linux terminal simulator for learning basic Linux commands. The main problem I wanted to solve is that learning Linux from documentation can be very passive. You read what cd or chmod does, but you don’t really remember it until you use it yourself. Also, using a real Linux system can be a little scary for beginners because one wrong command can cause problems. Teach Terminal gives you a fake Linux filesystem where you can practice without breaking a real computer. You can log in, choose a mode, and start learning. There are 25 lessons in 5 sections: Introduction, Navigation, Files, Text & Redirection, and Permissions. Every lesson has a small lecture and then practice. In the practice you need to type commands yourself, for example pwd , ls -la , chmod 755 , or sudo chown root file.txt . The terminal gives output and errors similar to what you can get in a real Ubuntu terminal. Note: This is a simulation. It does not enforce all Linux permissions and security rules, so some commands may behave differently than on a real system. What was challenging The fake filesystem was one of the harder parts. I made two classes for it. FileSystem handles the filesystem tree and navigation, and file represents the individual files and folders. It also stores things like permissions, owner, size and modification date. Getting absolute paths working was also a little difficult. I needed to go from the current file or folder to its parents until I reach the root. It is kind of like following a linked list backwards. Another problem was checking commands in multi-step practices. For example, when a user runs sudo chown root file.txt , the practice checker needs to check the whole command and not only chown root file.txt . I also had problems with resetting the practice state. If I make a folder with mkdir projects and then start the same practice again, it will fail because the folder already exists. So I needed to reset the practice filesystem when starting it again. Things I am happy with The lesson engine is probably the part I worked most on. It handles the lecture, practice, success state, and the progress for each step. I also made the lesson window draggable and minimizable. Pressing Escape can toggle the window. The terminal currently supports 16 commands and some extra features like flags, redirection ( > , >> , < , 2> ), tab autocomplete, arrow-key command history, and sudo with password checking. I also added 3 themes: Ubuntu, Hacker and Kali. The themes are used across the different pages. How to test Open the demo link. Go to Settings and choose a theme: Ubuntu, Hacker, or Kali. Log in with a valid username, machine name and password. Choose Guided Path if you want to try the lessons, or Free Exploration if you just want to use the terminal. In a lesson, read the lecture and click Start Practice . Type the commands in the terminal and follow the steps. Some commands you can try: pwd ls -la mkdir test cd test touch file.txt chmod 755 file.txt sudo chown root file.txt The project is made with plain HTML, CSS and JavaScript. I didn’t use frameworks or external dependencies....
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1792853474.2903483
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1792939874.2903483
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66837
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SuperMarket BillingSystem by @Aayansh | Stardance
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Aayansh
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1
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4.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T15:24:59Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a super market billing system that wili help you organise your stocks and pull up bills out of it and the amount will be reduced from the database ….i got many errors and now i have finally done it so i am very proud of myself……", "repo": "https://github.com/Aayansh07-07-12/SuperMarketBillingSystem", "demo": "https://github.com/Aayansh07-07-12/SuperMarketBillingSystem/blob/main/SMBM/(1)supermarketbillingsystem.exe"}]...
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[{"post_id": 75898, "ts": "202 [{"post_id": 75898, "ts": "2026-10-01T15:20:32Z", "hours": 0.4267, "text": "So, I have finally completed coding and now i am finally cleaning and giving it some finishing"}, {"post_id": 75850, "ts": "2026-10-01T10:38:55Z", "hours": 1.0761, "text": "Almost done with it……"}, {"post_id": 75833, "ts": "2026-10-01T09:01:56Z", "hours": 2.2486, "text": "I am working on a Super Market Management System that help ppl manage the price and amount of their stock."}]...
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Title: SuperMarket BillingSystem by @Aayansh | Sta Title: SuperMarket BillingSystem by @Aayansh | Stardance
Devlogs:
I am working on a Super Market Management System that help ppl manage the price and amount of their stock.
Almost done with it……
So, I have finally completed coding and now i am finally cleaning and giving it some finishing
Ships:
i made a super market billing system that wili help you organise your stocks and pull up bills out of it and the amount will be reduced from the database ….i got many errors and now i have finally done it so i am very proud of myself……...
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1792817364.3583076
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1792903764.3583076
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61960
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Python Practice by @nytharshit | Stardance
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nytharshit
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1
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4.59
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T15:23:54Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website where i can save my codes and run them anytime i want and it is publicly available for anyone to use. The challenging part was to create the Clickit file which is supposed to run the command to save the code file as a github repo using the extension installed on VS code. People should know to open the website and just give ur input and get the output. If they want to see the code they can by clicking my github profile on the website.", "repo": "https://github.com/nytharshi/Python-Practice", "demo": "https://python-practice-git-main-nytharshit.vercel.app/"}]...
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[{"post_id": 76482, "ts": "202 [{"post_id": 76482, "ts": "2026-10-03T17:58:23Z", "hours": 0.5942, "text": "Created another website for the same thing because, They were not accepting the ship, this one is made on verscel so hopefully they accept, there is an addon the code is showed directly onto the website rather than going to my github page and seeing the repositories"}, {"post_id": 75870, "ts": "2026-10-01T13:03:07Z", "hours": 2.1417, "text": "Website for all my codes, I made a website for my codes where anyone can use run these codes and they save as Github repos which u can check out on my Github Profile. And i dont need to create repos for every file i make. I simply used command prompt to create the github and have saved the commands so i just need to click on a file and it does all the work for me"}, {"post_id": 67703, "ts": "2026-09-13T22:00:09Z", "hours": 1.4242, "text": "Revising the Basics for exam"}]...
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Title: Python Practice by @nytharshit | Stardance
Title: Python Practice by @nytharshit | Stardance
Devlogs:
Revising the Basics for exam
Website for all my codes, I made a website for my codes where anyone can use run these codes and they save as Github repos which u can check out on my Github Profile. And i dont need to create repos for every file i make. I simply used command prompt to create the github and have saved the commands so i just need to click on a file and it does all the work for me
Created another website for the same thing because, They were not accepting the ship, this one is made on verscel so hopefully they accept, there is an addon the code is showed directly onto the website rather than going to my github page and seeing the repositories
Ships:
I made a website where i can save my codes and run them anytime i want and it is publicly available for anyone to use. The challenging part was to create the Clickit file which is supposed to run the command to save the code file as a github repo using the extension installed on VS code. People should know to open the website and just give ur input and get the output. If they want to see the code they can by clicking my github profile on the website....
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1792813903.3915238
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1792900303.3915238
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5265
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Abohisham-Web by @Abohisham | Stardance
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Abohisham
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1
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4.0
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7
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T15:15:31Z", "hours": 4.0, "multiplier": 1.7, "payout": 7, "blessing": "neutral", "text": "I have mainly focused on fixing some of the issues for this ship, previously i shipped to flavortown, and got a lot of bad comments cuz this didnt work probably on safari browser. so i had to do some internal fixes. Aside from that, i have done some changes in the ui to make this look a lot better.", "repo": "https://github.com/MohamadAminGhanoum/Abohisham-Web", "demo": "https://abohisham-web.vercel.app/index.html"}]...
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[{"post_id": 58088, "ts": "202 [{"post_id": 58088, "ts": "2026-08-30T13:20:19Z", "hours": 1.8464, "text": "In this session, i have done some changes to the homepage look, especially the navigation bar, made it float, and have a transparent bg. did some small changes to the page paddings to make the bg fit the whole page even when zooming out, and also made padding to the navigation bar, which leaves some distance between the navbar and the contents on the screen. i also did osme changes to the folders, where i made all the images become in one folder, since when i looked in my repo, it really looked messed up. So i got that fixed, but it did ruin some places, where the image would not load, so i will fix that b4 the next devlog."}, {"post_id": 2412, "ts": "2026-06-04T21:34:31Z", "hours": 1.4092, "text": "Pheew, this took long to fix. I finally was able to upload .md files into my hardware projects folder. I just focused right now on configuring how the pictures should load. I will work more on later on how to customize it more."}, {"post_id": 956, "ts": "2026-06-02T18:40:51Z", "hours": 0.8381, "text": "I was just able to add the time into the center of my website, and i managed to do some additional changes in the top navigation bar, so now it is more transparent. I also learned about the overflow-x, because i actually found it really annoying that the page would move left and right, so now it is only moving vertical. I will try to work on the content next time, i will try to make this more useful in a person’s everyday life. So that i can put this on my pc, and use this while studying, to avoid distractions If u have any suggestions, please lmk."}]...
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Title: Abohisham-Web by @Abohisham | Stardance
De Title: Abohisham-Web by @Abohisham | Stardance
Devlogs:
I was just able to add the time into the center of my website, and i managed to do some additional changes in the top navigation bar, so now it is more transparent. I also learned about the overflow-x, because i actually found it really annoying that the page would move left and right, so now it is only moving vertical. I will try to work on the content next time, i will try to make this more useful in a person’s everyday life. So that i can put this on my pc, and use this while studying, to avoid distractions If u have any suggestions, please lmk.
Pheew, this took long to fix. I finally was able to upload .md files into my hardware projects folder. I just focused right now on configuring how the pictures should load. I will work more on later on how to customize it more.
In this session, i have done some changes to the homepage look, especially the navigation bar, made it float, and have a transparent bg. did some small changes to the page paddings to make the bg fit the whole page even when zooming out, and also made padding to the navigation bar, which leaves some distance between the navbar and the contents on the screen. i also did osme changes to the folders, where i made all the images become in one folder, since when i looked in my repo, it really looked messed up. So i got that fixed, but it did ruin some places, where the image would not load, so i will fix that b4 the next devlog.
Ships:
I have mainly focused on fixing some of the issues for this ship, previously i shipped to flavortown, and got a lot of bad comments cuz this didnt work probably on safari browser. so i had to do some internal fixes. Aside from that, i have done some changes in the ui to make this look a lot better....
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1792856929.2965
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1792943329.2965
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23039
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ArasakaNet by @RishuKamboj | Stardance
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RishuKamboj
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2
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21.0
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53
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T15:02:06Z", "hours": 8.0, "multiplier": 6.29, "payout": 53, "blessing": "neutral", "text": "IM SO HAPPY THAT I MADE THIS. Ive made a linux like mini experience but on web by adding desktop styles and a few apps! it features :- a startup screen 2)timer app, starnic(dino game) ,Nasa Redirect’s and a notes app(that saves the notes in localStorage too!) 3)a bottom bar and a sidebar(or menu whatever you wanna call it) 4)and a refined desktop like feel with the draggable,closable and glassy windows. the timer and the notes app made me rethink my decision to make this but it was def worth it. You can head over to https://arasaka-net-sepia.vercel.app/ to try it out for yourself!", "repo": "https://github.com/rydei/ArasakaNet", "demo": "https://arasaka-net-sepia.vercel.app/"}, {"ship_num": 2, "ts": "2026-09-17T15:19:57Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finished with WebOS 1 !! Gotta say it was really fun and kind of frustrating(im living incarnation of psyduck) anyways my website features:- draggable and closable windows -side bar and a bottombar a start menu 3 apps! (technically 2) my soul head over to https://arasaka-net-sepia.vercel.app/ to try it out! hope you like ittt", "repo": "https://github.com/rydei/ArasakaNet", "demo": "https://arasaka-net-sepia.vercel.app/"}]...
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[{"post_id": 75866, "ts": "202 [{"post_id": 75866, "ts": "2026-10-01T12:03:51Z", "hours": 1.2072, "text": "added a loading screen and some final touches LETS GO SHIPPIN PIRATES !!!"}, {"post_id": 75851, "ts": "2026-10-01T10:45:27Z", "hours": 3.2997, "text": "DEVELOF PART IDK! added a notes app which can be used to: 1)make notes which are locally saved in localStorage 2)Edit those saved notes 3)Or delete them! other than that i made changes to the side bar and bottom bar to make it look more refined."}, {"post_id": 74854, "ts": "2026-09-28T13:26:08Z", "hours": 3.9031, "text": "NEW ADDITION!! Welcome starnic your own lil dino like game BUT ITS STARSS. also fixed window sizes so now they fit the contents instead of the extra space on the sides"}, {"post_id": 69663, "ts": "2026-09-17T15:03:35Z", "hours": 5.4592, "text": "DEVLOG THREEE!! AND IM BACK AFTER EXAMS!! ok anyways heres what i did:- (1) the icons and sidebar now work (2)there’s two apps and a welcome screen which is basically just system info for now lol. (3) the windows are draggable and hover above the other when selected. well i guess that’s all , i hope yall like it :D"}, {"post_id": 51526, "ts": "2026-08-21T09:05:52Z", "hours": 1.9872, "text": "Devlog Two: Added Draggable and Close-able windows!!! hardest part faced: aligning the header :’)"}, {"post_id": 51091, "ts": "2026-08-20T16:15:36Z", "hours": 5.6867, "text": "Hey There, First Devlog’s here! So far i’ve made the rough design of how the end website will look. Arranged the sidebar and bottom bar using flexbox(i spent way too much time on this wth) 2)Added Background and Favicon Next up im going to make the clock work and add draggable windows and working side buttons!!"}]...
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Title: ArasakaNet by @RishuKamboj | Stardance
Dev Title: ArasakaNet by @RishuKamboj | Stardance
Devlogs:
Hey There, First Devlog’s here! So far i’ve made the rough design of how the end website will look. Arranged the sidebar and bottom bar using flexbox(i spent way too much time on this wth) 2)Added Background and Favicon Next up im going to make the clock work and add draggable windows and working side buttons!!
Devlog Two: Added Draggable and Close-able windows!!! hardest part faced: aligning the header :’)
DEVLOG THREEE!! AND IM BACK AFTER EXAMS!! ok anyways heres what i did:- (1) the icons and sidebar now work (2)there’s two apps and a welcome screen which is basically just system info for now lol. (3) the windows are draggable and hover above the other when selected. well i guess that’s all , i hope yall like it :D
NEW ADDITION!! Welcome starnic your own lil dino like game BUT ITS STARSS. also fixed window sizes so now they fit the contents instead of the extra space on the sides
DEVELOF PART IDK! added a notes app which can be used to: 1)make notes which are locally saved in localStorage 2)Edit those saved notes 3)Or delete them! other than that i made changes to the side bar and bottom bar to make it look more refined.
added a loading screen and some final touches LETS GO SHIPPIN PIRATES !!!
Ships:
Finished with WebOS 1 !! Gotta say it was really fun and kind of frustrating(im living incarnation of psyduck) anyways my website features:- draggable and closable windows -side bar and a bottombar a start menu 3 apps! (technically 2) my soul head over to https://arasaka-net-sepia.vercel.app/ to try it out! hope you like ittt
IM SO HAPPY THAT I MADE THIS. Ive made a linux like mini experience but on web by adding desktop styles and a few apps! it features :- a startup screen 2)timer app, starnic(dino game) ,Nasa Redirect’s and a notes app(that saves the notes in localStorage too!) 3)a bottom bar and a sidebar(or menu whatever you wanna call it) 4)and a refined desktop like feel with the draggable,closable and glassy windows. the timer and the notes app made me rethink my decision to make this but it was def worth it. You can head over to https://arasaka-net-sepia.vercel.app/ to try it out for yourself!...
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1792853798.8259368
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1792940198.8259368
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53361
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FreeDomain by @theskriptkid | Stardance
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theskriptkid
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1
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26.38
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T13:52:33Z", "hours": 26.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Free SUbdomain Hosting plattform! Anyone can get a Free subdomain of the *.freedomain.meme domain, as long as its only per account. Please Note while testing: The domain May (or may not?) take up to 30-60 minutes to come up, this is because of Namecheap and I cant do anything about it! You can Only make 1 Domain per Useraccount You need an 2 Factor app on your phone You can Not change your password, we generated it for you. On the TEST Ip, you WILL GET an Certificate warning. If this were not our test IP, you would be able to use certbot or similar programms that allow you to generate an Certificate for your site. However, as we Don’t know your subdomain name, we cant do that and because of that there is an Warning (should be skippable, goto show more and then continue to site)", "repo": "https://github.com/TherealONE12/FreeDomain", "demo": "https://freedomain.meme"}]...
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[{"post_id": 80617, "ts": "202 [{"post_id": 80617, "ts": "2026-10-18T09:58:52Z", "hours": 0.3808, "text": "fixxed stuff, clarified in readme ai usage, Redeployed everything."}, {"post_id": 75800, "ts": "2026-10-01T05:48:53Z", "hours": 2.5833, "text": "fixxed (All?) Bugss, gonna ship Now!"}, {"post_id": 69787, "ts": "2026-09-17T19:51:14Z", "hours": 1.0708, "text": "I wanted to Ship today but YAY DEBUGGING DAY! Well, thanks to zsharpminor (sorry, I only know your dc name ) and two of my real Live friends We found some bugs. And afther an hour or so of fixing stuff, There are still Bugs. Well, Gonna ship another Day! (And btw, YAY Day 20 Of 21 of Code everyday for a Pluschi!!!)"}, {"post_id": 69597, "ts": "2026-09-17T11:52:51Z", "hours": 0.8467, "text": "Deployed The Website! But Wait, why Isnt this the ship Message? Because, I sadly found a few bugs and wrong Grammar/text on the website, wich I will Fix Today a bit later, and then, it goes to one last round of Beta Testing and then I will ship (Hopefully no bugs emerge)! Im pretty hyped, as I can see the end of this Projekt!! Cant wait to share what I build!!"}, {"post_id": 68791, "ts": "2026-09-15T19:18:31Z", "hours": 2.8333, "text": "debugged, fixxed and removed useless stuff. Began on recommenting and added an (empty) readme file"}, {"post_id": 67919, "ts": "2026-09-14T07:06:43Z", "hours": 3.4039, "text": "Made the HTML sites more dynamic, and added MINIMAL logic to the code to make the HTML sites more dynamic and yeah. They still look no good, but i dont know css or html soooooo i will need some more time… (Wich is good because more time = more stardust ;) ) It broke everything existing. I dont know why or how. But heyyyyy, thats gonna be fine or something"}, {"post_id": 66082, "ts": "2026-09-11T17:30:54Z", "hours": 1.7911, "text": "Added The Admin System (Well the Logging part) I Made varius different types of logs. One for New Domains, one for varius stuff, one for Bans, etc. And They look pretty Okay!"}, {"post_id": 65810, "ts": "2026-09-11T06:10:11Z", "hours": 0.7681, "text": "Secured the Homepage, added that the real A level names get pulled from the DNS server (Namecheap) instead of just the safed entries in the database, so that it “auto-syncs” on each new request the names from the dns provider and my personal entries dont get overwritten. The next step would be to either add an small website scraper to verify the connected websites that they are sfw and dont do bad stuff (cause thats still my domain and I am getting to jail if smth happens) Or add more different html error/sucsess types so that they are acutally usefull Or to Make the Admin integrations for (un) Banning members, (re)setting the domains or smth Or to enhance the sites with some css/better html styling cause I think my rating is getting obliverated if I let them how they are right now…"}, {"post_id": 65351, "ts": "2026-09-10T13:13:27Z", "hours": 3.9522, "text": "fixxed the problem with namecheap, added support to make domains, added mayor Commenting for interested people to understand what my thoughts are on why stuff what made that way"}, {"post_id": 63803, "ts": "2026-09-07T19:27:19Z", "hours": 1.7511, "text": "Finalised and tested OTP/login/register flow, added support for subdomain-creation and added the m,ethodes to interact with namecheap api. Sadly namecheap is currently blocking all requests and idk why… Even though I added the correct api key AND the correct ip…. gotta see what I can do."}, {"post_id": 62437, "ts": "2026-09-05T19:39:20Z", "hours": 2.8569, "text": "Added background system for domain registration, and a new auth system so that you dont have to input an topt code every 10s"}, {"post_id": 59084, "ts": "2026-08-31T18:11:07Z", "hours": 4.1478, "text": "I have made some cool Progress! I added an register flow (with db) and account code generation. There are still some “minor” bugs, but its good enough for the 1. devlog."}]...
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Title: FreeDomain by @theskriptkid | Stardance
De Title: FreeDomain by @theskriptkid | Stardance
Devlogs:
I have made some cool Progress! I added an register flow (with db) and account code generation. There are still some “minor” bugs, but its good enough for the 1. devlog.
Added background system for domain registration, and a new auth system so that you dont have to input an topt code every 10s
Finalised and tested OTP/login/register flow, added support for subdomain-creation and added the m,ethodes to interact with namecheap api. Sadly namecheap is currently blocking all requests and idk why… Even though I added the correct api key AND the correct ip…. gotta see what I can do.
fixxed the problem with namecheap, added support to make domains, added mayor Commenting for interested people to understand what my thoughts are on why stuff what made that way
Secured the Homepage, added that the real A level names get pulled from the DNS server (Namecheap) instead of just the safed entries in the database, so that it “auto-syncs” on each new request the names from the dns provider and my personal entries dont get overwritten. The next step would be to either add an small website scraper to verify the connected websites that they are sfw and dont do bad stuff (cause thats still my domain and I am getting to jail if smth happens) Or add more different html error/sucsess types so that they are acutally usefull Or to Make the Admin integrations for (un) Banning members, (re)setting the domains or smth Or to enhance the sites with some css/better html styling cause I think my rating is getting obliverated if I let them how they are right now…
Added The Admin System (Well the Logging part) I Made varius different types of logs. One for New Domains, one for varius stuff, one for Bans, etc. And They look pretty Okay!
Made the HTML sites more dynamic, and added MINIMAL logic to the code to make the HTML sites more dynamic and yeah. They still look no good, but i dont know css or html soooooo i will need some more time… (Wich is good because more time = more stardust ;) ) It broke everything existing. I dont know why or how. But heyyyyy, thats gonna be fine or something
debugged, fixxed and removed useless stuff. Began on recommenting and added an (empty) readme file
Deployed The Website! But Wait, why Isnt this the ship Message? Because, I sadly found a few bugs and wrong Grammar/text on the website, wich I will Fix Today a bit later, and then, it goes to one last round of Beta Testing and then I will ship (Hopefully no bugs emerge)! Im pretty hyped, as I can see the end of this Projekt!! Cant wait to share what I build!!
I wanted to Ship today but YAY DEBUGGING DAY! Well, thanks to zsharpminor (sorry, I only know your dc name ) and two of my real Live friends We found some bugs. And afther an hour or so of fixing stuff, There are still Bugs. Well, Gonna ship another Day! (And btw, YAY Day 20 Of 21 of Code everyday for a Pluschi!!!)
fixxed (All?) Bugss, gonna ship Now!
fixxed stuff, clarified in readme ai usage, Redeployed everything.
Ships:
I made a Free SUbdomain Hosting plattform! Anyone can get a Free subdomain of the *.freedomain.meme domain, as long as its only per account. Please Note while testing: The domain May (or may not?) take up to 30-60 minutes to come up, this is because of Namecheap and I cant do anything about it! You can Only make 1 Domain per Useraccount You need an 2 Factor app on your phone You can Not change your password, we generated it for you. On the TEST Ip, you WILL GET an Certificate warning. If this were not our test IP, you would be able to use certbot or similar programms that allow you to generate an Certificate for your site. However, as we Don’t know your subdomain name, we cant do that and because of that there is an Warning (should be skippable, goto show more and then continue to site)...
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1792856874.457237
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1792943274.457237
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4513
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My new personal website! by @jonasvanleeuwen19 | S My new personal website! by @jonasvanleeuwen19 | Stardance...
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jonasvanleeuwen19
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3
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24.0
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321
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T09:13:21Z", "hours": 5.0, "multiplier": 14.43, "payout": 71, "blessing": "neutral", "text": "Added some updates to my website, small css and content updates, new badges section with 88x31 badges! (so cool!) I also added pages for projects and made a docker container to monitor my recent playing game on steam, to show it on a widget in the “What am I doing right now?” section!", "repo": "https://git.tuxworld.nl/jonas/site-redesign", "demo": "https://jonas.yixboost.dev"}, {"ship_num": 2, "ts": "2026-07-16T03:03:47Z", "hours": 12.0, "multiplier": 13.83, "payout": 163, "blessing": "neutral", "text": "This is my second ship on this project! The goal of this project is to create an personal site about me that isn’t boring and is made without AI. It’s already live on my domain (jonas.yixboost.dev). All the assets used like the background, the drawings for section borders, lines, the navbar, cards and buttons are made by me with GIMP and Inkscape, because it makes my site more special and I want to get better with these programs. Even the font used for headings (MyDamnFont) is my own hand writing (; Hope you all like it!", "repo": "https://git.tuxworld.nl/jonas/site-redesign", "demo": "https://jonas.yixboost.dev"}, {"ship_num": 3, "ts": "2026-06-17T16:18:05Z", "hours": 7.0, "multiplier": 13.41, "payout": 87, "blessing": "neutral", "text": "I made a redesign of my personal website, it’s a complete rebuild from scratch, I wanted to replace my personal website with one I completely made myself without AI. I have added some nice cards for my projects, Hackatime stats and an animated section about myself. I finally published it on https://jonas.yixboost.dev The background image is self-made with GIMP to improve my GIMP skills (that time is not logged, rip)", "repo": "https://git.tuxworld.nl/jonas/site-redesign", "demo": "https://jonas.yixboost.dev"}]...
|
[{"post_id": 70139, "ts": "202 [{"post_id": 70139, "ts": "2026-09-18T15:24:10Z", "hours": 0.8519, "text": "Added steam currently playing game to the “What am I doing right now?” section. It uses an API proxy for current playing games I made with python running in docker: https://git.tuxworld.nl/jonas/steam-now-playing"}, {"post_id": 66208, "ts": "2026-09-11T21:51:35Z", "hours": 1.4586, "text": "Added project information page with automatic loading from my JSON projects list. Also made some CSS and html changes to clean up like removing tags and better css positioning."}, {"post_id": 35427, "ts": "2026-07-26T20:38:36Z", "hours": 0.6267, "text": "Small CSS fixes, better README and updated screenshot"}, {"post_id": 29747, "ts": "2026-07-16T20:48:20Z", "hours": 1.9881, "text": "Added badges section Added some cool 88x31 badges to a section on my website! Including badges about the site, my favorite software, games and more!"}, {"post_id": 29278, "ts": "2026-07-16T02:54:55Z", "hours": 4.6006, "text": "Massive update today! To start with, I didn’t really like the morph sidebar I made last time, so I made the hard choice to remove it. I looked at some Hack Club event websites, and found out many of them are using custom image assets for things like container borders and buttons, I like that idea, it’s cool to make hand drawn assets and use them on your website, it gives your website something special. So of course I tried it myself, First I did some research on how it works and how you can make custom section borders, I found this guide: https://css-tricks.com/revisiting-css-border-image/ This guide explains very well how custom borders work and how you can use it Of course I saved it to my personal Readeck ;) I started with just drawing a simple square in GIMP (just because I already know how to use GIMP) and then I applied it with CSS to my sections like in the guide, this worked, but I didn’t look that good, so I removed the CSS blur effect from earlier and used image opacity in GIMP to create a blue semi-transparent section, and I added a thin extra line to the border to make it look better. I wanted to use this on my LastFM music widget as well, but that didn’t work because the background needs to be applied with CSS with colors from the currently playing songs cover image, so there I can’t use the same border image as background. The problem here is that the background is then going outside of the border lines, after MANY ways of trying to fix this I found the solution, I made a black and white version of the image and updated my javascript to replace the black and white with the correct colors and then inject THAT image. This works extremely good, it’s looks so good now! When that was finally done, I did some last changes, made assets for buttons, lines, the navbar, the other cards, etc, all the components do now have a custom drawn border. I ended with adding new fonts, all the normal text is now Jetbrains Mono Regular (cause why not, I use that everywhere) and the headings are my own handwriting! I used an online tool to make a hand drawn font and used that font on my site! (MyDamnFont)"}, {"post_id": 23702, "ts": "2026-07-06T20:13:08Z", "hours": 3.2211, "text": "Today is my longest devlog! (I needed time for centering a with CSS, lol) But now serious, I worked really long on my new desktop sidebar, first it’s the same navbar as earlier but if you scroll the navbar is first decreasing it’s width and then increasing it’s height until it’s a sidebar. It has fade animations for the content inside of it and on mobile it stays a navbar but with a hamburger menu. There are also some small changes, the links in the nav/sidebar are now buttons so it’s more clear you can click on them (thanks for the suggestion you random person from ship #1 rating) The site is also more mobile friendly, as I said, there’s nwo a better hamburger menu exclusive for mobile devices, and the links in the about section are big buttons on your phone. The allignment for the whole about section is fixed for mobile devices. Lastly, in many of the feedbacks people said that the hackatime widgets where going out of the section, that’s now fixed (;"}, {"post_id": 20677, "ts": "2026-07-02T10:29:24Z", "hours": 1.8083, "text": "I added an ‘What am I doing right now?’ section with a music widget that displays my now playing music, it auto-updates the background gradient and badge colors by getting the main colors from the songs cover image, it gets the now playing song from the Last.fm API, and my Last.fm profile is connected to my JellyFin server. I also added two extra projects to the carousel, “This website” and “The Jump 3000”"}, {"post_id": 12619, "ts": "2026-06-20T16:47:47Z", "hours": 1.3639, "text": "Today I added an animated pacman with ghost and pacman made with css animations, and I redesigned the Hackatime section widgets by looking at the documentation for the widgets"}, {"post_id": 12527, "ts": "2026-06-20T13:30:24Z", "hours": 0.8478, "text": "Made the Hackclub guy transparent and outline-only, made javascript to load projects from projects.json and I used swiper.js to put the project cards inside a 3D carousel"}, {"post_id": 10690, "ts": "2026-06-17T15:37:23Z", "hours": 1.2806, "text": "Today i added animations, typing effect, moving images, small content updates, and i added a better README, and most important! I published it on jonas.yixboost.dev!"}, {"post_id": 10017, "ts": "2026-06-16T15:44:39Z", "hours": 1.0206, "text": "Today I added some cool stuff! I started with designing a new background image with nicer colors, it’s self made in GIMP, the .xcf file is in the /assets/images folder Then I wanted to add something happy to the startpage, so i got an image of this Hack Club guy with a flag and added it to the right of the ‘Who am I?’ section (terrible positioning a div is not so fun to do), by the way, I renamed that, it was called the ‘About’ section, but that’s boring…. To make the ‘Who am I?’ section even nicer, I added an CSS shimmer effect to my name, I can use this effect everywhere now by adding the “shimmer” class to an html tag. In the top right corner of the ’’My Projects” section (renamed from “Projects”) I added a link to all my repositories, to put it in the corner I needed to use the bootstrap “d-flex” class. Because of the new background the scroll to top button was less visible, so i made it light gray Lastly, I edited some text content."}, {"post_id": 6397, "ts": "2026-06-10T19:15:23Z", "hours": 0.6267, "text": "Today I did not have that much time, but I gave the navbar a nice blurred glass effect, added an scroll to top button that appears when you scroll down (Credits: https://github.com/mdbootstrap/bootstrap-back-to-top-button ), I also made the buttons inside the project cards nicer. Some small changes everywhere, but every minute counts!"}, {"post_id": 5568, "ts": "2026-06-09T12:13:38Z", "hours": 1.4839, "text": "Today added many small changes! To start I added a Favicon (simple but needed) I did some content changes, and I added a brand new “Hackatime Stats” section, because i think it’s cool if you can see real time data, this works perfect, I added programming language stats, 356 day activity and a button to my Hackatime profile, another thing I did was making the project section nice, I added real content, the right images, hand-written descriptions and buttons and links, I added Yixboost Games, ChessOverAPI and JustTitanium."}, {"post_id": 5124, "ts": "2026-06-08T20:14:47Z", "hours": 0.555, "text": "I added an logo to the navbar and made the beginning of my Projects section, i’m completing that section later."}, {"post_id": 887, "ts": "2026-06-02T16:40:35Z", "hours": 1.0392, "text": "I made the allignment better, made the navbar dark and I made the about section a real (visible) container and gave it a blur effect, next I added a cool background"}, {"post_id": 807, "ts": "2026-06-02T14:09:13Z", "hours": 0.5267, "text": "I started the project by making a simple bootstrap structure"}]...
|
Title: My new personal website! by @jonasvanleeuwe Title: My new personal website! by @jonasvanleeuwen19 | Stardance
Devlogs:
I started the project by making a simple bootstrap structure
I made the allignment better, made the navbar dark and I made the about section a real (visible) container and gave it a blur effect, next I added a cool background
I added an logo to the navbar and made the beginning of my Projects section, i’m completing that section later.
Today added many small changes! To start I added a Favicon (simple but needed) I did some content changes, and I added a brand new “Hackatime Stats” section, because i think it’s cool if you can see real time data, this works perfect, I added programming language stats, 356 day activity and a button to my Hackatime profile, another thing I did was making the project section nice, I added real content, the right images, hand-written descriptions and buttons and links, I added Yixboost Games, ChessOverAPI and JustTitanium.
Today I did not have that much time, but I gave the navbar a nice blurred glass effect, added an scroll to top button that appears when you scroll down (Credits: https://github.com/mdbootstrap/bootstrap-back-to-top-button ), I also made the buttons inside the project cards nicer. Some small changes everywhere, but every minute counts!
Today I added some cool stuff! I started with designing a new background image with nicer colors, it’s self made in GIMP, the .xcf file is in the /assets/images folder Then I wanted to add something happy to the startpage, so i got an image of this Hack Club guy with a flag and added it to the right of the ‘Who am I?’ section (terrible positioning a div is not so fun to do), by the way, I renamed that, it was called the ‘About’ section, but that’s boring…. To make the ‘Who am I?’ section even nicer, I added an CSS shimmer effect to my name, I can use this effect everywhere now by adding the “shimmer” class to an html tag. In the top right corner of the ’’My Projects” section (renamed from “Projects”) I added a link to all my repositories, to put it in the corner I needed to use the bootstrap “d-flex” class. Because of the new background the scroll to top button was less visible, so i made it light gray Lastly, I edited some text content.
Today i added animations, typing effect, moving images, small content updates, and i added a better README, and most important! I published it on jonas.yixboost.dev!
Made the Hackclub guy transparent and outline-only, made javascript to load projects from projects.json and I used swiper.js to put the project cards inside a 3D carousel
Today I added an animated pacman with ghost and pacman made with css animations, and I redesigned the Hackatime section widgets by looking at the documentation for the widgets
I added an ‘What am I doing right now?’ section with a music widget that displays my now playing music, it auto-updates the background gradient and badge colors by getting the main colors from the songs cover image, it gets the now playing song from the Last.fm API, and my Last.fm profile is connected to my JellyFin server. I also added two extra projects to the carousel, “This website” and “The Jump 3000”
Today is my longest devlog! (I needed time for centering a with CSS, lol) But now serious, I worked really long on my new desktop sidebar, first it’s the same navbar as earlier but if you scroll the navbar is first decreasing it’s width and then increasing it’s height until it’s a sidebar. It has fade animations for the content inside of it and on mobile it stays a navbar but with a hamburger menu. There are also some small changes, the links in the nav/sidebar are now buttons so it’s more clear you can click on them (thanks for the suggestion you random person from ship #1 rating) The site is also more mobile friendly, as I said, there’s nwo a better hamburger menu exclusive for mobile devices, and the links in the about section are big buttons on your phone. The allignment for the whole about section is fixed for mobile devices. Lastly, in many of the feedbacks people said that the hackatime widgets where going out of the section, that’s now fixed (;
Massive update today! To start with, I didn’t really like the morph sidebar I made last time, so I made the hard choice to remove it. I looked at some Hack Club event websites, and found out many of them are using custom image assets for things like container borders and buttons, I like that idea, it’s cool to make hand drawn assets and use them on your website, it gives your website something special. So of course I tried it myself, First I did some research on how it works and how you can make custom section borders, I found this guide: https://css-tricks.com/revisiting-css-border-image/ This guide explains very well how custom borders work and how you can use it Of course I saved it to my personal Readeck ;) I started with just drawing a simple square in GIMP (just because I already know how to use GIMP) and then I applied it with CSS to my sections like in the guide, this worked, but I didn’t look that good, so I removed the CSS blur effect from earlier and used image opacity in GIMP to create a blue semi-transparent section, and I added a thin extra line to the border to make it look better. I wanted to use this on my LastFM music widget as well, but that didn’t work because the background needs to be applied with CSS with colors from the currently playing songs cover image, so there I can’t use the same border image as background. The problem here is that the background is then going outside of the border lines, after MANY ways of trying to fix this I found the solution, I made a black and white version of the image and updated my javascript to replace the black and white with the correct colors and then inject THAT image. This works extremely good, it’s looks so good now! When that was finally done, I did some last changes, made assets for buttons, lines, the navbar, the other cards, etc, all the components do now have a custom drawn border. I ended with adding new fonts, all the normal text is now Jetbrains Mono Regular (cause why not, I use that everywhere) and the headings are my own handwriting! I used an online tool to make a hand drawn font and used that font on my site! (MyDamnFont)
Added badges section Added some cool 88x31 badges to a section on my website! Including badges about the site, my favorite software, games and more!
Small CSS fixes, better README and updated screenshot
Added project information page with automatic loading from my JSON projects list. Also made some CSS and html changes to clean up like removing tags and better css positioning.
Added steam currently playing game to the “What am I doing right now?” section. It uses an API proxy for current playing games I made with python running in docker: https://git.tuxworld.nl/jonas/steam-now-playing
Ships:
I made a redesign of my personal website, it’s a complete rebuild from scratch, I wanted to replace my personal website with one I completely made myself without AI. I have added some nice cards for my projects, Hackatime stats and an animated section about myself. I finally published it on https://jonas.yixboost.dev The background image is self-made with GIMP to improve my GIMP skills (that time is not logged, rip)
This is my second ship on this project! The goal of this project is to create an personal site about me that isn’t boring and is made without AI. It’s already live on my domain (jonas.yixboost.dev). All the assets used like the background, the drawings for section borders, lines, the navbar, cards and buttons are made by me with GIMP and Inkscape, because it makes my site more special and I want to get better with these programs. Even the font used for headings (MyDamnFont) is my own hand writing (; Hope you all like it!
Added some updates to my website, small css and content updates, new badges section with 88x31 badges! (so cool!) I also added pages for projects and made a docker container to monitor my recent playing game on steam, to show it on a widget in the “What am I doing right now?” section!...
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1792835477.0878017
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1792921877.0878017
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66613
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Portfolio Website by @HackPlayAar | Stardance
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HackPlayAar
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1
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9.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T08:04:36Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have created my personal portfolio website which I can use to add to my resume and get internship", "repo": "https://github.com/Aaravshah2806/Portfolio", "demo": "https://www.hackplayaar.me/"}]...
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[{"post_id": 75821, "ts": "202 [{"post_id": 75821, "ts": "2026-10-01T08:02:04Z", "hours": 8.9672, "text": "I have created my personal portfolio website so i can add to my resume"}]...
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Title: Portfolio Website by @HackPlayAar | Stardan Title: Portfolio Website by @HackPlayAar | Stardance
Devlogs:
I have created my personal portfolio website so i can add to my resume
Ships:
I have created my personal portfolio website which I can use to add to my resume and get internship...
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1792817347.9614246
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1792903747.9614246
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61240
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My first slack bot! by @CosmicCraft | Stardance
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CosmicCraft
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1
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0.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T07:21:16Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you build? I created a custom Slack bot using Node.js and @slack /bolt framework on a Hack Club Nest Linux server that constantly works as a systemd background process and reacts to slash commands all day long. What was tricky? Working in the Linux command line was difficult at first. I had to find out how to SSH using IPv6 address, fix the npm installation failure due to the lack of a package.json file and securely create .env variables directly in the server using nano editor. What are you proud of? The thing I am proud of is the ability to run my bot constantly in the background. Creating a systemd file for the first time and seeing the status “active (running)” on the server means I have managed to deploy an application that works constantly. What should people know to test your project? In order to test the project, one has to join the workspace with the bot on Slack and use the slash command. As it works constantly on Nest, it will instantly respond without any need of my laptop being turned on.", "repo": "https://github.com/AIDigitalDreamer/SlackBOT", "demo": "https://hackclub.enterprise.slack.com/archives/C0C6KGD262V"}]...
|
[{"post_id": 75811, "ts": "202 [{"post_id": 75811, "ts": "2026-10-01T07:12:10Z", "hours": 0.3217, "text": "Dev Log: Setting up a Slack Bot that Runs 24/7 What I’ve Built: Slack bot in Node.js using @slack /bolt module, deployed and kept running on my Hack Club Nest Linux server. How I Did It: Setting Up: Set up my bot in the Slack API using Socket Mode and generated my tokens. Connecting to Server: SSH’ed into my Nest server. Initially ran into timeout issue with IPv4 IP, but was able to connect through my public IPv6 IP. The Blocker: Installed Git and Node.js on my server, then cloned my repo. My npm install command was unsuccessful since I hadn’t pushed my package.json file. Quickly fixed this by adding the package.json file through GitHub UI and running git pull on the server. Going 24/7: Manually created my .env file in the server. To keep my bot running even when I close my computer, I created my own systemd background service (slackbot.service) for the node process. Result: Success!"}]...
|
Title: My first slack bot! by @CosmicCraft | Stard Title: My first slack bot! by @CosmicCraft | Stardance
Devlogs:
Dev Log: Setting up a Slack Bot that Runs 24/7 What I’ve Built: Slack bot in Node.js using @slack /bolt module, deployed and kept running on my Hack Club Nest Linux server. How I Did It: Setting Up: Set up my bot in the Slack API using Socket Mode and generated my tokens. Connecting to Server: SSH’ed into my Nest server. Initially ran into timeout issue with IPv4 IP, but was able to connect through my public IPv6 IP. The Blocker: Installed Git and Node.js on my server, then cloned my repo. My npm install command was unsuccessful since I hadn’t pushed my package.json file. Quickly fixed this by adding the package.json file through GitHub UI and running git pull on the server. Going 24/7: Manually created my .env file in the server. To keep my bot running even when I close my computer, I created my own systemd background service (slackbot.service) for the node process. Result: Success!
Ships:
What did you build? I created a custom Slack bot using Node.js and @slack /bolt framework on a Hack Club Nest Linux server that constantly works as a systemd background process and reacts to slash commands all day long. What was tricky? Working in the Linux command line was difficult at first. I had to find out how to SSH using IPv6 address, fix the npm installation failure due to the lack of a package.json file and securely create .env variables directly in the server using nano editor. What are you proud of? The thing I am proud of is the ability to run my bot constantly in the background. Creating a systemd file for the first time and seeing the status “active (running)” on the server means I have managed to deploy an application that works constantly. What should people know to test your project? In order to test the project, one has to join the workspace with the bot on Slack and use the slash command. As it works constantly on Nest, it will instantly respond without any need of my laptop being turned on....
|
1792813814.182995
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1792900214.182995
|
|
67211
|
Stardance by @Lazyllama | Stardance
|
Lazyllama
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T07:20:19Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "#teambukubuku", "repo": "https://github.com/lazylllama/stardance", "demo": "https://stardance.hackclub.com"}]...
|
[{"post_id": 75812, "ts": "202 [{"post_id": 75812, "ts": "2026-10-01T07:16:21Z", "hours": 11.1264, "text": "My pull requests to stardance! Over 20 in total I’m sorry for not writing a very long and explanatory text but theres just too much to include <3 https://github.com/hackclub/stardance/pull/1252 https://github.com/hackclub/stardance/pull/938 https://github.com/hackclub/stardance/pull/1004 https://github.com/hackclub/stardance/pull/940 https://github.com/hackclub/stardance/pull/935 https://github.com/hackclub/stardance/pull/903 https://github.com/hackclub/stardance/pull/388 https://github.com/hackclub/stardance/pull/835 https://github.com/hackclub/stardance/pull/837 https://github.com/hackclub/stardance/pull/376 https://github.com/hackclub/stardance/pull/766 https://github.com/hackclub/stardance/pull/761 https://github.com/hackclub/stardance/pull/759 https://github.com/hackclub/stardance/pull/750 https://github.com/hackclub/stardance/pull/341 https://github.com/hackclub/stardance/pull/426 https://github.com/hackclub/stardance/pull/420 https://github.com/hackclub/stardance/pull/343 https://github.com/hackclub/stardance/pull/308"}]...
|
Title: Stardance by @Lazyllama | Stardance
Devlog Title: Stardance by @Lazyllama | Stardance
Devlogs:
My pull requests to stardance! Over 20 in total I’m sorry for not writing a very long and explanatory text but theres just too much to include <3 https://github.com/hackclub/stardance/pull/1252 https://github.com/hackclub/stardance/pull/938 https://github.com/hackclub/stardance/pull/1004 https://github.com/hackclub/stardance/pull/940 https://github.com/hackclub/stardance/pull/935 https://github.com/hackclub/stardance/pull/903 https://github.com/hackclub/stardance/pull/388 https://github.com/hackclub/stardance/pull/835 https://github.com/hackclub/stardance/pull/837 https://github.com/hackclub/stardance/pull/376 https://github.com/hackclub/stardance/pull/766 https://github.com/hackclub/stardance/pull/761 https://github.com/hackclub/stardance/pull/759 https://github.com/hackclub/stardance/pull/750 https://github.com/hackclub/stardance/pull/341 https://github.com/hackclub/stardance/pull/426 https://github.com/hackclub/stardance/pull/420 https://github.com/hackclub/stardance/pull/343 https://github.com/hackclub/stardance/pull/308
Ships:
#teambukubuku...
|
1792817384.983756
|
1792903784.983756
|
|
37114
|
Slack Bot with a Humor by @Sai_Shreyansh | Stardan Slack Bot with a Humor by @Sai_Shreyansh | Stardance...
|
Sai_Shreyansh
|
1
|
1.0
|
1
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T06:42:09Z", "hours": 1.0, "multiplier": 1.37, "payout": 1, "blessing": "neutral", "text": "I made a Slack Bot, the difficult part was waiting for Nest to get approved for me and I’m happy that this came out good, as this is the first real project I’ve done. You can test this in the Slack bot-spam channel", "repo": "https://github.com/saishreyansh28-ux/Slack-Bot-Stardance", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?_gl=1*1d6g81a*_gcl_au*MjA4NTgwODU1Mi4xNzkwNjA3OTcw"}]...
|
[{"post_id": 75806, "ts": "202 [{"post_id": 75806, "ts": "2026-10-01T06:33:15Z", "hours": 0.3797, "text": "Completed the thing fully!"}, {"post_id": 74944, "ts": "2026-09-28T17:26:58Z", "hours": 0.5036, "text": "got the code part done"}]...
|
Title: Slack Bot with a Humor by @Sai_Shreyansh | Title: Slack Bot with a Humor by @Sai_Shreyansh | Stardance
Devlogs:
got the code part done
Completed the thing fully!
Ships:
I made a Slack Bot, the difficult part was waiting for Nest to get approved for me and I’m happy that this came out good, as this is the first real project I’ve done. You can test this in the Slack bot-spam channel...
|
1792856889.435884
|
1792943289.435884
|
|
59904
|
REACTOR by @mindstormpro3 | Stardance
|
mindstormpro3
|
1
|
12.58
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T06:13:17Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Reactor is a special python TUI tool for running bots made for the hack club defector event 100% locally. Gone are the days of uploading your bot to the defector website just to see if there is a bug! Now you can test your bot locally, even against the top 20 leaderboard bots! This project made me relearn python, and also learn a bit about the internal workings of javascript, and most importantly, taught me how to publish a python package to PyPi. If you want to try out Reactor for yourself, download it with pip install reactor_mindstormpro3 or check out my github for more instructions! once downloaded all you gotta do is restart your terminal and run Reactor in it to start it up!", "repo": "https://github.com/mindstormpro/Reactor", "demo": "https://pypi.org/project/reactor-mindstormpro3/"}]...
|
[{"post_id": 76056, "ts": "202 [{"post_id": 76056, "ts": "2026-10-02T06:46:33Z", "hours": 0.5822, "text": "REACTOR DEVLOG #3.5! This is a very speedy devlog, since it’s only like 30 mins of bugfixing so I can reship, but Ill give some details: So basically, when I wrote the error handling in the last devlog, turns out I was trying to write to a dictionary (the bot’s data dictionary) without actually initializing it first, causing a silent crash. I just did a little switcharoo to move the init statement (which was right after ) to run first and now it works fine! I also just added some more error logging with the textual notification system in case something goes wrong and bumped up the PyPi python package version to 1.0.4 instead of 1.0.3 . Also, for the shipwrights, I just want to clarify that it only loads files if they are .js or if they have no extension at all, so no .txt or any other file."}, {"post_id": 75267, "ts": "2026-09-29T16:26:12Z", "hours": 1.5125, "text": "Reactor Devlog #3! Hello guys! Ive been a little busy the past week, but I finally got around to making some progress, and so here’s what I have to show for it: WE’RE ON PYPI! I managed to upload Reactor to pypi under the name reactor_mindstormpro3 ( Check it out here! ) It took a while to get everything set up but basically I just used hatchling to build and twine to upload, with a pyproject.toml I borrowed from some guide and modified to require some dependencies like py_mini_racer . ( Hippity Hoppity Your Code Is Now My Property ) A Lot of Bug Fixing And Changes! I fixed the following issues: Invalid bots that throw errors when loaded now throw an error as a push notification but doesnt crash the app. Made refreshing more reliable Moved loading bots at boot to a separate thread to not impair loading time of the app."}, {"post_id": 71867, "ts": "2026-09-21T17:52:41Z", "hours": 3.9761, "text": "Reactor Devlog #2! What changed? A lot has happened since my last devlog! I locked in and implemented a bunch of new features, such as: error handling!!! a WORKING request system to fetch the latest reactor bots to test your bot against A bot selector system to add any bot in the CWD or sub-directories into the runner, so you can test your own bot! Better UI!! Woah thats a lot of changes, lemme break it down… First, the Error Handling! This one is kinda the most self-explanitory. Basically, The mini_racer engine for python uses an old version of javascript, so some features, like table.at() isnt supported. For table.at() I just added a filler script to the front of the src that defines it, but I can’t realistically catch everything so I a segment in the loading of the bot that runs the code once and checks for a crash or parsing error from the engine and if it fails then it doesn’t import the bot into the bot table. (AI wrote the filler script, but I originally found the bug and also made the error handling section) Secondly, The Request System! The request system is arguably the coolest part of this project, but I feel obligated to also explain that some of the request system was assisted by AI (meaning that AI wrote code, I read it, and then reimplemented it with the same general idea) and also ai DID write the leaderboard grabber which just grabs all of the bots’ id’s that I can use to find their links and grab the src, but ONLY the leaderboard parser, not the bot page parser. Ok, with that out of the way, how does this really work? well basically I take and parse the current leaderboard stream at defector.hackclub.com/_app/remote/1jsclqx/leaderboardData . Then with that info, I manually take the bot IDs given with that and shove them into this template: https://defector.hackclub.com/bot/(bot ID here) . That spits out an HTML page, so I use BeautifulSoup to parse it with this absolute horror of a line: BeautifulSoup(response.text, \"html.parser\").find_all(\"pre\")[-1].get_text() and extract the source code, before writing them into a file in the botCache folder in the CWD. Then I load the file as normal, just like any other bot. Thirdly, The Bot Selection System! The bot selection system works by just replacing the normal leaderboard widget with a DirectoryTree widget and then setting it to show the current working directory, or CWD. I then use a custom sorter script to show only folders and .js files. whenever a JS script is clicked, it just imports it as a normal bot. Finally, we have UI Improvements! I added zebra tiling to the leaderboard to make it more readable, made buttons disable themselves during certain actions like disabling the run button when refreshing, and fixed a few little UI bugs. What’s Next? well after this I’m going to try to ship, with only 9 days left in Stardance. I Just need to package it with PyPi and I’m done!"}, {"post_id": 65635, "ts": "2026-09-10T21:54:24Z", "hours": 6.5558, "text": "Reactor Devlog 1! Wait…. So what is Reactor? Reactor is a tool to test bots made for Defector without having to publish your bot to the website and go through all that hassle. What I’ve done in the first 6 hours Installed mini_racer for python and wrote a basic function to take a .js script and run the bot function inside it. Fixed a but with mini_racer lacking array.at() due to mini_racer using an outdated version of js by just defining it myself :) Learned the basics of Textual for making TUIs in python Made a cool TUI that allows you to start the reactor and then shows the statistics of the sim in a table. (see attached image) fixed some misc bugs Ok, now how does it actually work? So basically, whenever I want to to play two bots against each other, I define a new mini_racer context with a modified version of their src (changed the export default with export default\", \"globalThis.botFunc = because otherwise mini_racer wouldnt be able to see it, and added a polyfill to the front of the script to define table.prototype.at() ) and then evaluate the bot () function for both bots and simulate a match between them! I then just made a function to loop through each possible robot matchup and run the game of 100-150 rounds, and then delegated the whole thing to a thread so the UI could still render while it runs. So What’s next? Add the ability to get the bots on the leaderboard and play against them Make some more simple bots add misc features like better UI and the ability to select extra bots to add instead of just ones in the cache folder See Ya Later! - Elio :3"}]...
|
Title: REACTOR by @mindstormpro3 | Stardance
Devl Title: REACTOR by @mindstormpro3 | Stardance
Devlogs:
Reactor Devlog 1! Wait…. So what is Reactor? Reactor is a tool to test bots made for Defector without having to publish your bot to the website and go through all that hassle. What I’ve done in the first 6 hours Installed mini_racer for python and wrote a basic function to take a .js script and run the bot function inside it. Fixed a but with mini_racer lacking array.at() due to mini_racer using an outdated version of js by just defining it myself :) Learned the basics of Textual for making TUIs in python Made a cool TUI that allows you to start the reactor and then shows the statistics of the sim in a table. (see attached image) fixed some misc bugs Ok, now how does it actually work? So basically, whenever I want to to play two bots against each other, I define a new mini_racer context with a modified version of their src (changed the export default with export default", "globalThis.botFunc = because otherwise mini_racer wouldnt be able to see it, and added a polyfill to the front of the script to define table.prototype.at() ) and then evaluate the bot () function for both bots and simulate a match between them! I then just made a function to loop through each possible robot matchup and run the game of 100-150 rounds, and then delegated the whole thing to a thread so the UI could still render while it runs. So What’s next? Add the ability to get the bots on the leaderboard and play against them Make some more simple bots add misc features like better UI and the ability to select extra bots to add instead of just ones in the cache folder See Ya Later! - Elio :3
Reactor Devlog #2! What changed? A lot has happened since my last devlog! I locked in and implemented a bunch of new features, such as: error handling!!! a WORKING request system to fetch the latest reactor bots to test your bot against A bot selector system to add any bot in the CWD or sub-directories into the runner, so you can test your own bot! Better UI!! Woah thats a lot of changes, lemme break it down… First, the Error Handling! This one is kinda the most self-explanitory. Basically, The mini_racer engine for python uses an old version of javascript, so some features, like table.at() isnt supported. For table.at() I just added a filler script to the front of the src that defines it, but I can’t realistically catch everything so I a segment in the loading of the bot that runs the code once and checks for a crash or parsing error from the engine and if it fails then it doesn’t import the bot into the bot table. (AI wrote the filler script, but I originally found the bug and also made the error handling section) Secondly, The Request System! The request system is arguably the coolest part of this project, but I feel obligated to also explain that some of the request system was assisted by AI (meaning that AI wrote code, I read it, and then reimplemented it with the same general idea) and also ai DID write the leaderboard grabber which just grabs all of the bots’ id’s that I can use to find their links and grab the src, but ONLY the leaderboard parser, not the bot page parser. Ok, with that out of the way, how does this really work? well basically I take and parse the current leaderboard stream at defector.hackclub.com/_app/remote/1jsclqx/leaderboardData . Then with that info, I manually take the bot IDs given with that and shove them into this template: https://defector.hackclub.com/bot/(bot ID here) . That spits out an HTML page, so I use BeautifulSoup to parse it with this absolute horror of a line: BeautifulSoup(response.text, "html.parser").find_all("pre")[-1].get_text() and extract the source code, before writing them into a file in the botCache folder in the CWD. Then I load the file as normal, just like any other bot. Thirdly, The Bot Selection System! The bot selection system works by just replacing the normal leaderboard widget with a DirectoryTree widget and then setting it to show the current working directory, or CWD. I then use a custom sorter script to show only folders and .js files. whenever a JS script is clicked, it just imports it as a normal bot. Finally, we have UI Improvements! I added zebra tiling to the leaderboard to make it more readable, made buttons disable themselves during certain actions like disabling the run button when refreshing, and fixed a few little UI bugs. What’s Next? well after this I’m going to try to ship, with only 9 days left in Stardance. I Just need to package it with PyPi and I’m done!
Reactor Devlog #3! Hello guys! Ive been a little busy the past week, but I finally got around to making some progress, and so here’s what I have to show for it: WE’RE ON PYPI! I managed to upload Reactor to pypi under the name reactor_mindstormpro3 ( Check it out here! ) It took a while to get everything set up but basically I just used hatchling to build and twine to upload, with a pyproject.toml I borrowed from some guide and modified to require some dependencies like py_mini_racer . ( Hippity Hoppity Your Code Is Now My Property ) A Lot of Bug Fixing And Changes! I fixed the following issues: Invalid bots that throw errors when loaded now throw an error as a push notification but doesnt crash the app. Made refreshing more reliable Moved loading bots at boot to a separate thread to not impair loading time of the app.
REACTOR DEVLOG #3.5! This is a very speedy devlog, since it’s only like 30 mins of bugfixing so I can reship, but Ill give some details: So basically, when I wrote the error handling in the last devlog, turns out I was trying to write to a dictionary (the bot’s data dictionary) without actually initializing it first, causing a silent crash. I just did a little switcharoo to move the init statement (which was right after ) to run first and now it works fine! I also just added some more error logging with the textual notification system in case something goes wrong and bumped up the PyPi python package version to 1.0.4 instead of 1.0.3 . Also, for the shipwrights, I just want to clarify that it only loads files if they are .js or if they have no extension at all, so no .txt or any other file.
Ships:
Reactor is a special python TUI tool for running bots made for the hack club defector event 100% locally. Gone are the days of uploading your bot to the defector website just to see if there is a bug! Now you can test your bot locally, even against the top 20 leaderboard bots! This project made me relearn python, and also learn a bit about the internal workings of javascript, and most importantly, taught me how to publish a python package to PyPi. If you want to try out Reactor for yourself, download it with pip install reactor_mindstormpro3 or check out my github for more instructions! once downloaded all you gotta do is restart your terminal and run Reactor in it to start it up!...
|
1792813688.94785
|
1792900088.94785
|
|
5727
|
Album Rater Website by @Vishwa | Stardance
|
Vishwa
|
1
|
39.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T05:07:44Z", "hours": 39.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made SimpleRater, a way to quickly write in your own ratings and comments on songs you love! You can search for an album using one of 2 music databases, and rate the album song-by-song on its own, colorful theme. I kept it Simple: just rate, comment, and save; no extra unnecessary features.", "repo": "https://github.com/VaishuBeta/album-rater", "demo": "https://rater-deployment.netlify.app/"}]...
|
[{"post_id": 75790, "ts": "202 [{"post_id": 75790, "ts": "2026-10-01T04:46:05Z", "hours": 1.7628, "text": "Final devlog Everything is ready for publishing. Submission will be finished shortly."}, {"post_id": 74277, "ts": "2026-09-27T03:35:16Z", "hours": 3.5108, "text": "Final update before publishing This is the final, ready-for-release version of the project. I will be working on packaging and publishing it for the next few days. Album pages can be exported with album and rating data (new button!) Home page has a new (but familiar) layout. Added a background for the search section, creates the sections step-by-step and autoscrolls for a smooth and clear experience. Looks a lot better than the old UI, honestly. **Added iTunes Search, using iTunes API. It gives generally different results than MusicBrainz, so you’ll usually find the album you’re looking for in one of them. Importing is somewhat functional but causes a lot of issues. This will likely be removed before release. Rating comments look better (gray when blank, scrolling for long comments) Rating numbers are much easier to type. Previously, the auto-formatting made it annoying to type in your rating. The format has since been fixed, and is much easier to use. Rating cells change opacity depending on how well rated the song is. Lowest opacity is 30% for a 0/10 rating, so even 0s are still visible. This makes it much easier to see what songs are rated well/poorly at a glance, and makes the page look much better. Misc. bugs were fixed, and more comments were added to the code"}, {"post_id": 60618, "ts": "2026-09-03T02:20:32Z", "hours": 7.0539, "text": "Returning to the Album Rater Album Rater is now fully saved using LocalStorage. I plan to add exports page exports very soon. Color palettes also save to LocalStorage and work with a pop-up button next to the edit button. To Do: Add imports/exports Tracklist editing before and after page creation Manual page creation with user-inputted album data Try another music search API (Spotify API needs premium) UI updates to polish the look Finish up and submit the project"}, {"post_id": 13535, "ts": "2026-06-22T04:44:10Z", "hours": 8.9711, "text": "I added so much this time I forgot everything I did, so this is just what I remember. Made the HTML files generate with a parallel JSON file, which I’ll use for data importing/exporting Added custom colors. Color Thief generates a clean palette up to 10 colors, and the user can select two to be the primary and secondary colors. This influences the entire page’s theme, since every color is derived from those two colors. The program also saves your chosen two colors in local storage, so that each page has its own selected theme. (I might move this to a JSON file, since I plan to use that for saving the tracklist info, but i’m not sure yet). On the home page, I made a pop-up box for the user to validate/customize album information before the page is made. This way, they can make the page name whatever they want instead of the automatic one. I still have to link this to the backend to sync the page names with the page generation. I finally added custom comments for the songs, which I’ve stalled for super long now. I’m debating between saving them with local storage or a seperate JSON file, so I’ve held off on the saving for now. Right now they just save in an object in the JS file. I made a top bar where the pages will go. I want the UI to look like Google tabs, with a (+) button that has a dropdown with all the pages. I fixed the entire backend and solved a bunch of problems. Before, making two pages for the same album would overwrite the old one, but now I made it make a duplicate, titled” {Album Name} 2.html” instead. I have to link this with the popup to let the user name it whatever they want, since this is going to be the page name used everywhere. I also had issues with albums with special names. For example, I knew an album titled “</3”, and the “<” and “/” would cause issues with finding the file as well as HTML formatting when generating the page. So I seperated the file name from the album name by making a separate sanitized name, which is going to be the page name. I also remember doing a ton of smaller fixes but I forgot what I did. I cleaned up the CSS in a bunch of places and made sure elements didn’t break with different-sized windows. Next, I need to Link the popup on the Search page to the backend, so the user can customize page names before making them. Make the tabs system on the top, where the user can open/close whichever pages are relevant. Let the user update the number rating, and put some album data (median rating, user rating, album comments) Let the user change the album cover in the popup and on the album page Export album pages as JSON files I’m almost done with the app and I think I can probably finish it up in a few more devlogs. I’m expecting two weeks until I’m ready to ship."}, {"post_id": 8440, "ts": "2026-06-14T01:18:21Z", "hours": 4.2897, "text": "For the past few sessions, I’ve just been working on a dynamic theme for the album page. It automatically samples a dominant and secondary color from the album cover, and then: Creates a gradient for the banner, with both colors darkened (or lightened if needed) until it’s within a certain luminosity threshhold Darkens the primary color to create the background color Raises luminosity of the secondary color to color the tracklist numbers and “Tracklist” title. I just need to make the ratings and comments for this page, and I should be done with the album pages. After that, I’ll probably work on customizing the album page themes, since sometimes they don’t pick the best colors automatically. Then, I’ll have to do rating and comment functionality. The project is going well so far, and I think I’m close to done. I only have a few more big tasks left, and then I just have to do some finishing touches and I should be done."}, {"post_id": 6643, "ts": "2026-06-11T04:05:07Z", "hours": 4.5094, "text": "Made the UI for the album pages (this is temporary, I plan to work on this a lot more later). I also added the ability to edit the album data. User input for the songs is not implemented yet, so this is all hardcoded. I spent a while trying to use ColorThief to automatically sample a background color for the album cover, but there were some issues with the package and I couldn’t get it to work, so I just hardcoded this color for now. I plan to get ColorThief (or a similar package) working soon, since the accent color is pretty important to the look of the app. My next steps are to implement song input (rating & comments) and improve the UI for this page, as well as the home page."}, {"post_id": 5296, "ts": "2026-06-09T00:50:52Z", "hours": 1.9944, "text": "I’ve made the process to generate album pages. It’s not hooked up to a script yet, so there’s no functionality, but the Search->Page Generation pipeline works perfectly. You can search for an album with MusicBrainz API (or just give a release ID) and find an album, then get a preview to make sure it’s the right album, and finally generate an album page for it. All that’s left is making the script to edit the album pages as needed. I’m guessing this will be in 3 parts: being able to edit album “hard” data, being able to input ratings and comments, and being able to export/import album pages as a file. For the last part, I would like it to be a text file or CSV file, but an HTML file could honestly be easier if all the data is written in there anyways. I’ll cross that bridge when I get to it. For now, I need to work on the former 2 parts."}, {"post_id": 4712, "ts": "2026-06-08T04:13:41Z", "hours": 3.0178, "text": "UI for the homepage is coming together well, but I might update it at the end of the project. For now, there’s a theme and it looks good, so that’s good enough. I also added a Search by Release ID feature, since the MusicBrainz API search isn’t that great and oftentimes doesn’t suggest the album that I want, so now I can just paste a release ID to get the album immediately. Next steps are building the functionality for the rating pages and figuring out how to store the user-inputted page data."}, {"post_id": 3882, "ts": "2026-06-06T23:43:20Z", "hours": 3.32, "text": "The program can now search for albums, preview information, and load it in a new file for further use. The UI looks like a mess for now, so the next step is to fix the layout and interface. This is a great experience, learning to use the MusicBrainz API and learn how Electron works, and I’m glad to be working on this project."}, {"post_id": 1147, "ts": "2026-06-03T00:10:20Z", "hours": 0.4867, "text": "Basic Electron setup for the app, learning how it works. This is my first time using Electron for any project, so this will be fun."}]...
|
Title: Album Rater Website by @Vishwa | Stardance
Title: Album Rater Website by @Vishwa | Stardance
Devlogs:
Basic Electron setup for the app, learning how it works. This is my first time using Electron for any project, so this will be fun.
The program can now search for albums, preview information, and load it in a new file for further use. The UI looks like a mess for now, so the next step is to fix the layout and interface. This is a great experience, learning to use the MusicBrainz API and learn how Electron works, and I’m glad to be working on this project.
UI for the homepage is coming together well, but I might update it at the end of the project. For now, there’s a theme and it looks good, so that’s good enough. I also added a Search by Release ID feature, since the MusicBrainz API search isn’t that great and oftentimes doesn’t suggest the album that I want, so now I can just paste a release ID to get the album immediately. Next steps are building the functionality for the rating pages and figuring out how to store the user-inputted page data.
I’ve made the process to generate album pages. It’s not hooked up to a script yet, so there’s no functionality, but the Search->Page Generation pipeline works perfectly. You can search for an album with MusicBrainz API (or just give a release ID) and find an album, then get a preview to make sure it’s the right album, and finally generate an album page for it. All that’s left is making the script to edit the album pages as needed. I’m guessing this will be in 3 parts: being able to edit album “hard” data, being able to input ratings and comments, and being able to export/import album pages as a file. For the last part, I would like it to be a text file or CSV file, but an HTML file could honestly be easier if all the data is written in there anyways. I’ll cross that bridge when I get to it. For now, I need to work on the former 2 parts.
Made the UI for the album pages (this is temporary, I plan to work on this a lot more later). I also added the ability to edit the album data. User input for the songs is not implemented yet, so this is all hardcoded. I spent a while trying to use ColorThief to automatically sample a background color for the album cover, but there were some issues with the package and I couldn’t get it to work, so I just hardcoded this color for now. I plan to get ColorThief (or a similar package) working soon, since the accent color is pretty important to the look of the app. My next steps are to implement song input (rating & comments) and improve the UI for this page, as well as the home page.
For the past few sessions, I’ve just been working on a dynamic theme for the album page. It automatically samples a dominant and secondary color from the album cover, and then: Creates a gradient for the banner, with both colors darkened (or lightened if needed) until it’s within a certain luminosity threshhold Darkens the primary color to create the background color Raises luminosity of the secondary color to color the tracklist numbers and “Tracklist” title. I just need to make the ratings and comments for this page, and I should be done with the album pages. After that, I’ll probably work on customizing the album page themes, since sometimes they don’t pick the best colors automatically. Then, I’ll have to do rating and comment functionality. The project is going well so far, and I think I’m close to done. I only have a few more big tasks left, and then I just have to do some finishing touches and I should be done.
I added so much this time I forgot everything I did, so this is just what I remember. Made the HTML files generate with a parallel JSON file, which I’ll use for data importing/exporting Added custom colors. Color Thief generates a clean palette up to 10 colors, and the user can select two to be the primary and secondary colors. This influences the entire page’s theme, since every color is derived from those two colors. The program also saves your chosen two colors in local storage, so that each page has its own selected theme. (I might move this to a JSON file, since I plan to use that for saving the tracklist info, but i’m not sure yet). On the home page, I made a pop-up box for the user to validate/customize album information before the page is made. This way, they can make the page name whatever they want instead of the automatic one. I still have to link this to the backend to sync the page names with the page generation. I finally added custom comments for the songs, which I’ve stalled for super long now. I’m debating between saving them with local storage or a seperate JSON file, so I’ve held off on the saving for now. Right now they just save in an object in the JS file. I made a top bar where the pages will go. I want the UI to look like Google tabs, with a (+) button that has a dropdown with all the pages. I fixed the entire backend and solved a bunch of problems. Before, making two pages for the same album would overwrite the old one, but now I made it make a duplicate, titled” {Album Name} 2.html” instead. I have to link this with the popup to let the user name it whatever they want, since this is going to be the page name used everywhere. I also had issues with albums with special names. For example, I knew an album titled “</3”, and the “<” and “/” would cause issues with finding the file as well as HTML formatting when generating the page. So I seperated the file name from the album name by making a separate sanitized name, which is going to be the page name. I also remember doing a ton of smaller fixes but I forgot what I did. I cleaned up the CSS in a bunch of places and made sure elements didn’t break with different-sized windows. Next, I need to Link the popup on the Search page to the backend, so the user can customize page names before making them. Make the tabs system on the top, where the user can open/close whichever pages are relevant. Let the user update the number rating, and put some album data (median rating, user rating, album comments) Let the user change the album cover in the popup and on the album page Export album pages as JSON files I’m almost done with the app and I think I can probably finish it up in a few more devlogs. I’m expecting two weeks until I’m ready to ship.
Returning to the Album Rater Album Rater is now fully saved using LocalStorage. I plan to add exports page exports very soon. Color palettes also save to LocalStorage and work with a pop-up button next to the edit button. To Do: Add imports/exports Tracklist editing before and after page creation Manual page creation with user-inputted album data Try another music search API (Spotify API needs premium) UI updates to polish the look Finish up and submit the project
Final update before publishing This is the final, ready-for-release version of the project. I will be working on packaging and publishing it for the next few days. Album pages can be exported with album and rating data (new button!) Home page has a new (but familiar) layout. Added a background for the search section, creates the sections step-by-step and autoscrolls for a smooth and clear experience. Looks a lot better than the old UI, honestly. **Added iTunes Search, using iTunes API. It gives generally different results than MusicBrainz, so you’ll usually find the album you’re looking for in one of them. Importing is somewhat functional but causes a lot of issues. This will likely be removed before release. Rating comments look better (gray when blank, scrolling for long comments) Rating numbers are much easier to type. Previously, the auto-formatting made it annoying to type in your rating. The format has since been fixed, and is much easier to use. Rating cells change opacity depending on how well rated the song is. Lowest opacity is 30% for a 0/10 rating, so even 0s are still visible. This makes it much easier to see what songs are rated well/poorly at a glance, and makes the page look much better. Misc. bugs were fixed, and more comments were added to the code
Final devlog Everything is ready for publishing. Submission will be finished shortly.
Ships:
I made SimpleRater, a way to quickly write in your own ratings and comments on songs you love! You can search for an album using one of 2 music databases, and rate the album song-by-song on its own, colorful theme. I kept it Simple: just rate, comment, and save; no extra unnecessary features....
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1792853339.8705328
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1792939739.8705328
|
|
61803
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WebOS by @cosmic79conqueror | Stardance
|
cosmic79conqueror
|
4
|
14.0
|
104
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T04:53:11Z", "hours": 1.0, "multiplier": 3.45, "payout": 5, "blessing": "neutral", "text": "Hellow guys! this is NeuOS This is a neumorphic browseer based OS with cool features!!! This was inspired because my last project seemed to do really bad- like really really bad and i barely got and stardust out of the hours i put in it. So i consulted my friend who advised me on design principles and introduced me to neumorphism. new features: taskbar fixed bugs demo lonk: https://abhrajit-gogoi.github.io/neuos/", "repo": "https://github.com/Abhrajit-Gogoi/neuos", "demo": "https://abhrajit-gogoi.github.io/neuos/"}, {"ship_num": 2, "ts": "2026-09-29T05:15:45Z", "hours": 6.0, "multiplier": 13.47, "payout": 81, "blessing": "neutral", "text": "Hellow guys! this is NeuOS This is a neumorphic browseer based OS with cool features!!! This was inspired because my last project seemed to do really bad- like really really bad and i barely got and stardust out of the hours i put in it. So i consulted my friend who advised me on design principles and introduced me to neumorphism. features: 3 color based themes which honestly look really cool a notes app with the ability to store multiple notes in local storage basic paint app with color changing pen a calculator app a weather app where you can search the city and get the weather hardest part: it was completely turning around the design and arranging philosophy of the project. I burnt the old project down and that left a aching heart it felt like throwing away all the effort. I was only able to do it because my friend helped me things i learnt: i learnt a lot of things about design and how js can do almost anything i would want to put in the project. I learnt good css making. demo lonk: https://abhrajit-gogoi.github.io/neuos/", "repo": "https://github.com/Abhrajit-Gogoi/neuos", "demo": "https://abhrajit-gogoi.github.io/neuos/"}, {"ship_num": 3, "ts": "2026-09-18T17:09:18Z", "hours": 4.0, "multiplier": 4.33, "payout": 18, "blessing": "neutral", "text": "Hey there this is my Aviation webOS as i was inspired by it and i had to my my project completely as my previous project was told to me as ai used by i didn’t as i learnt coding from ai since my school teacher had interest only in powerpoint and word. So i just transferred the files to this project as this aviation one was going to be my other project but i cancelled it and put it here. Hope you enjoy it:))))))", "repo": "https://github.com/Abhrajit-Gogoi/neuos", "demo": "https://abhrajit-gogoi.github.io/neuos/"}, {"ship_num": 4, "ts": "2026-09-14T05:22:59Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hey there this my web OS inspired from cars. Basically i have tried to create an OS which is similar to the startup screen of an infotainment system in cars. I had problem in creating a proper cursor for this OS and it took much time as it was my 3rd time doing it. Hope it works well.", "repo": "https://github.com/Abhrajit-Gogoi/neuos", "demo": "https://abhrajit-gogoi.github.io/neuos/"}]...
|
[{"post_id": 75787, "ts": "202 [{"post_id": 75787, "ts": "2026-10-01T04:37:27Z", "hours": 0.455, "text": "fixed the paint app bugs. I got some complaints about the buttons not working int he paint app in the reviews so it was a really silly logical error. fixed it now you can change color size and clear it all well!!!"}, {"post_id": 75784, "ts": "2026-10-01T03:45:49Z", "hours": 0.9081, "text": "working on new features -added a loading screen and a basic taskbar that just shows what tab is open for now. going to work on the taskbar further"}, {"post_id": 75089, "ts": "2026-09-29T04:04:58Z", "hours": 0.3097, "text": "made 3 themes. I genuinely think these look super cool ngl"}, {"post_id": 75074, "ts": "2026-09-29T02:15:47Z", "hours": 0.8186, "text": "Added 2 new apps that is weather and browser someone told me it looked kind of empty so i added 2 more apps and i think i will add a theme picker too"}, {"post_id": 74745, "ts": "2026-09-28T03:53:36Z", "hours": 3.2639, "text": "DONEE!!!! NeuOSbut in th ened it worked out V1.0 is good to go i added a working notes app which can store multiple notes and also a basic paint app. it got really messy"}, {"post_id": 74319, "ts": "2026-09-27T05:24:17Z", "hours": 1.6289, "text": "This is a new start!!!!!! I have reformulated the entire philosophy of the website and after much research i am remaking it from scratch This design format is called neumorphism and is really popular nowadays because of its sleek minimalistic nature. i have incorporated it into my project………."}, {"post_id": 69162, "ts": "2026-09-16T14:33:17Z", "hours": 0.8822, "text": "#devlog7 totally redesigned the project by taking inspiration my my growing interest in aviation Hope you like it"}, {"post_id": 68490, "ts": "2026-09-15T06:44:01Z", "hours": 0.8428, "text": "#DEVLOG6 this time i tried to re write the code again and i hope it functions well."}, {"post_id": 68206, "ts": "2026-09-14T18:10:43Z", "hours": 1.1919, "text": "#DEVLOG5 this time i tried to fix some issues like like curve of the circling lines and the ignition button on homepage. I went through the whole code and edited it where ever i thought it was unnecessary or wrong. Hope you like this this time"}, {"post_id": 68020, "ts": "2026-09-14T12:04:59Z", "hours": 1.2906, "text": "#devlog4 this time i tried to simplify the code and also added a game and a console supporting basic command"}, {"post_id": 67871, "ts": "2026-09-14T05:01:52Z", "hours": 1.5903, "text": "#DEVLOGG3 this time i have tried to make the homepage of OS as a dashboard of a modern car infotainment screen. Now all the functions are openable closable and draggable. I have also changed the cursor and added the calendar option in it. hope it works well with others."}, {"post_id": 67557, "ts": "2026-09-13T18:11:13Z", "hours": 0.5281, "text": "#DEVLOG2 here i tried to create a simple yet hyper realistic home page in neon accents. Here the functions such as settings and monitor are not openable yet and also i have planned to change the cursor to a more modern circle and also planned to add a calendar option in it."}, {"post_id": 67501, "ts": "2026-09-13T16:54:17Z", "hours": 0.8536, "text": "#DEVLOG1 welcome to the world of horsepower. I have thought of designing the webOS on the theme cars and this is the start page made hope you like it."}]...
|
Title: WebOS by @cosmic79conqueror | Stardance
De Title: WebOS by @cosmic79conqueror | Stardance
Devlogs:
#DEVLOG1 welcome to the world of horsepower. I have thought of designing the webOS on the theme cars and this is the start page made hope you like it.
#DEVLOG2 here i tried to create a simple yet hyper realistic home page in neon accents. Here the functions such as settings and monitor are not openable yet and also i have planned to change the cursor to a more modern circle and also planned to add a calendar option in it.
#DEVLOGG3 this time i have tried to make the homepage of OS as a dashboard of a modern car infotainment screen. Now all the functions are openable closable and draggable. I have also changed the cursor and added the calendar option in it. hope it works well with others.
#devlog4 this time i tried to simplify the code and also added a game and a console supporting basic command
#DEVLOG5 this time i tried to fix some issues like like curve of the circling lines and the ignition button on homepage. I went through the whole code and edited it where ever i thought it was unnecessary or wrong. Hope you like this this time
#DEVLOG6 this time i tried to re write the code again and i hope it functions well.
#devlog7 totally redesigned the project by taking inspiration my my growing interest in aviation Hope you like it
This is a new start!!!!!! I have reformulated the entire philosophy of the website and after much research i am remaking it from scratch This design format is called neumorphism and is really popular nowadays because of its sleek minimalistic nature. i have incorporated it into my project……….
DONEE!!!! NeuOSbut in th ened it worked out V1.0 is good to go i added a working notes app which can store multiple notes and also a basic paint app. it got really messy
Added 2 new apps that is weather and browser someone told me it looked kind of empty so i added 2 more apps and i think i will add a theme picker too
made 3 themes. I genuinely think these look super cool ngl
working on new features -added a loading screen and a basic taskbar that just shows what tab is open for now. going to work on the taskbar further
fixed the paint app bugs. I got some complaints about the buttons not working int he paint app in the reviews so it was a really silly logical error. fixed it now you can change color size and clear it all well!!!
Ships:
Hey there this my web OS inspired from cars. Basically i have tried to create an OS which is similar to the startup screen of an infotainment system in cars. I had problem in creating a proper cursor for this OS and it took much time as it was my 3rd time doing it. Hope it works well.
Hey there this is my Aviation webOS as i was inspired by it and i had to my my project completely as my previous project was told to me as ai used by i didn’t as i learnt coding from ai since my school teacher had interest only in powerpoint and word. So i just transferred the files to this project as this aviation one was going to be my other project but i cancelled it and put it here. Hope you enjoy it:))))))
Hellow guys! this is NeuOS This is a neumorphic browseer based OS with cool features!!! This was inspired because my last project seemed to do really bad- like really really bad and i barely got and stardust out of the hours i put in it. So i consulted my friend who advised me on design principles and introduced me to neumorphism. features: 3 color based themes which honestly look really cool a notes app with the ability to store multiple notes in local storage basic paint app with color changing pen a calculator app a weather app where you can search the city and get the weather hardest part: it was completely turning around the design and arranging philosophy of the project. I burnt the old project down and that left a aching heart it felt like throwing away all the effort. I was only able to do it because my friend helped me things i learnt: i learnt a lot of things about design and how js can do almost anything i would want to put in the project. I learnt good css making. demo lonk: https://abhrajit-gogoi.github.io/neuos/
Hellow guys! this is NeuOS This is a neumorphic browseer based OS with cool features!!! This was inspired because my last project seemed to do really bad- like really really bad and i barely got and stardust out of the hours i put in it. So i consulted my friend who advised me on design principles and introduced me to neumorphism. new features: taskbar fixed bugs demo lonk: https://abhrajit-gogoi.github.io/neuos/...
|
1792813881.4641142
|
1792900281.4641142
|
|
66087
|
Save the Earth by @SpaceYatri | Stardance
|
SpaceYatri
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T04:13:58Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I created the “Save the Earth” project. It is a clicker game that runs in your browser. Earth stands at the center of the screen while the dangers that our planet faces today, such as pollution, global warming, deforestation, plastic waste, appear around it and try to reach it. You have to click them and destroy before they get to Earth. Each successful threat reaching Earth decreases its health, and therefore players lose their score. The game contains the start screen with the instructions, live health bar and score counter, and the game-over screen with the restart button. What was challenging? HTML layout turned out to be more difficult than I anticipated – every time I ended up with the duplicated or nested divs. Threat movement calculations were a little complicated as well since I had to determine the direction and distance from every threat to Earth in every single frame. From the aesthetic side, my initial attempt looked quite generic/AI-template-ish (white pill buttons, circled emoji icons), which made me spend time redesigning the UI with a custom monospace font. What are you proud of? I am proud that instead of stereotypical aliens, “the enemies” are the actual problems which the environment faces. I also feel proud because now I have managed to implement the full cycle of the game: starting screen > gameplay > game over > restarting without requiring a page refresh. What do people need to know to play it? To start playing this game, one needs to click on the “Start Game” button. Threats will be coming to Earth from the corners of the screen and the player is supposed to click them before they reach Earth. In case a threat reaches Earth, then the health bar on top of the screen starts decreasing.", "repo": "https://github.com/himaldawadi11-sys/Save-the-Earth.", "demo": "https://himaldawadi11-sys.github.io/Save-the-Earth./"}]...
|
[{"post_id": 74453, "ts": "202 [{"post_id": 74453, "ts": "2026-09-27T12:23:58Z", "hours": 4.3847, "text": "Final Devlog: Save the Earth Wrapped up my “Save the Earth” project! Here’s the final rundown; The concept: Earth sits at the center of space while real-world threats; Pollution, Global Warming, Deforestation, and plastic waste spawn from the edge and drift toward it. Click them before they hit. Survive as long as you can and rack up your score. Was a fun way to combine a game mechanic with something I actually care about; climate/environment themes; instead of just building another generic dashboard."}, {"post_id": 74320, "ts": "2026-09-27T05:24:43Z", "hours": 1.0364, "text": "DEVLOG #1: Save the Earth Save the Earth is a browser-based game. Added Earth, which sits at the centre, a star field as the background, and a cool-looking title, “Save the Earth”."}]...
|
Title: Save the Earth by @SpaceYatri | Stardance
Title: Save the Earth by @SpaceYatri | Stardance
Devlogs:
DEVLOG #1: Save the Earth Save the Earth is a browser-based game. Added Earth, which sits at the centre, a star field as the background, and a cool-looking title, “Save the Earth”.
Final Devlog: Save the Earth Wrapped up my “Save the Earth” project! Here’s the final rundown; The concept: Earth sits at the center of space while real-world threats; Pollution, Global Warming, Deforestation, and plastic waste spawn from the edge and drift toward it. Click them before they hit. Survive as long as you can and rack up your score. Was a fun way to combine a game mechanic with something I actually care about; climate/environment themes; instead of just building another generic dashboard.
Ships:
What did you make? I created the “Save the Earth” project. It is a clicker game that runs in your browser. Earth stands at the center of the screen while the dangers that our planet faces today, such as pollution, global warming, deforestation, plastic waste, appear around it and try to reach it. You have to click them and destroy before they get to Earth. Each successful threat reaching Earth decreases its health, and therefore players lose their score. The game contains the start screen with the instructions, live health bar and score counter, and the game-over screen with the restart button. What was challenging? HTML layout turned out to be more difficult than I anticipated – every time I ended up with the duplicated or nested divs. Threat movement calculations were a little complicated as well since I had to determine the direction and distance from every threat to Earth in every single frame. From the aesthetic side, my initial attempt looked quite generic/AI-template-ish (white pill buttons, circled emoji icons), which made me spend time redesigning the UI with a custom monospace font. What are you proud of? I am proud that instead of stereotypical aliens, “the enemies” are the actual problems which the environment faces. I also feel proud because now I have managed to implement the full cycle of the game: starting screen > gameplay > game over > restarting without requiring a page refresh. What do people need to know to play it? To start playing this game, one needs to click on the “Start Game” button. Threats will be coming to Earth from the corners of the screen and the player is supposed to click them before they reach Earth. In case a threat reaches Earth, then the health bar on top of the screen starts decreasing....
|
1792817304.96249
|
1792903704.96249
|
|
67163
|
Fogri by @Sahil | Stardance
|
Sahil
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T01:27:13Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "HEY!!! I made Fogri its a simple focus timer for working on a single task at a time, you can simply add a task, select it and use the 25 min timer with short or long breaks, and finally finish the task you have been avoiding, the session shows up in your daily stats and weekly chart, the site is a single page site so no distractions, The lil challenging stuff for me was to sync the sessions and stats also manually coding after a long time of ai .", "repo": "https://github.com/Sahil-Khan-I/fogri", "demo": "https://fogri.vercel.app/#top"}]...
|
[{"post_id": 75766, "ts": "202 [{"post_id": 75766, "ts": "2026-10-01T01:17:12Z", "hours": 3.6761, "text": "Hey ! I am working on Fogri a simple focus timer similar to pomodoro timer ."}]...
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Title: Fogri by @Sahil | Stardance
Devlogs:
Hey ! Title: Fogri by @Sahil | Stardance
Devlogs:
Hey ! I am working on Fogri a simple focus timer similar to pomodoro timer .
Ships:
HEY!!! I made Fogri its a simple focus timer for working on a single task at a time, you can simply add a task, select it and use the 25 min timer with short or long breaks, and finally finish the task you have been avoiding, the session shows up in your daily stats and weekly chart, the site is a single page site so no distractions, The lil challenging stuff for me was to sync the sessions and stats also manually coding after a long time of ai ....
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1792817384.134115
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1792903784.134115
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42829
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Keytchen by @-Sophie- | Stardance
|
-Sophie-
|
1
|
15.0
|
267
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T01:25:55Z", "hours": 15.0, "multiplier": 17.92, "payout": 267, "blessing": "neutral", "text": "Keytchen is a digital experience where you get to explore a kitchen using eccentric controls, whether on your NanoKEY2 (what this game is intended for) or just your computer keyboard (which works just as well!) This was just a fun project to work on because I wanted to created a game that went beyond the standard WASD/arrow key controls. Controls are in the title screen instructions preface thing. It’s hard to explain with words but I have a picture in-game that helps a TON. My Github README also features the nanoKEY2 map guide + keyboard equivalent inputs. Challenges: This was my first time working with MIDI inputs in Godot and also working with music/timing in Godot. I had to learn a bit about rhythm and BPM actually because of this project, and also scoured upon Godot docs about getting playback positions and whatnot, which made me realize that Godot’s way of timing music is actually very inaccurate and you need to put a lot of safeguards to make sure that you’re not getting a late/older version of your playback position. That it’s up to speed as much as possible. There was also a lot of decision-making that I had to do. I could’ve chosen to add more content to this game (I mean imagine the possibilities) but I’ve basically answered my question of what a game would be like if the controls weren’t just WASD/arrow keys, and I’ve basically learned what I sought out to learn (MIDI input mapping and rhythm game mechanics) with this project. More content would just be adding onto the principles I’ve learned rather than learning more, which made me realize that it’s probably better to move on and experiment with another project! Proud of: I’m just proud that my beats are on time and that it’s not rage-quit inducing. I’m also proud of the assets I drew in this game because I drew everything and I’m glad it turned out pretty pleasing to look at. Also proud of my sfx + audio choices; I feel like they fit really well and just make everything feel so much more complete.", "repo": "https://github.com/gwak-amole/keytchen", "demo": "https://gwak-amole.itch.io/keytchen"}]...
|
[{"post_id": 75767, "ts": "202 [{"post_id": 75767, "ts": "2026-10-01T01:19:02Z", "hours": 0.3786, "text": "Cleaned game up for shipping! Export files added I exported this into an HTML file so that I could have players access it on their browser really easily! I also updated the godot loading screen and icon to be my own custom screens for more cohesiveness! Fixed minor bug There was a minor bug with the MIDI where it wasn’t escaping the cutting vegetables minigame, found the problem. It was only detecting the escape if it was pressed from the keyboard, not the MIDI. Art Drew assets for: Itch.io banner Stardance screenshot That’s pretty much it! yayy I’m so glad this has come to a wrap! I learned so much honestly from creating just this little digital experience. I hope you all enjoy exploring it as much as I enjoyed making it!"}, {"post_id": 75761, "ts": "2026-10-01T00:22:03Z", "hours": 3.6725, "text": "Finally about to ship!! Title Screen Created a title screen + keyboard tutorial instructions so that players know what keys to press + their keyboard equivalents if they don’t have a nanoKEY2 Everything was drawn by me in Aseprite, except the nanoKEY2 base image was taken from the internet Digital experience More than a game, I’ve decided that this game should be more like an experimental digital experience. It features a cutting experience and just pan/pot placing/removing. It doesn’t feature a storyline, almost just like a little aimless simulator. Audio Added some pixel + lofi bg music and satisfying SFX! Keyboard compatibility Added keyboard compatibility Mapped keys 1, 2, 3, 4, 5, 6, 7, 8 with corresponding MIDI pitch values (like an intermediary value switch) using event.get_keycode (it’s really neat and the transfer over was p smooth) Added navigation buttons Way to go back to start screen or exit cutting vegetables mode Challenges Finding satisfying audio :’) It was just a lot of little content to add so it was just time consuming It took a bit of decision-making to decide whether to keep going with Keytchen (because honestly I could keep adding content forever) or move onto another project. I decided to move on because at this point I’ve hurdled over all the foreign technicalities that I’ve sought out to learn (the MIDI mapping and beat timing.) Any new additions would just be things I already know (but I want to actively learn more.) I hope to ship this very soon; I’m going to quickly playtest it one more time!"}, {"post_id": 55672, "ts": "2026-08-27T17:10:30Z", "hours": 3.2014, "text": "Keytchen - More visual feedback and debugging! Had to backtrack w/debugging I debugged the entire timing system of beats because the gameplay was just not fun, it was not registering beats sometimes and the visual beat feedback wouldn’t update when it was supposed to. I fixed this by separating the visual beat updating system with the input tracking of beats for gameplay and it worked out well 😭 Visual feedback Error for wrong timing red key Error for wrong key red key Key you’re supposed to press is highlighted green The beats pulse whenever a beat happens to help the player feel the beat in the game better Miscellaneous You can access the minigame through the main screen’s cutting board now! Challenges Debugging my beat system was so painful and a nightmare because my code was so messy and I confused myself with it. I solved this by commenting out all my code so now there’s no way I get confused LOL Future additions As you can tell, I still haven’t added the new potato / zucchini textures so i will have to do that :’). The next time you see a post it will have different textures not just a carrot i promise!! I’ll need to create some kind of inventory system so that the cut up vegetables can be stored somewhere so when the player wants to cook something using those ingredients they have it on hand and can add it to a pot or pan or something That’s all folks! see ya in the next update! ;D"}, {"post_id": 48914, "ts": "2026-08-17T14:07:42Z", "hours": 3.3572, "text": "Cutting mechanism almost done Notes autoload Now the player knows what notes to hit based on the note shown on screen! I’m going to add a note guide so that it’s also more obvious which note to hit if they’re not familiar with cdefgabc keys! Different vegetable settings Though there aren’t any graphics to match at the moment, there are different vegetables that call for different mini-games! I finished the carrot, zucchini, and potato mini-games. Music added I added some plain beat in the background that the player needs to match with the notes accordingly. It won’t work unless the player matches the beat well enough. Challenges It’s hard to match up the switch of the note; i’m still working on this. sometimes the note even though switches in game logic doesn’t show up and the game remembers the last note as the one to show on screen (u can actually see it in the vid) I had to learn a bit about rhythm and bpm in order to set my variables for next beat and secs per beat stuff like that correctly 😭 Next additions graphics for different veggies the note showing on screen will have flawless timing sfx for notes there will be a note guide added for players who aren’t familiar with cdefgabc notes! sorry my updates have slowed down…i’ve started school again D:"}, {"post_id": 44249, "ts": "2026-08-09T21:35:38Z", "hours": 2.4667, "text": "Carrot cutting animation + hooked to nanoKEY2!! Art / animations I used Aseprite to make the cutting board and the carrot graphics! I made each cut of the carrot a different image to make this work. Now there is a visible cutting animation for carrots! I timed position changes, rotations, and modulation using AnimationPlayer. Currently, the animation steps are triggered by a ui_accept input. I’ll change it to be musical chords that the player has to time perfectly as my next update. Hooked controls to nanoKEY2 I looked into how MIDI inputs are controlled by Godot, and it doesn’t natively detect MIDI inputs from the Input Map in Project Settings, so I had to create a script that detects MIDI input and maps it onto a default Godot input like ui_accept and ui_left etc! But now it’s working really well :DDDD Challenges It was incredibly time consuming to key frame each individual position but hopefully I can just reuse these frames now and just replace the textures because I left the names generic for modularity I didn’t understand how MIDI inputs worked and matching them to other native inputs in Godot so it was tough understanding how to do it (so many diff things like MIDI_MESSAGE_NOTE_OFF/ON that I had to learn) Next Steps I’m going to be adding the chords timing feature so that cutting is actually hard and not just a matter of ui_accept lol Stay tuned!"}, {"post_id": 39759, "ts": "2026-08-02T22:40:41Z", "hours": 0.9764, "text": "Added some basic game functionality! + recolored background You can select a pot or pan for each stovetop now Through a ton of pressed() signals and booleans we have made this happen Focus To pair this with my nanoKEY2, I’m starting game development with keyboard focus features early so that it isn’t a hassle to do later on! Recolored stuff I changed the colors of the background to make it even more approachable and friendly! I like this cool toned version… that last version looked a little eerie Future additions I will be adding: hooking nanoKEY2 to the actual game actual pot cooking mechanic pan cooking mechanic cutting vegetables mechanic (maybe I’ll start with a carrot first) a bunch of graphics to support those features Challenges Not many challenges this time but I keep forgetting to record my aseprite using lapse…I need to remember! Stay tuned!"}, {"post_id": 39116, "ts": "2026-08-01T20:30:00Z", "hours": 0.8281, "text": "Main background drawn! Aseprite I drew the main background for the game’s kitchen area with Aseprite! There’s a stove and cutting board so far. Future additions Soon, I’ll be adding the following: Stove cooking mechanic Cutting board mechanic So mainly I’ll be establishing gameplay with the nanoKEY2! Challenges faced Choosing the right color and vibe for this cozy game was pretty difficult, but I think I’m happy with the colors I have currently. I can change it anytime I want anyway! :D Stay tuned!"}]...
|
Title: Keytchen by @-Sophie- | Stardance
Devlogs: Title: Keytchen by @-Sophie- | Stardance
Devlogs:
Main background drawn! Aseprite I drew the main background for the game’s kitchen area with Aseprite! There’s a stove and cutting board so far. Future additions Soon, I’ll be adding the following: Stove cooking mechanic Cutting board mechanic So mainly I’ll be establishing gameplay with the nanoKEY2! Challenges faced Choosing the right color and vibe for this cozy game was pretty difficult, but I think I’m happy with the colors I have currently. I can change it anytime I want anyway! :D Stay tuned!
Added some basic game functionality! + recolored background You can select a pot or pan for each stovetop now Through a ton of pressed() signals and booleans we have made this happen Focus To pair this with my nanoKEY2, I’m starting game development with keyboard focus features early so that it isn’t a hassle to do later on! Recolored stuff I changed the colors of the background to make it even more approachable and friendly! I like this cool toned version… that last version looked a little eerie Future additions I will be adding: hooking nanoKEY2 to the actual game actual pot cooking mechanic pan cooking mechanic cutting vegetables mechanic (maybe I’ll start with a carrot first) a bunch of graphics to support those features Challenges Not many challenges this time but I keep forgetting to record my aseprite using lapse…I need to remember! Stay tuned!
Carrot cutting animation + hooked to nanoKEY2!! Art / animations I used Aseprite to make the cutting board and the carrot graphics! I made each cut of the carrot a different image to make this work. Now there is a visible cutting animation for carrots! I timed position changes, rotations, and modulation using AnimationPlayer. Currently, the animation steps are triggered by a ui_accept input. I’ll change it to be musical chords that the player has to time perfectly as my next update. Hooked controls to nanoKEY2 I looked into how MIDI inputs are controlled by Godot, and it doesn’t natively detect MIDI inputs from the Input Map in Project Settings, so I had to create a script that detects MIDI input and maps it onto a default Godot input like ui_accept and ui_left etc! But now it’s working really well :DDDD Challenges It was incredibly time consuming to key frame each individual position but hopefully I can just reuse these frames now and just replace the textures because I left the names generic for modularity I didn’t understand how MIDI inputs worked and matching them to other native inputs in Godot so it was tough understanding how to do it (so many diff things like MIDI_MESSAGE_NOTE_OFF/ON that I had to learn) Next Steps I’m going to be adding the chords timing feature so that cutting is actually hard and not just a matter of ui_accept lol Stay tuned!
Cutting mechanism almost done Notes autoload Now the player knows what notes to hit based on the note shown on screen! I’m going to add a note guide so that it’s also more obvious which note to hit if they’re not familiar with cdefgabc keys! Different vegetable settings Though there aren’t any graphics to match at the moment, there are different vegetables that call for different mini-games! I finished the carrot, zucchini, and potato mini-games. Music added I added some plain beat in the background that the player needs to match with the notes accordingly. It won’t work unless the player matches the beat well enough. Challenges It’s hard to match up the switch of the note; i’m still working on this. sometimes the note even though switches in game logic doesn’t show up and the game remembers the last note as the one to show on screen (u can actually see it in the vid) I had to learn a bit about rhythm and bpm in order to set my variables for next beat and secs per beat stuff like that correctly 😭 Next additions graphics for different veggies the note showing on screen will have flawless timing sfx for notes there will be a note guide added for players who aren’t familiar with cdefgabc notes! sorry my updates have slowed down…i’ve started school again D:
Keytchen - More visual feedback and debugging! Had to backtrack w/debugging I debugged the entire timing system of beats because the gameplay was just not fun, it was not registering beats sometimes and the visual beat feedback wouldn’t update when it was supposed to. I fixed this by separating the visual beat updating system with the input tracking of beats for gameplay and it worked out well 😭 Visual feedback Error for wrong timing red key Error for wrong key red key Key you’re supposed to press is highlighted green The beats pulse whenever a beat happens to help the player feel the beat in the game better Miscellaneous You can access the minigame through the main screen’s cutting board now! Challenges Debugging my beat system was so painful and a nightmare because my code was so messy and I confused myself with it. I solved this by commenting out all my code so now there’s no way I get confused LOL Future additions As you can tell, I still haven’t added the new potato / zucchini textures so i will have to do that :’). The next time you see a post it will have different textures not just a carrot i promise!! I’ll need to create some kind of inventory system so that the cut up vegetables can be stored somewhere so when the player wants to cook something using those ingredients they have it on hand and can add it to a pot or pan or something That’s all folks! see ya in the next update! ;D
Finally about to ship!! Title Screen Created a title screen + keyboard tutorial instructions so that players know what keys to press + their keyboard equivalents if they don’t have a nanoKEY2 Everything was drawn by me in Aseprite, except the nanoKEY2 base image was taken from the internet Digital experience More than a game, I’ve decided that this game should be more like an experimental digital experience. It features a cutting experience and just pan/pot placing/removing. It doesn’t feature a storyline, almost just like a little aimless simulator. Audio Added some pixel + lofi bg music and satisfying SFX! Keyboard compatibility Added keyboard compatibility Mapped keys 1, 2, 3, 4, 5, 6, 7, 8 with corresponding MIDI pitch values (like an intermediary value switch) using event.get_keycode (it’s really neat and the transfer over was p smooth) Added navigation buttons Way to go back to start screen or exit cutting vegetables mode Challenges Finding satisfying audio :’) It was just a lot of little content to add so it was just time consuming It took a bit of decision-making to decide whether to keep going with Keytchen (because honestly I could keep adding content forever) or move onto another project. I decided to move on because at this point I’ve hurdled over all the foreign technicalities that I’ve sought out to learn (the MIDI mapping and beat timing.) Any new additions would just be things I already know (but I want to actively learn more.) I hope to ship this very soon; I’m going to quickly playtest it one more time!
Cleaned game up for shipping! Export files added I exported this into an HTML file so that I could have players access it on their browser really easily! I also updated the godot loading screen and icon to be my own custom screens for more cohesiveness! Fixed minor bug There was a minor bug with the MIDI where it wasn’t escaping the cutting vegetables minigame, found the problem. It was only detecting the escape if it was pressed from the keyboard, not the MIDI. Art Drew assets for: Itch.io banner Stardance screenshot That’s pretty much it! yayy I’m so glad this has come to a wrap! I learned so much honestly from creating just this little digital experience. I hope you all enjoy exploring it as much as I enjoyed making it!
Ships:
Keytchen is a digital experience where you get to explore a kitchen using eccentric controls, whether on your NanoKEY2 (what this game is intended for) or just your computer keyboard (which works just as well!) This was just a fun project to work on because I wanted to created a game that went beyond the standard WASD/arrow key controls. Controls are in the title screen instructions preface thing. It’s hard to explain with words but I have a picture in-game that helps a TON. My Github README also features the nanoKEY2 map guide + keyboard equivalent inputs. Challenges: This was my first time working with MIDI inputs in Godot and also working with music/timing in Godot. I had to learn a bit about rhythm and BPM actually because of this project, and also scoured upon Godot docs about getting playback positions and whatnot, which made me realize that Godot’s way of timing music is actually very inaccurate and you need to put a lot of safeguards to make sure that you’re not getting a late/older version of your playback position. That it’s up to speed as much as possible. There was also a lot of decision-making that I had to do. I could’ve chosen to add more content to this game (I mean imagine the possibilities) but I’ve basically answered my question of what a game would be like if the controls weren’t just WASD/arrow keys, and I’ve basically learned what I sought out to learn (MIDI input mapping and rhythm game mechanics) with this project. More content would just be adding onto the principles I’ve learned rather than learning more, which made me realize that it’s probably better to move on and experiment with another project! Proud of: I’m just proud that my beats are on time and that it’s not rage-quit inducing. I’m also proud of the assets I drew in this game because I drew everything and I’m glad it turned out pretty pleasing to look at. Also proud of my sfx + audio choices; I feel like they fit really well and just make everything feel so much more complete....
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1792853374.7168117
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1792939774.7168117
|
|
4414
|
Remote Access Trojan by @soloplanet | Stardance
|
soloplanet
|
1
|
38.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T00:05:54Z", "hours": 38.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a RAT and experimented with shellcode loading. Things I found hard were obfuscating the app, learning how to use indirect syscalls and trying to evade detection. I am proud of getting my best attempt (tar2.0) at best to evade 4/71 detections which were primarily high positive ML engines and Crowdstrike (only 60% confidence) (this eventually increased to 9/71 due to signatures).", "repo": "https://github.com/MasterGoop2000/rat-project/", "demo": "https://github.com/MasterGoop2000/rat-project/releases/tag/v1.0"}]...
|
[{"post_id": 75757, "ts": "202 [{"post_id": 75757, "ts": "2026-09-30T23:54:04Z", "hours": 35.9075, "text": "Shellcode loader"}, {"post_id": 1353, "ts": "2026-06-03T09:49:17Z", "hours": 1.8203, "text": "Remote Access Trojan"}]...
|
Title: Remote Access Trojan by @soloplanet | Stard Title: Remote Access Trojan by @soloplanet | Stardance
Devlogs:
Remote Access Trojan
Shellcode loader
Ships:
I made a RAT and experimented with shellcode loading. Things I found hard were obfuscating the app, learning how to use indirect syscalls and trying to evade detection. I am proud of getting my best attempt (tar2.0) at best to evade 4/71 detections which were primarily high positive ML engines and Crowdstrike (only 60% confidence) (this eventually increased to 9/71 due to signatures)....
|
1792853440.2482967
|
1792939840.2482967
|
|
42856
|
Focus Manager by @CatOwlDev | Stardance
|
CatOwlDev
|
1
|
44.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T23:33:16Z", "hours": 44.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created FocusManager, which includes a to-do list, a timer (Pomodoro by default) and a programme blocker. The aim was to help myself (and others) avoid being distracted by external factors. In terms of the code, the most challenging part was creating the user interface and doing a bit of work with JSON files. As for publishing the project on GitHub, GitHub Actions was probably the most difficult part for me, as this is the first time I’ve created a project with the aim of allowing others to install and try it out. In fact, this is all a first for me. I’ll try to take all these mistakes into account in future. I’m proud that I managed to see the project through to the end. What do people need to know to be able to test my project? To be honest, I don’t know where you can host console programmes, so I’ve included a GIF as a demo video. I don’t think ordinary users need any particular programming skills.", "repo": "https://github.com/CatOwlDev/FocusManager", "demo": "https://github.com/CatOwlDev/FocusManager/releases"}]...
|
[{"post_id": 75750, "ts": "202 [{"post_id": 75750, "ts": "2026-09-30T23:12:43Z", "hours": 5.4956, "text": "Those five hours were spent fixing bugs, testing the code to ensure it worked properly, and doing a bit of code refactoring. And then publishing it on GitHub."}, {"post_id": 62124, "ts": "2026-09-05T11:44:59Z", "hours": 11.9847, "text": "I’ve written almost the entire user interface; all that’s left is to remove the unnecessary bits, tweak the design, and it’ll be ready soon"}, {"post_id": 55474, "ts": "2026-08-27T10:47:49Z", "hours": 9.5528, "text": "Having finished writing the Timer and Blocker, I’m now starting to build the UI using the FTXUI library. The documentation and AI are proving helpful"}, {"post_id": 49565, "ts": "2026-08-18T13:22:33Z", "hours": 7.3856, "text": "I reckon I’ve almost finished the second part of the project – the Timer, that is. I’ll need to tweak it to fit the UI in future"}, {"post_id": 45157, "ts": "2026-08-11T13:49:26Z", "hours": 9.2492, "text": "I’ve outlined roughly what the first part of the project itself (ToDoList) should look like. I’ve also noted what I need to save to a JSON file and how to log error reports should any errors occur whilst the programme is running"}]...
|
Title: Focus Manager by @CatOwlDev | Stardance
De Title: Focus Manager by @CatOwlDev | Stardance
Devlogs:
I’ve outlined roughly what the first part of the project itself (ToDoList) should look like. I’ve also noted what I need to save to a JSON file and how to log error reports should any errors occur whilst the programme is running
I reckon I’ve almost finished the second part of the project – the Timer, that is. I’ll need to tweak it to fit the UI in future
Having finished writing the Timer and Blocker, I’m now starting to build the UI using the FTXUI library. The documentation and AI are proving helpful
I’ve written almost the entire user interface; all that’s left is to remove the unnecessary bits, tweak the design, and it’ll be ready soon
Those five hours were spent fixing bugs, testing the code to ensure it worked properly, and doing a bit of code refactoring. And then publishing it on GitHub.
Ships:
I created FocusManager, which includes a to-do list, a timer (Pomodoro by default) and a programme blocker. The aim was to help myself (and others) avoid being distracted by external factors. In terms of the code, the most challenging part was creating the user interface and doing a bit of work with JSON files. As for publishing the project on GitHub, GitHub Actions was probably the most difficult part for me, as this is the first time I’ve created a project with the aim of allowing others to install and try it out. In fact, this is all a first for me. I’ll try to take all these mistakes into account in future. I’m proud that I managed to see the project through to the end. What do people need to know to be able to test my project? To be honest, I don’t know where you can host console programmes, so I’ve included a GIF as a demo video. I don’t think ordinary users need any particular programming skills....
|
1792853379.9688365
|
1792939779.9688365
|
|
51109
|
Shooting with Shapes by @thecatsmeow | Stardance
|
thecatsmeow
|
1
|
20.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T22:30:56Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is an arcade-style top-down shooter where the player must defend their ship from approaching enemies. The enemies all have one of six shapes, and the player must bring the corresponding shape to the corresponding launcher to shoot at and defeat them. As the game progresses, more types of enemies appear, which require more effort to defeat. I started this game before the summer, so this project specifically adds the new enemy types and onwards (see the git history for more info). The most challenging part of this project was teaching new players how to play. I say that because I obviously know the game better than anyone else, so it was hard for me to tell what new players would struggle with. One example is the NOT enemy, which has to be hit with the wrong shape before being hit with the right one. I spent a long time trying to figure out how to convey this concept to the player without interrupting the flow of gameplay, and eventually settled on a way to explain it with the design of the enemy, as well as an enemy reference page as a backup. Another example is the overall difficulty of the game, which some players found too difficult and others too easy. To avoid the hassle and potential negative feelings of having players manually change their difficulty, I created a dynamic difficulty system which learns from the player’s win rate to make the game easier or harder. I think I’m the proudest of the “juice” (sound and video effects, music, etc.) I added to the project. The programming and logic side of game development has always appealed to me more than the more creative side, such as choosing/making assets, so I was worried I wouldn’t get the game to look or feel good. However, after a fair amount of effort, I was able to get that aspect of the game to a place that I’m happy with, which was a good learning experience. To play the game, you can simply go to the demo link below. It’s a Unity WebGL project hosted on itch.io, so it should run on any device. Keep in mind that the game is meant to be played with a keyboard and mouse, so it may not work or be an enjoyable experience if you try it without those. Thanks, and I hope you enjoy!", "repo": "https://github.com/luke-p28/Shooting-with-Shapes", "demo": "https://thecatsmeow47.itch.io/shooting-with-shapes"}]...
|
[{"post_id": 75409, "ts": "202 [{"post_id": 75409, "ts": "2026-09-30T00:35:29Z", "hours": 10.1594, "text": "Adding JUICE In this session, I focused on making the game feel good to play by adding sound effects, screen shake, and music, among other things. Background music I added five background music tracks, with one being for the ending cutscene, three alternating ones for normal gameplay, and a fifth for menu scenes. Sound effects, screen flash, particle effects, and camera shake I spruced up the game by adding a screen flash when an enemy hits the ship, particle effects when enemies are killed, a camera shake when an explosion happens or an enemy hits the ship, and sound effects for all of those events (plus clicking buttons in menus) Difficulty updates I had noticed that some players struggled with the first levels, while others breezed through them. To help with this, I added a dynamic difficulty system to make the game a bit easier for players on a losing streak and a bit harder for players who are getting comfortable. I also discouraged players from letting the tougher enemies through by making the special enemies do two damage and the boss enemy take away all three hearts. Lastly, I made enemies more likely to spawn close to each other to maximize the satisfaction of taking out two at once. UI additions To help better communicate with the player, I added a progress bar to indicate what fraction of the level’s enemies have spawned, as well as a reference page with information on all the different enemy types. Debugging Finally, I fixed a multitude of bugs, such as the player respawning at the wrong Z position when falling off the map or a second music player being created when the user returned to the title screen."}, {"post_id": 66958, "ts": "2026-09-12T22:59:49Z", "hours": 4.5903, "text": "Spawner and Boss Enemies and Final Level Spawner Enemy Added the spawner enemy, which splits into two normal enemies of the same type when killed, and appears on level 18. Boss Enemy Added the boss enemy, which splits into two spawner enemies of random types once killed, and appears on level 24 (the last level) Final Level Tweaked the weights and enemy count for the last level so that one boss enemy would appear right at the end Playtesting Finished testing all the levels of the game and adjusted the weights and speeds of enemies to make later levels easier Debugging Fixed an issue where killing any spawned enemy would result in winning the level prematurely, and fixed the tutorial level, which had broken after recent changes QoL Updates Updated the checkmark asset to a better version, added an exit button to the main menu, and made enemies stop spawning after the count has been reached"}, {"post_id": 52648, "ts": "2026-08-22T21:46:13Z", "hours": 4.9881, "text": "I had been working on this game previously and gotten feedback on its alpha stage, but had stopped working on it recently. After I picked up the project again, my first main goal was to implement the feedback I had received on the alpha version, namely adding more enemy types. In my game, the player is on a small spaceship and must pick up ammo in geometric shapes to bring it to the corresponding launcher and use it to fend off the corresponding shape of enemy. As of now, I have added two out of four planned types. The first is the NOT enemy, which needs to be hit with any shape that is not its, then needs to be hit with its shape. The second is the hardy enemy, which simply needs to be hit twice. It’s worth noting that there was previously only one type of enemy, so I also added a weighted probability system for different types of enemies. I also made a fair amount of QoL updates, such as making new ammo spawn at a more intuitive time and adding offsets to different RNG instances to make the game seem more random (by preventing enemy placement from predicting enemy type, for example)."}]...
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Title: Shooting with Shapes by @thecatsmeow | Star Title: Shooting with Shapes by @thecatsmeow | Stardance
Devlogs:
I had been working on this game previously and gotten feedback on its alpha stage, but had stopped working on it recently. After I picked up the project again, my first main goal was to implement the feedback I had received on the alpha version, namely adding more enemy types. In my game, the player is on a small spaceship and must pick up ammo in geometric shapes to bring it to the corresponding launcher and use it to fend off the corresponding shape of enemy. As of now, I have added two out of four planned types. The first is the NOT enemy, which needs to be hit with any shape that is not its, then needs to be hit with its shape. The second is the hardy enemy, which simply needs to be hit twice. It’s worth noting that there was previously only one type of enemy, so I also added a weighted probability system for different types of enemies. I also made a fair amount of QoL updates, such as making new ammo spawn at a more intuitive time and adding offsets to different RNG instances to make the game seem more random (by preventing enemy placement from predicting enemy type, for example).
Spawner and Boss Enemies and Final Level Spawner Enemy Added the spawner enemy, which splits into two normal enemies of the same type when killed, and appears on level 18. Boss Enemy Added the boss enemy, which splits into two spawner enemies of random types once killed, and appears on level 24 (the last level) Final Level Tweaked the weights and enemy count for the last level so that one boss enemy would appear right at the end Playtesting Finished testing all the levels of the game and adjusted the weights and speeds of enemies to make later levels easier Debugging Fixed an issue where killing any spawned enemy would result in winning the level prematurely, and fixed the tutorial level, which had broken after recent changes QoL Updates Updated the checkmark asset to a better version, added an exit button to the main menu, and made enemies stop spawning after the count has been reached
Adding JUICE In this session, I focused on making the game feel good to play by adding sound effects, screen shake, and music, among other things. Background music I added five background music tracks, with one being for the ending cutscene, three alternating ones for normal gameplay, and a fifth for menu scenes. Sound effects, screen flash, particle effects, and camera shake I spruced up the game by adding a screen flash when an enemy hits the ship, particle effects when enemies are killed, a camera shake when an explosion happens or an enemy hits the ship, and sound effects for all of those events (plus clicking buttons in menus) Difficulty updates I had noticed that some players struggled with the first levels, while others breezed through them. To help with this, I added a dynamic difficulty system to make the game a bit easier for players on a losing streak and a bit harder for players who are getting comfortable. I also discouraged players from letting the tougher enemies through by making the special enemies do two damage and the boss enemy take away all three hearts. Lastly, I made enemies more likely to spawn close to each other to maximize the satisfaction of taking out two at once. UI additions To help better communicate with the player, I added a progress bar to indicate what fraction of the level’s enemies have spawned, as well as a reference page with information on all the different enemy types. Debugging Finally, I fixed a multitude of bugs, such as the player respawning at the wrong Z position when falling off the map or a second music player being created when the user returned to the title screen.
Ships:
This is an arcade-style top-down shooter where the player must defend their ship from approaching enemies. The enemies all have one of six shapes, and the player must bring the corresponding shape to the corresponding launcher to shoot at and defeat them. As the game progresses, more types of enemies appear, which require more effort to defeat. I started this game before the summer, so this project specifically adds the new enemy types and onwards (see the git history for more info). The most challenging part of this project was teaching new players how to play. I say that because I obviously know the game better than anyone else, so it was hard for me to tell what new players would struggle with. One example is the NOT enemy, which has to be hit with the wrong shape before being hit with the right one. I spent a long time trying to figure out how to convey this concept to the player without interrupting the flow of gameplay, and eventually settled on a way to explain it with the design of the enemy, as well as an enemy reference page as a backup. Another example is the overall difficulty of the game, which some players found too difficult and others too easy. To avoid the hassle and potential negative feelings of having players manually change their difficulty, I created a dynamic difficulty system which learns from the player’s win rate to make the game easier or harder. I think I’m the proudest of the “juice” (sound and video effects, music, etc.) I added to the project. The programming and logic side of game development has always appealed to me more than the more creative side, such as choosing/making assets, so I was worried I wouldn’t get the game to look or feel good. However, after a fair amount of effort, I was able to get that aspect of the game to a place that I’m happy with, which was a good learning experience. To play the game, you can simply go to the demo link below. It’s a Unity WebGL project hosted on itch.io, so it should run on any device. Keep in mind that the game is meant to be played with a keyboard and mouse, so it may not work or be an enjoyable experience if you try it without those. Thanks, and I hope you enjoy!...
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1792853693.9129078
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1792940093.9129078
|
|
56884
|
SpideyyOS by @kingkev | Stardance
|
kingkev
|
1
|
10.2
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T22:02:25Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "SpideyyOS is a spiderman themed os. (spiderman is a super hero who’s real identity is peter parker.) there are two apps, the two that i consider to be the most important: a place to dump your ideas (noteess) and a basic need (yeah im talking about MUSIC). other than those, there is a scrollable bar with peter’s pictures. inspiration timeee: ive always thought how cool peter parker is, with all his nerdy interests and style and all. he just has his vibe that makes everything he do, just look different - in a good way. he is a tech guy, i mean he built his suit from scratch. so basically it wasn’t hard to connect anything including tech, to him - especially when i admire him greatly. i dont wanna bore you with these btw, but the theme was a great excitement for me and i really wanted to share how i feel about it :D so thx for your patience.", "repo": "https://github.com/Lunaa133/spideyy", "demo": "https://lunaa133.github.io/spideyy/"}]...
|
[{"post_id": 76412, "ts": "202 [{"post_id": 76412, "ts": "2026-10-03T13:42:49Z", "hours": 1.1956, "text": "ok so a new feature: you can now change your icon’s themes!!! YEYYYY. additional icons ⬇️ 🕷️"}, {"post_id": 66632, "ts": "2026-09-12T14:14:35Z", "hours": 1.0242, "text": "school began so i lost my streak and everything, but still i wanna see the second OS mission so here we are. im working on the readme cuz well … yeah once im done its time to ship !!! i hope"}, {"post_id": 62915, "ts": "2026-09-06T13:33:17Z", "hours": 0.5494, "text": "2nd app!!!! :)))))))))))))))) im so happy rn. music is very essential imo. the music app is working, however im gonna change the graphics, it is js too plain atm. and there is a problem w/ the playing order, i’ll make some adjustments about that. but we are getting closer to the first ship and i cannot wait to start the 2nd webOS mission. im js so so so excited!! 🕸️"}, {"post_id": 62254, "ts": "2026-09-05T15:08:37Z", "hours": 0.7883, "text": "day 5-6? im not gonna write days anymore its hard to keep track of them. anyway so i played with the notes app a bit, now you can add and delete pages and notebooks. and i also designed a page-ish image in canva"}, {"post_id": 61787, "ts": "2026-09-04T21:22:39Z", "hours": 1.4436, "text": "created my first app. it’s a simple notes app, im planning to change the window design to make it look more like a notebook. and also huge thx to @253_Mathilde_IYKYK for sharing this website where i took the little spider gif. “highlighting” the icon to show it was clicked didn’t seem right for this design. so i decided it would be cute if a spider showed up instead. yeyyy"}, {"post_id": 60547, "ts": "2026-09-02T23:13:19Z", "hours": 0.5756, "text": "i ve tried making the left bar scrollable and added more pics YEYY. thats all for day 3. new pics:"}, {"post_id": 60501, "ts": "2026-09-02T21:31:36Z", "hours": 0.9014, "text": "DAY 3!! fixed the color of the top bar, added some pictures to the left and found a better initial position for the opening window. and i, for some reason, feel the need to state that (sadly D,:) im not peter parker and this os is js build with my huge respect to the character and the actor. js making things clear. yeah thats all i guess. huge thx to whoever is reading these :))"}, {"post_id": 60115, "ts": "2026-09-02T08:48:10Z", "hours": 0.855, "text": "now the welcome screen is draggable !!!!!!!!!!! im so happy :D the code seemed so overwhelming so i spent some while trying to understand that. but it all figured outt, so YEYYY ! i also changed the top bar’s colors so that it would match the picture on the left and the welcome window, but now it hurts my eyes. i will take care of that later ig, but really it looks weird :("}, {"post_id": 59919, "ts": "2026-09-01T22:59:07Z", "hours": 0.875, "text": "DAY 2 ? - part 3 of the jam i guess !!!“welcome” window is on the wayyy!!!!! it took me a while to create this design (why?? - this is basically a classic “error” window you can easily find, right? well, i couldn’t find the right size so I grabbed an image from pinterest which was about half the size of this picture here. and, yeah, with some adjustions here we are. i feel like im spending too much time on the visuals before mastering the functions. however, i also know it would be harder to come back later and arrange these stuff sooo :D btw do you know if there s a way i can log those hours i spent on the design to hackatime?"}, {"post_id": 59268, "ts": "2026-08-31T23:27:29Z", "hours": 0.9244, "text": "im bout to get started w the JavaScript part. ive spent 90-120 mins so far - i had to get the right design. but eventually i got the look i wanted for the interface (more or less). im planning to add more pictures of Andrew Garfield’s spiderman to the left alongside some more links. the “ANDREW” written one leads to the wiki page of Andrew G. maybe i can add some edits or smt, i ll figure that out later. yeah, thats all for day-1, i guess :D"}, {"post_id": 59209, "ts": "2026-08-31T21:31:18Z", "hours": 0.3842, "text": "better obv!! at least its now aligned to the center, tho it still looks off :( but i love the background!!!"}, {"post_id": 59197, "ts": "2026-08-31T21:04:23Z", "hours": 0.2694, "text": "js getting started!! i rlly wanna dedicate this to peter parker. the texts dont look so pleasant atm tho. ill js trust the process ig YEY"}]...
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Title: SpideyyOS by @kingkev | Stardance
Devlogs: Title: SpideyyOS by @kingkev | Stardance
Devlogs:
js getting started!! i rlly wanna dedicate this to peter parker. the texts dont look so pleasant atm tho. ill js trust the process ig YEY
better obv!! at least its now aligned to the center, tho it still looks off :( but i love the background!!!
im bout to get started w the JavaScript part. ive spent 90-120 mins so far - i had to get the right design. but eventually i got the look i wanted for the interface (more or less). im planning to add more pictures of Andrew Garfield’s spiderman to the left alongside some more links. the “ANDREW” written one leads to the wiki page of Andrew G. maybe i can add some edits or smt, i ll figure that out later. yeah, thats all for day-1, i guess :D
DAY 2 ? - part 3 of the jam i guess !!!“welcome” window is on the wayyy!!!!! it took me a while to create this design (why?? - this is basically a classic “error” window you can easily find, right? well, i couldn’t find the right size so I grabbed an image from pinterest which was about half the size of this picture here. and, yeah, with some adjustions here we are. i feel like im spending too much time on the visuals before mastering the functions. however, i also know it would be harder to come back later and arrange these stuff sooo :D btw do you know if there s a way i can log those hours i spent on the design to hackatime?
now the welcome screen is draggable !!!!!!!!!!! im so happy :D the code seemed so overwhelming so i spent some while trying to understand that. but it all figured outt, so YEYYY ! i also changed the top bar’s colors so that it would match the picture on the left and the welcome window, but now it hurts my eyes. i will take care of that later ig, but really it looks weird :(
DAY 3!! fixed the color of the top bar, added some pictures to the left and found a better initial position for the opening window. and i, for some reason, feel the need to state that (sadly D,:) im not peter parker and this os is js build with my huge respect to the character and the actor. js making things clear. yeah thats all i guess. huge thx to whoever is reading these :))
i ve tried making the left bar scrollable and added more pics YEYY. thats all for day 3. new pics:
created my first app. it’s a simple notes app, im planning to change the window design to make it look more like a notebook. and also huge thx to @253_Mathilde_IYKYK for sharing this website where i took the little spider gif. “highlighting” the icon to show it was clicked didn’t seem right for this design. so i decided it would be cute if a spider showed up instead. yeyyy
day 5-6? im not gonna write days anymore its hard to keep track of them. anyway so i played with the notes app a bit, now you can add and delete pages and notebooks. and i also designed a page-ish image in canva
2nd app!!!! :)))))))))))))))) im so happy rn. music is very essential imo. the music app is working, however im gonna change the graphics, it is js too plain atm. and there is a problem w/ the playing order, i’ll make some adjustments about that. but we are getting closer to the first ship and i cannot wait to start the 2nd webOS mission. im js so so so excited!! 🕸️
school began so i lost my streak and everything, but still i wanna see the second OS mission so here we are. im working on the readme cuz well … yeah once im done its time to ship !!! i hope
ok so a new feature: you can now change your icon’s themes!!! YEYYYY. additional icons ⬇️ 🕷️
Ships:
SpideyyOS is a spiderman themed os. (spiderman is a super hero who’s real identity is peter parker.) there are two apps, the two that i consider to be the most important: a place to dump your ideas (noteess) and a basic need (yeah im talking about MUSIC). other than those, there is a scrollable bar with peter’s pictures. inspiration timeee: ive always thought how cool peter parker is, with all his nerdy interests and style and all. he just has his vibe that makes everything he do, just look different - in a good way. he is a tech guy, i mean he built his suit from scratch. so basically it wasn’t hard to connect anything including tech, to him - especially when i admire him greatly. i dont wanna bore you with these btw, but the theme was a great excitement for me and i really wanted to share how i feel about it :D so thx for your patience....
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1792853752.0152202
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1792940152.0152202
|
|
66854
|
Moon Or Bust! by @Hisham | Stardance
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Hisham
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1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T21:28:53Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "First Release!!!! I will talk about my process in developing the project in the next devlog :)", "repo": "https://github.com/hisham-sallam/moon-or-bust", "demo": "https://github.com/hisham-sallam/moon-or-bust/releases/tag/v1.0.0"}]...
|
[{"post_id": 75716, "ts": "202 [{"post_id": 75716, "ts": "2026-09-30T20:45:34Z", "hours": 0.3292, "text": "First Devlog: nothing much to be adding here honestly its more or less complete but there is a bug im planning to fix with the how the navball operates when you lose all of your velocity and burn in a different orbital direction"}]...
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Title: Moon Or Bust! by @Hisham | Stardance
Devlo Title: Moon Or Bust! by @Hisham | Stardance
Devlogs:
First Devlog: nothing much to be adding here honestly its more or less complete but there is a bug im planning to fix with the how the navball operates when you lose all of your velocity and burn in a different orbital direction
Ships:
First Release!!!! I will talk about my process in developing the project in the next devlog :)...
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1792817365.272862
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1792903765.272862
|
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39282
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Pass n’ Play by @ReuTheNetizen | Stardance
|
ReuTheNetizen
|
1
|
52.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T21:14:35Z", "hours": 52.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? Pass n’ Play is a website that serves as a party game hub for all ages in which a group can play 4 unique social deduction games by passing a single device around the table. The site is inspired by a neo-brutalist design, caters towards mobile devices, and is meant to look more like an app than a standard website. What are you proud of? I am most proud of the third game I made, Signal Jam. It has the most unique features out of all 4 games and really pushed me to finalize my aesthetic of my website. It was also the game I had most fun with when play-testing with my family. Furthermore it was not a game I had drafted in my prior failed attempt of this project so I had no codebase to fall back on. What was challenging? I was shocked by how long it took me to formulate a design style for the website that consistently looks well formatted and neat. Creating this neo-brutalist inspired style was much harder than expected and I feel as though a few pages could still use some improvement. Feedback on the design and game flow of the website would be greatly appreciated by reviewers. Another thing that took most of my brainpower was figuring out the JavaScript. Unlike my CSS, it had no globalized file. Reviewers, if you are reading this, please let me know if there are better programming languages, libraries or software that are more appropriate for making a project like this. I would love to further improve my programming skills and spend less time correcting mistakes due to my inefficiencies. What should people know so you can test your project? This is a purely frontend website, so just click the “Try Project” button to explore the site. I would recommend trying to playtest a game with nearby friends or relatives if possible. If you want a quick overview of my development process, just read the initial section and bolded text of the longer devlogs. They kinda serve as a TL;DR of the project’s progress.", "repo": "https://github.com/ReuTheCoder/pass-n-play", "demo": "https://reuthecoder.github.io/pass-n-play/"}]...
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[{"post_id": 75698, "ts": "202 [{"post_id": 75698, "ts": "2026-09-30T19:43:57Z", "hours": 1.5586, "text": "Devlog #09 I got some spare time to work today, so I thought I would add a few tiny features to elevate the Pass n’ Play experience. I think this project is ready to ship; each game is fully playable and I think now is a good time where feedback can help me greatly improve each game so it provides the best experience possible! Completed Work: Parties With a lot of assistance from AI (when figuring out how to properly get my localStorage function working), I have incorporated a new “Party” system into each game! It allows a group to save all of their names as a “Party” to their device so that they can quickly fill in every player’s name upon loading a new game. The new system supports up to 8 parties, which can each be given a unique name. Aside from making it easier to switch games, because of its localStorage usage, if the same group of friends regularly use my website, they can skip the step of inputting their names every time they decide to play. This idea was inspired by a similar feature I saw on an app (I can’t find its name) that was very similar to Imposter Who . Right now, the system is built into each game’s game setup screen, but I am considering moving it to the home screen so that each game screen is a bit more clean. If you are a reviewer reading this, let me know if the “Party” system gets in the way. Completed Work: Round Timer I also added the option for a round timer to the Imposter game. It was relatively simple as I just had to move around the timer code I used for Signal Jam. The CSS was moved to my global CSS file and I copied over and adjusted the HTML and JS. While I was at it, I made a few more polishes, such as adding a custom designed scroll bar . Next Steps: I am going to ship the project today. I already have my README drafted, I just need to make a few edits. I am not done with this project. I’m going to wait and see what feedback I get, but some plans I have for the future are making a globalized JavaScript file, adding a custom word/prompt bank feature to most games, adding more prompts to each game, adding more party games that can be played on one screen and adding a filter and sort system to the homepage. Thanks for reading!"}, {"post_id": 74701, "ts": "2026-09-28T01:09:48Z", "hours": 7.2839, "text": "Devlog #08 Development has really slowed down now that I am entering the thick of it at school. Regardless, over the past two weekends, I finished Signal Jam and started the fourth (and final) game before shipping, The Outsider! Completed Work: Signal Jam Finishing this up was quick and smooth. I don’t remember exactly how long it took, but it was fast enough that I decided to wait until completing the idea I had sitting in the back of my mind (The Outsider) before posting another devlog. I reused the Results screen code from the previous games, tweaked the content to be specific to the game, and added a few extra if statements since this game has more win conditions. After playtesting, I made some small polish changes and committed everything. Completed Work: The Outsider This game’s flow was inspired by Chameleon. I went in expecting it to make a quick reskin of Imposter with a new word grid feature, but building that grid took more time than planned. Getting the grid to look good on both mobile and desktop was tricky. I eventually decided to lock mobile players into landscape mode so the grid would have more space and be easier to see when everyone’s looking at the same screen. Then, I had to figure out wrapping and line break issues to ensure the words were consistently displayed neatly. One technical highlight I would like to share is that, originally, I thought about storing the selected word index using a data-selected-index attribute on the grid container, but since attributes only store strings, handling 0 (the first cell index) would have required extra checks to avoid false negatives. Instead, I used a closure variable ( selectedIndex ) inside the function that built the word grid. This clean solution enables it to reset automatically each time the grid renders, which also clears the previous selection. Next Steps: The project is basically ready to ship! I’ll make one more devlog to add some localStorage features and wrap things up before release. Thanks for reading!"}, {"post_id": 67455, "ts": "2026-09-13T15:45:07Z", "hours": 9.9003, "text": "Devlog #07 The CSS Revamp is complete and the third game for Pass n’ Play is in development. After this devlog, I’m going to make sure I post more frequent devlogs. I keep procrastinating… Completed Work: Finished Polishing Website After the last devlog, I spent 4 more hours finishing up the CSS and the Imposter Game. The second installment to Pass n’ Play is now fully functional, with 156 different words to play with. It is also fully polished to a level I am ready to present, both in game flow and aesthetics. I think one thing that made this process longer than I had initially thought it would be is the fact many minute details needed adjustments throughout all my code. Since I had copied over the secret saboteur code for the imposter game before changing up the UI, I had to ensure I properly transferred the new style changes I made to the HTML and JS of the imposter game (since only my css is globalized). I finally think I have locked in the style that I would like to use for this website and that my code is a lot more organized than before. This should hopefully make development quicker in the future. Completed Work: New Game Also continuing from my last devlog, I have begun working on the third party game for Pass n’ Play: Signal Jam. Its fundamental gameplay is similar to the classic 20 Questions, however it has specialized roles which I believe create interesting dynamics and increase the fun. The game flow was inspired by another party game called Werewords. So far I have my game information, game setup, main discussion and voting screens done. It currently has 75 unique words as game prompts. I’m finding it a bit hard to add additional insightful details because I am basically repeating the process I had to make the Imposter. So, I’m going to describe how I have refined my process to work a bit faster than with the Imposter game. I first made the Game Information page so I have all the rules established. Each game is its own file that keeps all files specific to the game within it. So in order to write the game information I copied the Secret Saboteur info.html and edited the content to explain the rules for Signal Jam. This page has no JavaScript and was already linked to my generalized info.css file, so I did not have to do anything else. After that, I started building the game in sections, starting with all the code I would need up to the discussion screen. For the HTML, I would copy over individual blocks of code I knew I could reuse (often editing them to fit the language of the new game), note what new components I needed, and research how I could add it to the game. For instance, this game has a round timer, which no other game had, so I had to add a few new HTML and JS elements. Also, to keep things organized, instead of adding more stuff to the main game.css file, I used a separate style.css page. Once everything was polished to a level I was happy with, I started on the next chunk of my game. I continued this process until the game was completed. This was much better than what I did before for the Imposter game where I basically duplicated all the code for Secret Saboteur and then scoured through it to see what I needed to change and remove. Next Steps: I primarily need to complete the game (which is almost done, I just need to make the Results Screen!) Afterwards, I want to add a custom word bank feature to the game that saves with localStorage and an option to add a round timer to the discussion screen. Finally, I got to think of one more game to add before I ship. Thanks for reading!"}, {"post_id": 63127, "ts": "2026-09-06T19:12:46Z", "hours": 10.0089, "text": "Devlog #06 It certainly has been a while since my last devlog! I paused development for a few weeks in order to finish another website idea I had been working on. I honestly then procrastinated on working on this again once I realized I had to readjust and familiarize myself to the inner workings of my old code. It was definitely more disorganised than I had remembered leaving it. When I did eventually start, school was also beginning, so I have only been able to work on it in small intervals throughout the week. This slow development, combined with the roadblocks I stumbled upon (as described below) made the past 10 hours of development time come quite unexpectedly. Completed Work: Imposter Game Functionality As I said in the last devlog, I would begin to work on my second game: Imposter. I got the HTML done relatively quickly. I would say about half of my time was spent finishing the game logic for my Imposter game, which is now fully functional. It honestly took longer than I thought because my code for Secret Saboteur did not translate as smoothly as I thought it would to the imposter game. Directly copy-pasting the Secret Saboteur code for the Imposter game led to a few errors, and I spent a lot of time combing through the imposter code to figure out what needed to be changed or removed from the secret saboteur code. I definitely need to figure out a better approach for adding new games. Fortunately, I have been able to implement Secret Sabouter’s CSS without many issues. Completed Work: Design Revamp As I was working on Imposter, I had been brainstorming ways to improve the UI and had settled on a few ideas. So before polishing the CSS for the Imposter game, I decided to revamp and finalize the UI for the secret saboteur game. With my old design, I felt as though everything was competing for attention. I think I used the card style way too often, which did not bring much diversity to the design and made organization a bit fuzzy. With my new design changes, I believe my design now has more breathing room and utilizes each game’s accent colors more directly. I also tried to make my shadow sizes, border radii and spacing a bit more consistent. Instead of using emojis, I have been trying to complete SVG icons. I sourced them from Lucide’s Lucide and Bootstrap’s icon libraries. This definitely took up most of my time. Completing this took a lot longer than I was expecting. I think one reason time flew by so quickly is because when I first tried to change up my design, I messed up a lot of things. Midway through the process, I was questioning if doing this was a mistake, because I had ruined the look of Secret Saboteur and caused its game flow to stop working due to inconsistently changing a few class names. If I had to do this again, I would take note of exactly what I changed so I can easily work through errors and debugging. I also found that as I was redoing my design, I ended up cleaning up a bit of my Javascript and CSS in the process. There was quite a bit of code from abandoned ideas still hanging around. Next Steps: I would not say the Imposter Game or the design changes are completely done. Those 10 hours snuck up on me; I think I need to spend a bit more time getting each of my games the level of polish I would like. However, I don;t think it will take too long, as I am really close to finishing this “polishing” process. After that, I’m going to try and add two more games before making my first ship. You’ll have to wait until the next devlog to see what party game I add next. By the way, feel free to suggest any games and I’ll try to see if I can add them. Thanks for reading! - 2026/09/06"}, {"post_id": 42324, "ts": "2026-08-07T00:19:28Z", "hours": 6.3547, "text": "Devlog #05 The first Pass n’ Play game is now fully playable and polished! The core functionality was finished shortly after posting the last devlog (about 3.5 hours of coding in), but the real work happened afterward. In order to make the game feel more polished and actually part of the Pass n’ Play design system I had to tighten the layout, fix hierarchy inconsistencies, and clean up the UI. Completed Work: Javascript Right after posting the last devlog, I realized I had completely forgotten to implement the Guesser role. Once I added it, I noticed I had accidentally configured the game so the first player always became the guesser. This meant rewriting a section of my assignRoles() function so roles actually randomize correctly. After that, I finished the Javascript for both the guessing screen and the results screen. The biggest friction point was the saboteur button layout. I originally formatted them in a column, but switching to rows made the spacing and logic behave properly. The longest debugging issue came from something small. I had removed a header from the info popup in my HTML, but forgot to delete the Javascript function that controlled it. This “ghost” function caused a whole section of my script to stop working, and I kept thinking I had broken other functions. Once I finally noticed and removed the unused function, everything went back to normal. Completed Work: CSS Once the game was functional, I felt the CSS still looked unpolished. The text inside <main> did not feel like part of the same physical UI system as the buttons and headers. I rebuilt these text blocks into proper card badges so they look like real components instead of raw HTML. I also inverted the text hierarchy for the game header, removed redundant labels, and cleaned up the popup by removing the extra close anchor and header (which caused the Javascript issue mentioned earlier). I also spent time making sure the design would translate well to mobile. With some research and AI help (which only confirmed formatting issues and did not write code), I updated my layout so everything uses a unified 600px max‑width. This prevents the header from overflowing on smaller screens and makes the whole app feel like a cohesive handheld interface. The button grids now collapse into balanced two‑column stacks on narrow displays. While doing this, I adjusted a few element styles, reorganized the setup elements into a clean vertical column grid, and grouped Play Again and New Game into a structural wrapper so their spacing is predictable. Overall, making the spacing and alignment more intentional helped the entire interface feel more cohesive. Next Steps I am now starting work on Pass n’ Play’s second game: Imposter, based on the “Imposter Who?” party game that was popular earlier this year. I am also still unhappy with how the Game Setup screen looks, so I will probably adjust it soon. Any advice on improving the design would be greatly appreciated. Thanks for reading! - 2026/08/06"}, {"post_id": 41139, "ts": "2026-08-05T04:50:09Z", "hours": 8.1986, "text": "Devlog #04 I have almost finished the first party game for Play n’ Play the past few days. I completed almost all of the game CSS, did most of the JavaScript and made some additional edits and fixes. For instance, after reviewing the HTML my sleep deprived mind wrote last devlog I realized I had copied the old game layout a bit too closely to my liking; including parts I specifically wanted to improve. With a clearer head the next morning, I redesigned the setup screen. One change I made, for instance, replaced the bulky button grid with compact quantity selectors for choosing the player and saboteur count. It was at this moment I realized I should go back into my planning doc and finalize my notes on game logic. Some of the mechanics I originally wrote down didn’t match the flow I wanted anymore, so I rewrote those sections and made sure the updated logic was reflected in my JavaScript structure. This redesign also helped me clarify how players move through the game (especially the setup and guessing phases) which made the later coding steps feel more intentional. JavaScript Progress I said in the last devlog that I would update once the JavaScript was finished, but my logged time was approaching the 10‑hour cap, so I wanted to post earlier to be safe. Right now, the JS is fully implemented up to the guessing screen, which puts me at roughly 3/5 of the game logic completed. My workflow looked like this: I explained my game logic to an AI (ChatGPT) and asked it to describe the functions I would need, just to outline their purpose (it did not write the actual code for me). With those descriptions and my own research, I drafted the most of JS file in commented sections like game setup , discussion , and event listeners . You can even see these comments in the JS screenshot. After that, I wrote the actual functions myself, discovering how each piece worked as I went. I should also note I used AI for some tedious tasks, like checking the game’s 105 discussion prompts (most of which I derived from the oold game version) for duplicates or adjusting ones that weren’t broad enough for a general audience. Completing CSS Even though I started with JavaScript, I eventually drifted into CSS (partly because I wanted a break, and partly because I wasn’t sure how clean my HTML structure was). I swapped back and forth between working on JS and CSS until I accidentally completed most of the styling. Implementing the CSS helped me see where I needed more classes or where the markup was missing hooks for interactivity. For instance, writing the CSS made it easy to envision and test how the progression button would look when disabled or enabled (depending on if all the required information on the game setup screen was complete). I’m hoping developing future games for this project will go faster now that I’m more familiar with this workflow. Additional Reflections Working on this project has taught me a lot about VSCode shortcuts I didn’t know before; small things that make typing and navigating code much faster. Learning JavaScript has definitely harder for me than learning HTML and CSS, but I’ve noticed some similarities to C++, which I’ve used for past hardware projects. That familiarity makes the learning curve feel a bit less steep. As for the website design… something still feels slightly “off.” I can’t pinpoint it yet, but I think the aesthetic could be improved. If you have suggestions, I would greatly appreciate feedback in the comments. Next Steps My plan is to finish the JavaScript completely, then polish everything afterward and commit my updates to GitHub. If all goes well, the next devlog will cover the finished, playable version of Secret Saboteur. Thanks for reading! — 2026/08/04"}, {"post_id": 39198, "ts": "2026-08-02T00:06:21Z", "hours": 3.3308, "text": "Devlog #03 Built the main HTML structure for Secret Saboteur (my first game) today . I was able to speed my planning process up by referencing the layout I had set up in my previous draft, making sure to not directly copy my old code. I may add a few more additional components as I work on the JS and CSS later on. I found that writing a big block of HTML at once makes it a lot harder to find typos, which I often made. Another thing I spent a lot of time on was cleaning my HTML structure so adding JavaScript later won’t turn into a mess. The hardest part was preparing the markup for JavaScript. I’m used to only setting things up for CSS, but after researching JS (and getting debugging hints from AI), I realized I needed to specify waayyy more classes than usual. Now that the foundation is finally in place, my next step will be making the game actually functionable by bringing it to life with JavaScript. Thanks for reading! - 2026/08/01"}, {"post_id": 38537, "ts": "2026-08-01T00:04:57Z", "hours": 1.8419, "text": "Devlog #02 Added consistent styling to both game instruction pages. I styled the instructions for the first game, Secret Saboteur, on my site and added a new instructions page for another game - Imposter (based on Imposter Who? ). I reused the homepage’s layout and visual identity, but the fun part was making the accent colors fully customizable. By turning the accent colors into CSS variables, I could swap themes right from the HTML without touching the stylesheet! I think this small change made the site feel cohesive while keeping customization effortless. It’s satisfying seeing design consistency emerge from my use of variables and general coding structure. Thanks for reading! - 2026/07/29-30"}, {"post_id": 37429, "ts": "2026-07-30T04:50:17Z", "hours": 3.1317, "text": "Devlog #01 Today, I worked on making and styling the homepage. I also drafted the info page for one of my games, Secret Saboteur, in html. The hardest part today was trying to organize my code so that I could easily add more games in the future. Much time was spent fixing a few syntax errors I made that broke my CSS design. Pass n’ Play will be a website that hosts multiple party games that can all be played on one device (preferably a phone). It will be great for times when a group of friends want to play a game but have no board or card games handy. It avoids the issue of playing over a poor connection or not everyone having their own device, which many online multiplayer games have. Project Inspiration During school at lunch, my friends and I used to play Imposter Who? at lunch. However, we eventually got bored of the categories and didn’t want to pay for the expanded word banks. This made me wonder if I could code my own version of the game that had its own categories - which led me to create a quite scrappy version, heavily influenced with AI and super disorganized (the whole game crammed into a single, 2375 lined, html file). I also started to add a super buggy version of Secret Saboteur , based on a Smosh Games video I had recently watched. So I decided that I would reattempt making those games from scratch for the Stardance challenge. This time, much more organized and with no AI. The only thing I will be borrowing from the previous version is some word banks I made. Completed Work In my previous version, the instructions were cramped onto one screen and honestly were not that clear, so I gave each game a dedicated info screen in the new remake. Additionally, the games did not really have an identity of their own. The CSS was pretty basic (the only other color was cyan). The new design draws partial inspiration from Nintendo and heavily from neo‑brutalism web design. A guide I found on Medium I read that really helped me capture the aesthetic. Each game will share the same overall style but have its own emoji and accent color, giving it a distinct identity while keeping the ecosystem cohesive. Next Steps The next devlog will probably be when I finish styling the info page for Secret Sabotuer, which will be the first game I will make functional. I’m also compiling a list of party games that work well on one device. So far I’m planning to include Chameleon and my own game, Role Roulette. If you have any suggestions for fun one‑screen party games, I’d love to hear them! Thanks for reading! - 2026/07/29"}]...
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Title: Pass n’ Play by @ReuTheNetizen | Stardance
Title: Pass n’ Play by @ReuTheNetizen | Stardance
Devlogs:
Devlog #01 Today, I worked on making and styling the homepage. I also drafted the info page for one of my games, Secret Saboteur, in html. The hardest part today was trying to organize my code so that I could easily add more games in the future. Much time was spent fixing a few syntax errors I made that broke my CSS design. Pass n’ Play will be a website that hosts multiple party games that can all be played on one device (preferably a phone). It will be great for times when a group of friends want to play a game but have no board or card games handy. It avoids the issue of playing over a poor connection or not everyone having their own device, which many online multiplayer games have. Project Inspiration During school at lunch, my friends and I used to play Imposter Who? at lunch. However, we eventually got bored of the categories and didn’t want to pay for the expanded word banks. This made me wonder if I could code my own version of the game that had its own categories - which led me to create a quite scrappy version, heavily influenced with AI and super disorganized (the whole game crammed into a single, 2375 lined, html file). I also started to add a super buggy version of Secret Saboteur , based on a Smosh Games video I had recently watched. So I decided that I would reattempt making those games from scratch for the Stardance challenge. This time, much more organized and with no AI. The only thing I will be borrowing from the previous version is some word banks I made. Completed Work In my previous version, the instructions were cramped onto one screen and honestly were not that clear, so I gave each game a dedicated info screen in the new remake. Additionally, the games did not really have an identity of their own. The CSS was pretty basic (the only other color was cyan). The new design draws partial inspiration from Nintendo and heavily from neo‑brutalism web design. A guide I found on Medium I read that really helped me capture the aesthetic. Each game will share the same overall style but have its own emoji and accent color, giving it a distinct identity while keeping the ecosystem cohesive. Next Steps The next devlog will probably be when I finish styling the info page for Secret Sabotuer, which will be the first game I will make functional. I’m also compiling a list of party games that work well on one device. So far I’m planning to include Chameleon and my own game, Role Roulette. If you have any suggestions for fun one‑screen party games, I’d love to hear them! Thanks for reading! - 2026/07/29
Devlog #02 Added consistent styling to both game instruction pages. I styled the instructions for the first game, Secret Saboteur, on my site and added a new instructions page for another game - Imposter (based on Imposter Who? ). I reused the homepage’s layout and visual identity, but the fun part was making the accent colors fully customizable. By turning the accent colors into CSS variables, I could swap themes right from the HTML without touching the stylesheet! I think this small change made the site feel cohesive while keeping customization effortless. It’s satisfying seeing design consistency emerge from my use of variables and general coding structure. Thanks for reading! - 2026/07/29-30
Devlog #03 Built the main HTML structure for Secret Saboteur (my first game) today . I was able to speed my planning process up by referencing the layout I had set up in my previous draft, making sure to not directly copy my old code. I may add a few more additional components as I work on the JS and CSS later on. I found that writing a big block of HTML at once makes it a lot harder to find typos, which I often made. Another thing I spent a lot of time on was cleaning my HTML structure so adding JavaScript later won’t turn into a mess. The hardest part was preparing the markup for JavaScript. I’m used to only setting things up for CSS, but after researching JS (and getting debugging hints from AI), I realized I needed to specify waayyy more classes than usual. Now that the foundation is finally in place, my next step will be making the game actually functionable by bringing it to life with JavaScript. Thanks for reading! - 2026/08/01
Devlog #04 I have almost finished the first party game for Play n’ Play the past few days. I completed almost all of the game CSS, did most of the JavaScript and made some additional edits and fixes. For instance, after reviewing the HTML my sleep deprived mind wrote last devlog I realized I had copied the old game layout a bit too closely to my liking; including parts I specifically wanted to improve. With a clearer head the next morning, I redesigned the setup screen. One change I made, for instance, replaced the bulky button grid with compact quantity selectors for choosing the player and saboteur count. It was at this moment I realized I should go back into my planning doc and finalize my notes on game logic. Some of the mechanics I originally wrote down didn’t match the flow I wanted anymore, so I rewrote those sections and made sure the updated logic was reflected in my JavaScript structure. This redesign also helped me clarify how players move through the game (especially the setup and guessing phases) which made the later coding steps feel more intentional. JavaScript Progress I said in the last devlog that I would update once the JavaScript was finished, but my logged time was approaching the 10‑hour cap, so I wanted to post earlier to be safe. Right now, the JS is fully implemented up to the guessing screen, which puts me at roughly 3/5 of the game logic completed. My workflow looked like this: I explained my game logic to an AI (ChatGPT) and asked it to describe the functions I would need, just to outline their purpose (it did not write the actual code for me). With those descriptions and my own research, I drafted the most of JS file in commented sections like game setup , discussion , and event listeners . You can even see these comments in the JS screenshot. After that, I wrote the actual functions myself, discovering how each piece worked as I went. I should also note I used AI for some tedious tasks, like checking the game’s 105 discussion prompts (most of which I derived from the oold game version) for duplicates or adjusting ones that weren’t broad enough for a general audience. Completing CSS Even though I started with JavaScript, I eventually drifted into CSS (partly because I wanted a break, and partly because I wasn’t sure how clean my HTML structure was). I swapped back and forth between working on JS and CSS until I accidentally completed most of the styling. Implementing the CSS helped me see where I needed more classes or where the markup was missing hooks for interactivity. For instance, writing the CSS made it easy to envision and test how the progression button would look when disabled or enabled (depending on if all the required information on the game setup screen was complete). I’m hoping developing future games for this project will go faster now that I’m more familiar with this workflow. Additional Reflections Working on this project has taught me a lot about VSCode shortcuts I didn’t know before; small things that make typing and navigating code much faster. Learning JavaScript has definitely harder for me than learning HTML and CSS, but I’ve noticed some similarities to C++, which I’ve used for past hardware projects. That familiarity makes the learning curve feel a bit less steep. As for the website design… something still feels slightly “off.” I can’t pinpoint it yet, but I think the aesthetic could be improved. If you have suggestions, I would greatly appreciate feedback in the comments. Next Steps My plan is to finish the JavaScript completely, then polish everything afterward and commit my updates to GitHub. If all goes well, the next devlog will cover the finished, playable version of Secret Saboteur. Thanks for reading! — 2026/08/04
Devlog #05 The first Pass n’ Play game is now fully playable and polished! The core functionality was finished shortly after posting the last devlog (about 3.5 hours of coding in), but the real work happened afterward. In order to make the game feel more polished and actually part of the Pass n’ Play design system I had to tighten the layout, fix hierarchy inconsistencies, and clean up the UI. Completed Work: Javascript Right after posting the last devlog, I realized I had completely forgotten to implement the Guesser role. Once I added it, I noticed I had accidentally configured the game so the first player always became the guesser. This meant rewriting a section of my assignRoles() function so roles actually randomize correctly. After that, I finished the Javascript for both the guessing screen and the results screen. The biggest friction point was the saboteur button layout. I originally formatted them in a column, but switching to rows made the spacing and logic behave properly. The longest debugging issue came from something small. I had removed a header from the info popup in my HTML, but forgot to delete the Javascript function that controlled it. This “ghost” function caused a whole section of my script to stop working, and I kept thinking I had broken other functions. Once I finally noticed and removed the unused function, everything went back to normal. Completed Work: CSS Once the game was functional, I felt the CSS still looked unpolished. The text inside <main> did not feel like part of the same physical UI system as the buttons and headers. I rebuilt these text blocks into proper card badges so they look like real components instead of raw HTML. I also inverted the text hierarchy for the game header, removed redundant labels, and cleaned up the popup by removing the extra close anchor and header (which caused the Javascript issue mentioned earlier). I also spent time making sure the design would translate well to mobile. With some research and AI help (which only confirmed formatting issues and did not write code), I updated my layout so everything uses a unified 600px max‑width. This prevents the header from overflowing on smaller screens and makes the whole app feel like a cohesive handheld interface. The button grids now collapse into balanced two‑column stacks on narrow displays. While doing this, I adjusted a few element styles, reorganized the setup elements into a clean vertical column grid, and grouped Play Again and New Game into a structural wrapper so their spacing is predictable. Overall, making the spacing and alignment more intentional helped the entire interface feel more cohesive. Next Steps I am now starting work on Pass n’ Play’s second game: Imposter, based on the “Imposter Who?” party game that was popular earlier this year. I am also still unhappy with how the Game Setup screen looks, so I will probably adjust it soon. Any advice on improving the design would be greatly appreciated. Thanks for reading! - 2026/08/06
Devlog #06 It certainly has been a while since my last devlog! I paused development for a few weeks in order to finish another website idea I had been working on. I honestly then procrastinated on working on this again once I realized I had to readjust and familiarize myself to the inner workings of my old code. It was definitely more disorganised than I had remembered leaving it. When I did eventually start, school was also beginning, so I have only been able to work on it in small intervals throughout the week. This slow development, combined with the roadblocks I stumbled upon (as described below) made the past 10 hours of development time come quite unexpectedly. Completed Work: Imposter Game Functionality As I said in the last devlog, I would begin to work on my second game: Imposter. I got the HTML done relatively quickly. I would say about half of my time was spent finishing the game logic for my Imposter game, which is now fully functional. It honestly took longer than I thought because my code for Secret Saboteur did not translate as smoothly as I thought it would to the imposter game. Directly copy-pasting the Secret Saboteur code for the Imposter game led to a few errors, and I spent a lot of time combing through the imposter code to figure out what needed to be changed or removed from the secret saboteur code. I definitely need to figure out a better approach for adding new games. Fortunately, I have been able to implement Secret Sabouter’s CSS without many issues. Completed Work: Design Revamp As I was working on Imposter, I had been brainstorming ways to improve the UI and had settled on a few ideas. So before polishing the CSS for the Imposter game, I decided to revamp and finalize the UI for the secret saboteur game. With my old design, I felt as though everything was competing for attention. I think I used the card style way too often, which did not bring much diversity to the design and made organization a bit fuzzy. With my new design changes, I believe my design now has more breathing room and utilizes each game’s accent colors more directly. I also tried to make my shadow sizes, border radii and spacing a bit more consistent. Instead of using emojis, I have been trying to complete SVG icons. I sourced them from Lucide’s Lucide and Bootstrap’s icon libraries. This definitely took up most of my time. Completing this took a lot longer than I was expecting. I think one reason time flew by so quickly is because when I first tried to change up my design, I messed up a lot of things. Midway through the process, I was questioning if doing this was a mistake, because I had ruined the look of Secret Saboteur and caused its game flow to stop working due to inconsistently changing a few class names. If I had to do this again, I would take note of exactly what I changed so I can easily work through errors and debugging. I also found that as I was redoing my design, I ended up cleaning up a bit of my Javascript and CSS in the process. There was quite a bit of code from abandoned ideas still hanging around. Next Steps: I would not say the Imposter Game or the design changes are completely done. Those 10 hours snuck up on me; I think I need to spend a bit more time getting each of my games the level of polish I would like. However, I don;t think it will take too long, as I am really close to finishing this “polishing” process. After that, I’m going to try and add two more games before making my first ship. You’ll have to wait until the next devlog to see what party game I add next. By the way, feel free to suggest any games and I’ll try to see if I can add them. Thanks for reading! - 2026/09/06
Devlog #07 The CSS Revamp is complete and the third game for Pass n’ Play is in development. After this devlog, I’m going to make sure I post more frequent devlogs. I keep procrastinating… Completed Work: Finished Polishing Website After the last devlog, I spent 4 more hours finishing up the CSS and the Imposter Game. The second installment to Pass n’ Play is now fully functional, with 156 different words to play with. It is also fully polished to a level I am ready to present, both in game flow and aesthetics. I think one thing that made this process longer than I had initially thought it would be is the fact many minute details needed adjustments throughout all my code. Since I had copied over the secret saboteur code for the imposter game before changing up the UI, I had to ensure I properly transferred the new style changes I made to the HTML and JS of the imposter game (since only my css is globalized). I finally think I have locked in the style that I would like to use for this website and that my code is a lot more organized than before. This should hopefully make development quicker in the future. Completed Work: New Game Also continuing from my last devlog, I have begun working on the third party game for Pass n’ Play: Signal Jam. Its fundamental gameplay is similar to the classic 20 Questions, however it has specialized roles which I believe create interesting dynamics and increase the fun. The game flow was inspired by another party game called Werewords. So far I have my game information, game setup, main discussion and voting screens done. It currently has 75 unique words as game prompts. I’m finding it a bit hard to add additional insightful details because I am basically repeating the process I had to make the Imposter. So, I’m going to describe how I have refined my process to work a bit faster than with the Imposter game. I first made the Game Information page so I have all the rules established. Each game is its own file that keeps all files specific to the game within it. So in order to write the game information I copied the Secret Saboteur info.html and edited the content to explain the rules for Signal Jam. This page has no JavaScript and was already linked to my generalized info.css file, so I did not have to do anything else. After that, I started building the game in sections, starting with all the code I would need up to the discussion screen. For the HTML, I would copy over individual blocks of code I knew I could reuse (often editing them to fit the language of the new game), note what new components I needed, and research how I could add it to the game. For instance, this game has a round timer, which no other game had, so I had to add a few new HTML and JS elements. Also, to keep things organized, instead of adding more stuff to the main game.css file, I used a separate style.css page. Once everything was polished to a level I was happy with, I started on the next chunk of my game. I continued this process until the game was completed. This was much better than what I did before for the Imposter game where I basically duplicated all the code for Secret Saboteur and then scoured through it to see what I needed to change and remove. Next Steps: I primarily need to complete the game (which is almost done, I just need to make the Results Screen!) Afterwards, I want to add a custom word bank feature to the game that saves with localStorage and an option to add a round timer to the discussion screen. Finally, I got to think of one more game to add before I ship. Thanks for reading!
Devlog #08 Development has really slowed down now that I am entering the thick of it at school. Regardless, over the past two weekends, I finished Signal Jam and started the fourth (and final) game before shipping, The Outsider! Completed Work: Signal Jam Finishing this up was quick and smooth. I don’t remember exactly how long it took, but it was fast enough that I decided to wait until completing the idea I had sitting in the back of my mind (The Outsider) before posting another devlog. I reused the Results screen code from the previous games, tweaked the content to be specific to the game, and added a few extra if statements since this game has more win conditions. After playtesting, I made some small polish changes and committed everything. Completed Work: The Outsider This game’s flow was inspired by Chameleon. I went in expecting it to make a quick reskin of Imposter with a new word grid feature, but building that grid took more time than planned. Getting the grid to look good on both mobile and desktop was tricky. I eventually decided to lock mobile players into landscape mode so the grid would have more space and be easier to see when everyone’s looking at the same screen. Then, I had to figure out wrapping and line break issues to ensure the words were consistently displayed neatly. One technical highlight I would like to share is that, originally, I thought about storing the selected word index using a data-selected-index attribute on the grid container, but since attributes only store strings, handling 0 (the first cell index) would have required extra checks to avoid false negatives. Instead, I used a closure variable ( selectedIndex ) inside the function that built the word grid. This clean solution enables it to reset automatically each time the grid renders, which also clears the previous selection. Next Steps: The project is basically ready to ship! I’ll make one more devlog to add some localStorage features and wrap things up before release. Thanks for reading!
Devlog #09 I got some spare time to work today, so I thought I would add a few tiny features to elevate the Pass n’ Play experience. I think this project is ready to ship; each game is fully playable and I think now is a good time where feedback can help me greatly improve each game so it provides the best experience possible! Completed Work: Parties With a lot of assistance from AI (when figuring out how to properly get my localStorage function working), I have incorporated a new “Party” system into each game! It allows a group to save all of their names as a “Party” to their device so that they can quickly fill in every player’s name upon loading a new game. The new system supports up to 8 parties, which can each be given a unique name. Aside from making it easier to switch games, because of its localStorage usage, if the same group of friends regularly use my website, they can skip the step of inputting their names every time they decide to play. This idea was inspired by a similar feature I saw on an app (I can’t find its name) that was very similar to Imposter Who . Right now, the system is built into each game’s game setup screen, but I am considering moving it to the home screen so that each game screen is a bit more clean. If you are a reviewer reading this, let me know if the “Party” system gets in the way. Completed Work: Round Timer I also added the option for a round timer to the Imposter game. It was relatively simple as I just had to move around the timer code I used for Signal Jam. The CSS was moved to my global CSS file and I copied over and adjusted the HTML and JS. While I was at it, I made a few more polishes, such as adding a custom designed scroll bar . Next Steps: I am going to ship the project today. I already have my README drafted, I just need to make a few edits. I am not done with this project. I’m going to wait and see what feedback I get, but some plans I have for the future are making a globalized JavaScript file, adding a custom word/prompt bank feature to most games, adding more prompts to each game, adding more party games that can be played on one screen and adding a filter and sort system to the homepage. Thanks for reading!
Ships:
What did you make? Pass n’ Play is a website that serves as a party game hub for all ages in which a group can play 4 unique social deduction games by passing a single device around the table. The site is inspired by a neo-brutalist design, caters towards mobile devices, and is meant to look more like an app than a standard website. What are you proud of? I am most proud of the third game I made, Signal Jam. It has the most unique features out of all 4 games and really pushed me to finalize my aesthetic of my website. It was also the game I had most fun with when play-testing with my family. Furthermore it was not a game I had drafted in my prior failed attempt of this project so I had no codebase to fall back on. What was challenging? I was shocked by how long it took me to formulate a design style for the website that consistently looks well formatted and neat. Creating this neo-brutalist inspired style was much harder than expected and I feel as though a few pages could still use some improvement. Feedback on the design and game flow of the website would be greatly appreciated by reviewers. Another thing that took most of my brainpower was figuring out the JavaScript. Unlike my CSS, it had no globalized file. Reviewers, if you are reading this, please let me know if there are better programming languages, libraries or software that are more appropriate for making a project like this. I would love to further improve my programming skills and spend less time correcting mistakes due to my inefficiencies. What should people know so you can test your project? This is a purely frontend website, so just click the “Try Project” button to explore the site. I would recommend trying to playtest a game with nearby friends or relatives if possible. If you want a quick overview of my development process, just read the initial section and bolded text of the longer devlogs. They kinda serve as a TL;DR of the project’s progress....
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1792853665.6350067
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1792940065.6350067
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33818
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Piggi by @malikschenk | Stardance
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malikschenk
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1
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27.2
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180
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T20:52:24Z", "hours": 25.0, "multiplier": 7.31, "payout": 180, "blessing": "neutral", "text": "I created an app to keep an eye on your expenses and to reach your saving goals. It has smart features like Stats and a Calculator. Additionally there is PiggiAI, an integrated AI that runs via your Gemini API key. All the data is saved securely in local stoprage, never löeaves your device and can be deleted with just two clicks.", "repo": "https://github.com/Malikschenk/Piggi", "demo": "https://piggi-app.vercel.app/"}]...
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[{"post_id": 78167, "ts": "202 [{"post_id": 78167, "ts": "2026-10-09T20:50:05Z", "hours": 1.6992, "text": "Devlog #8 After two failed submissions I finally found the problem! The reviewer said the Hack Club AI key didn’t work. But my code, as I thought, wasn’t actually the problem. Because GitHub Pages doesn’t support Serverless Functions and Vercel do. Now I host Piggi on Vercel. It feels and looks the same, but it works. Check it out here !"}, {"post_id": 75878, "ts": "2026-10-01T13:38:20Z", "hours": 0.5, "text": "Devlog #7 I received an answer really quickly from the reviewers. They said I have to open PiggiAI to Hack Club AI. I never heard of it before, but you can get your API key there for top OpenAI models. Now PiggiAI is opened to both keys! Check it out here !"}, {"post_id": 75714, "ts": "2026-09-30T20:38:29Z", "hours": 2.1003, "text": "Devlog #6 I just found out that the Stardance event has been extended by another month! I’m really happy but in the last days I spent so much time finishing Piggi. Now I’m done, there are no new features today, but you can check it out in my repo and live on GitHub Pages. I was struggling with Pages, but I finally did it! I’m about to submit the project. Maybe there’ll be a new version of Piggi, so stay tuned!"}, {"post_id": 75347, "ts": "2026-09-29T20:13:02Z", "hours": 3.7125, "text": "Devlog #5 I finally finished Piggi! I added a lot of new features. For example Stats and Calculator features. But try it yourself here or check my repo ! I’m adding information to the README but I have to submit the project now because the Stardance Event is ending tomorrow. Here are a few screenshots of the UI."}, {"post_id": 71771, "ts": "2026-09-21T14:37:29Z", "hours": 4.41, "text": "Devlog #4 I’m back working on Piggi! In the last weeks I built my Hackpad and shipped it yesterday. While it’s being checked I’m working on this project again. My plan is to finish it before the Stardance event ends."}, {"post_id": 44030, "ts": "2026-08-09T15:14:03Z", "hours": 3.5489, "text": "Devlog #3 I just finished the app and made some changes: · New Settings menu · Adjustable avatar letter · Option to reset all data · Option to add and subtract funds · Warning when entering letters or symbols in forms for numbers Aside from that I removed the diagram because I don’t think you need a visualization of monthly income and expenses. Now I’ll start with PiggiAI. I also hosted Piggi on GitHub Pages so check it out here !"}, {"post_id": 30397, "ts": "2026-07-17T21:50:20Z", "hours": 7.3644, "text": "Devlog #2 I largely finished the structure of the app, but it’s a work in progress and a few bugs to fix. The code is now on GitHub - try it out! These things are improved or new: · New menu for the settings · New dark mode · A clearer diagram for expenses · New buttons · Maximum of 10 saving goals and 5 sources of income · A few more improvements I had a problem with the Editing UI of the balance because I renamed a class in CSS but not in HTML and JS. As the next step I want to build the PiggiAI. It’s an AI assistant and it uses your Gemini API key. How you get this key is explained in the README in GitHub. Right now, the tile ‘PiggiAI’, the PiggiAI input bar at the bottom and the menu to enter your API key are currently non-functional, I’m working on it."}, {"post_id": 28510, "ts": "2026-07-14T20:12:39Z", "hours": 3.4694, "text": "Devlog #1 I’m working on the UI. This is my first prototype."}]...
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Title: Piggi by @malikschenk | Stardance
Devlogs: Title: Piggi by @malikschenk | Stardance
Devlogs:
Devlog #1 I’m working on the UI. This is my first prototype.
Devlog #2 I largely finished the structure of the app, but it’s a work in progress and a few bugs to fix. The code is now on GitHub - try it out! These things are improved or new: · New menu for the settings · New dark mode · A clearer diagram for expenses · New buttons · Maximum of 10 saving goals and 5 sources of income · A few more improvements I had a problem with the Editing UI of the balance because I renamed a class in CSS but not in HTML and JS. As the next step I want to build the PiggiAI. It’s an AI assistant and it uses your Gemini API key. How you get this key is explained in the README in GitHub. Right now, the tile ‘PiggiAI’, the PiggiAI input bar at the bottom and the menu to enter your API key are currently non-functional, I’m working on it.
Devlog #3 I just finished the app and made some changes: · New Settings menu · Adjustable avatar letter · Option to reset all data · Option to add and subtract funds · Warning when entering letters or symbols in forms for numbers Aside from that I removed the diagram because I don’t think you need a visualization of monthly income and expenses. Now I’ll start with PiggiAI. I also hosted Piggi on GitHub Pages so check it out here !
Devlog #4 I’m back working on Piggi! In the last weeks I built my Hackpad and shipped it yesterday. While it’s being checked I’m working on this project again. My plan is to finish it before the Stardance event ends.
Devlog #5 I finally finished Piggi! I added a lot of new features. For example Stats and Calculator features. But try it yourself here or check my repo ! I’m adding information to the README but I have to submit the project now because the Stardance Event is ending tomorrow. Here are a few screenshots of the UI.
Devlog #6 I just found out that the Stardance event has been extended by another month! I’m really happy but in the last days I spent so much time finishing Piggi. Now I’m done, there are no new features today, but you can check it out in my repo and live on GitHub Pages. I was struggling with Pages, but I finally did it! I’m about to submit the project. Maybe there’ll be a new version of Piggi, so stay tuned!
Devlog #7 I received an answer really quickly from the reviewers. They said I have to open PiggiAI to Hack Club AI. I never heard of it before, but you can get your API key there for top OpenAI models. Now PiggiAI is opened to both keys! Check it out here !
Devlog #8 After two failed submissions I finally found the problem! The reviewer said the Hack Club AI key didn’t work. But my code, as I thought, wasn’t actually the problem. Because GitHub Pages doesn’t support Serverless Functions and Vercel do. Now I host Piggi on Vercel. It feels and looks the same, but it works. Check it out here !
Ships:
I created an app to keep an eye on your expenses and to reach your saving goals. It has smart features like Stats and a Calculator. Additionally there is PiggiAI, an integrated AI that runs via your Gemini API key. All the data is saved securely in local stoprage, never löeaves your device and can be deleted with just two clicks....
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1792853521.3318975
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1792939921.3318975
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35898
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TripleT-Games by @Bh4v | Stardance
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Bh4v
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4
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22.0
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97
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T20:29:12Z", "hours": 6.0, "multiplier": 4.23, "payout": 25, "blessing": "neutral", "text": "I developed Triple-T Games, a fast-paced, Tung Tung Sahur-themed 2D minigame experience inspired by the rapid-fire structure of WarioWare, using the Godot 4.1 game engine. The project comprises five distinct microgames, each designed around a different gameplay paradigm, including physics-based platforming, precision clicking, AI-driven Pong, dynamic object interception, and a physics-intensive Snooker Rush. I am particularly proud of the project’s modular architecture, responsive gameplay systems, and sophisticated physics implementation, especially the utilisation of RigidBody2D, collision bodies, dynamic signals, scene groups, and deferred physics-safe transitions. Developing the project also presented several technical challenges, particularly in ensuring seamless scene transitions, synchronising global lives and progression across independent minigames, managing collision events without disrupting the physics engine, and creating consistent difficulty and timing systems. Players should know that the game is intended to be experienced as a rapid, reaction-oriented survival gauntlet: begin with five lives, navigate the sequence of challenges, make effective use of the settings and level-skip functionality, and attempt to survive the entire progression. The project can be played directly through the Itch.io browser-based demo, allowing the complete experience to be tested without additional configuration.", "repo": "https://github.com/Bhav531/TripleT-Games", "demo": "https://bh4v-xy.itch.io/triple-t-games"}, {"ship_num": 2, "ts": "2026-08-20T08:32:06Z", "hours": 4.0, "multiplier": 13.08, "payout": 48, "blessing": "neutral", "text": "I developed Triple-T Games—a relentless, WarioWare-inspired 2D microgame gauntlet built in Godot 4 that thrusts players through a seamless sequence of high-stakes micro-challenges, ranging from precision platforming to dynamic spatial tracking. Bringing this vision to life meant pushing my engineering limits; my biggest hurdle was architecting a robust global state manager and deferred physics system to handle rapid scene swaps, custom setting toggles, and dynamic difficulty scaling without dropping frames or triggering crashes. I am immensely proud of the project’s modular foundation, smooth Tween-driven game feel, and code-driven signals that weave these chaotic minigames into a cohesive survival loop. To test your skill, dive into the live Itch.io demo or grab the standalone build, tweak your difficulty, and brace yourself—you have exactly five lives to survive the entire gauntlet.", "repo": "https://github.com/Bhav531/TripleT-Games", "demo": "https://bh4v-xy.itch.io/triple-t-games"}, {"ship_num": 3, "ts": "2026-08-09T14:46:28Z", "hours": 5.0, "multiplier": 4.99, "payout": 24, "blessing": "neutral", "text": "I developed Triple-T Games, a relentless, WarioWare-inspired 2D microgame gauntlet built in Godot 4 that thrusts players through a seamless sequence of mechanical challenges ranging from precision platforming to dynamic spatial tracking. The most formidable challenge was architecting a robust global state manager and implementing deferred physics transitions to ensure the engine could handle rapid, asynchronous scene swaps without dropping frames or triggering collision-based crashes. I am immensely proud of the project’s modular foundation, particularly how it elegantly orchestrates dynamically instantiated entities and code-driven signal connections into a cohesive, high-stakes survival loop. To properly test the project, players should dive into the live Itch.io demo or download the standalone executable, bearing in mind that they possess exactly five lives to conquer all four rapid-fire levels and must brace themselves for instantaneous, unpredictable gameplay shifts.", "repo": "https://github.com/Bhav531/TripleT-Games", "demo": "https://bh4v-xy.itch.io/triple-t-games"}, {"ship_num": 4, "ts": "2026-07-22T09:00:37Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a chaotic, WarioWare-style collection of microgames in Godot where players have exactly 6.7 seconds to figure out and complete rapid-fire tasks, such as a platforming challenge to collect three garlics. The most challenging part was debugging the UI and player movement while figuring out how to manage global game states—like tracking the player’s four lives and overall progress—across completely isolated scenes. I am incredibly proud of the modular scene architecture I created, especially the standalone, reusable countdown timer that seamlessly triggers instant transitions to the next minigame, victory screen, or game-over screen via a global Autoload script. To test the game, reviewers don’t need to download or install anything; you can simply click the live itch.io link to play the HTML5 export directly in your web browser, using the Arrow Keys (or A/D) to move and Space (or W/Up) to jump.", "repo": "https://github.com/Bhav531/TripleT-Games", "demo": "https://bh4v-xy.itch.io/triple-t-games"}]...
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[{"post_id": 75710, "ts": "202 [{"post_id": 75710, "ts": "2026-09-30T20:20:59Z", "hours": 3.3672, "text": "Final Devlog Before Ship 4! alr guys so i have been incessantly working on this game, and i have not only improved the user experience, aesthetics and functioning but also added a new level! changes made -> -added snooker rush(minigame 5) -added volume control -changed the aesthetics -added option to skip a level ALL IN ALL, I HAVE DONE EVERYTHING TO MAKE IT BETTER!!"}, {"post_id": 58754, "ts": "2026-08-31T10:00:04Z", "hours": 1.4767, "text": "alr guys! I have been working on the snooker game, added functionality and worked on the aesthetics. Changes Made -> 1 - added gravity features 2- changed linear damping and bouncing 3- changed aesthetics"}, {"post_id": 55076, "ts": "2026-08-26T14:47:02Z", "hours": 1.125, "text": "#Devlog 17 alr guys! I have decided to make snooker as my next minigame. Changes Made-> added collisionshapes, rigidbodies, 2dsprites and collision polygons accordingly to the physical properties observed fixed zero gravity(took a lot of time) for this particular scene and updated the script. I’m gonna be working on this while concurrently improving the textures and graphics of the game throughout!"}, {"post_id": 50830, "ts": "2026-08-20T08:20:46Z", "hours": 0.5628, "text": "Devlog 15 - Alr guys, this is the final devlog before the ship, I have been working on adding cool aninamtions and changing graphical colors. Changes made - added a floating animation to the icons changes colors in harmony I hope y’all like it:D"}, {"post_id": 50524, "ts": "2026-08-19T18:26:03Z", "hours": 1.2917, "text": "Devlog 14 alr guys I’m done with the final touches and I’m ready for Ship 3 - I have been mainly working on improving the aesthetics and making certain features more smooth. Changes made => added a cool spin animation to minigame 4 updated the collisionshapes for all minigames I have worked really hard on this project, I hope y’all really like it:D"}, {"post_id": 49388, "ts": "2026-08-18T05:41:57Z", "hours": 1.1664, "text": "Devlog 13 hi guys! I have been working on making the user experience and the functionality of the game more convenient! As a result, I have added the following changes difficulty choice(normal, hard, easy) music(on/off) I have added a new settings scene which will encompass the above enlisted features. Working on more features and resolving a few of the bugs!"}, {"post_id": 48428, "ts": "2026-08-16T19:34:24Z", "hours": 0.6578, "text": "Devlog 1 after Ship 2: hi guys, i was really disappointed with the payout of my ship 2, despite the effort i put in. But anyways, I am working on the reviews and feedback, consequently, I have decreased the difficulty and made it more user friendly. changes - 1- increasing time for each minigame 2- instruction panel for each minigame to avoid confusion working on more features:D"}, {"post_id": 43933, "ts": "2026-08-09T11:50:50Z", "hours": 1.0656, "text": "alr guys! This is probably gonna be the last devlog before I ship the project. Changes made -> making a custom font improvement of the aesthetic appeal reworking some physics processes code adding web presets final touches:D 4 minigames - 1 - Platformer Minigame 2- Clicker Minigame 3 - Tung Tong (ping pong😭) 4 - Token collection I have really worked hard on this game, I hope y’all like it :)"}, {"post_id": 43191, "ts": "2026-08-08T09:56:25Z", "hours": 1.5658, "text": "alr guys im almost done with v2 of my game, js added a token collection minigame wherein tung tokens fall from the top of the screen and the sprite is supposed to collect these tokens. Currently im working on the final touches:D/"}, {"post_id": 42580, "ts": "2026-08-07T12:23:33Z", "hours": 1.16, "text": "alr guys, i finished completing TUNG-TONG, gave it a remake based on triple-t and additionally completed working on the scripts(made it fully functional)."}, {"post_id": 42455, "ts": "2026-08-07T06:07:11Z", "hours": 0.49, "text": "hi guys im workinng on a new minigame based on ping pong, but its gonna be called TUNG-TONG😭😭😭😭 anywyss im working on the scripts rn"}, {"post_id": 42073, "ts": "2026-08-06T17:03:57Z", "hours": 0.6261, "text": "hi guys, im giving my game a remake to my game to a triple-t based theme. Additionally, im gonna add levels and more minigames and cumulatively make it more aesthetic. COMMENT DOWN IF U WANT ME TO CONTINUE THIS PROJECT BASED ON TRIPLE-T!"}, {"post_id": 32799, "ts": "2026-07-22T05:50:23Z", "hours": 2.27, "text": "I completed the entire game encompassing the winner and death scenes, alongside debugging critical issues."}, {"post_id": 31857, "ts": "2026-07-20T16:00:53Z", "hours": 1.1572, "text": "I completed making minigame 1(finally!)"}, {"post_id": 31636, "ts": "2026-07-20T06:15:03Z", "hours": 1.7822, "text": "I completed working on the first minigame(platform), attached physics processes scripts, characters, platforms, alongside a scrolling-background."}, {"post_id": 29620, "ts": "2026-07-16T17:51:12Z", "hours": 0.2711, "text": "I completed writing scripts for the timer and additionally made a themed timer to fetch details in any scene."}, {"post_id": 29606, "ts": "2026-07-16T17:26:32Z", "hours": 0.4047, "text": "I completed the level scene by adding the remaining lives counter, level no. and timer."}, {"post_id": 29571, "ts": "2026-07-16T16:32:01Z", "hours": 1.175, "text": "I made the title screen, added scripts for the buttons and completed drafting the global script."}]...
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Title: TripleT-Games by @Bh4v | Stardance
Devlogs Title: TripleT-Games by @Bh4v | Stardance
Devlogs:
I made the title screen, added scripts for the buttons and completed drafting the global script.
I completed the level scene by adding the remaining lives counter, level no. and timer.
I completed writing scripts for the timer and additionally made a themed timer to fetch details in any scene.
I completed working on the first minigame(platform), attached physics processes scripts, characters, platforms, alongside a scrolling-background.
I completed making minigame 1(finally!)
I completed the entire game encompassing the winner and death scenes, alongside debugging critical issues.
hi guys, im giving my game a remake to my game to a triple-t based theme. Additionally, im gonna add levels and more minigames and cumulatively make it more aesthetic. COMMENT DOWN IF U WANT ME TO CONTINUE THIS PROJECT BASED ON TRIPLE-T!
hi guys im workinng on a new minigame based on ping pong, but its gonna be called TUNG-TONG😭😭😭😭 anywyss im working on the scripts rn
alr guys, i finished completing TUNG-TONG, gave it a remake based on triple-t and additionally completed working on the scripts(made it fully functional).
alr guys im almost done with v2 of my game, js added a token collection minigame wherein tung tokens fall from the top of the screen and the sprite is supposed to collect these tokens. Currently im working on the final touches:D/
alr guys! This is probably gonna be the last devlog before I ship the project. Changes made -> making a custom font improvement of the aesthetic appeal reworking some physics processes code adding web presets final touches:D 4 minigames - 1 - Platformer Minigame 2- Clicker Minigame 3 - Tung Tong (ping pong😭) 4 - Token collection I have really worked hard on this game, I hope y’all like it :)
Devlog 1 after Ship 2: hi guys, i was really disappointed with the payout of my ship 2, despite the effort i put in. But anyways, I am working on the reviews and feedback, consequently, I have decreased the difficulty and made it more user friendly. changes - 1- increasing time for each minigame 2- instruction panel for each minigame to avoid confusion working on more features:D
Devlog 13 hi guys! I have been working on making the user experience and the functionality of the game more convenient! As a result, I have added the following changes difficulty choice(normal, hard, easy) music(on/off) I have added a new settings scene which will encompass the above enlisted features. Working on more features and resolving a few of the bugs!
Devlog 14 alr guys I’m done with the final touches and I’m ready for Ship 3 - I have been mainly working on improving the aesthetics and making certain features more smooth. Changes made => added a cool spin animation to minigame 4 updated the collisionshapes for all minigames I have worked really hard on this project, I hope y’all really like it:D
Devlog 15 - Alr guys, this is the final devlog before the ship, I have been working on adding cool aninamtions and changing graphical colors. Changes made - added a floating animation to the icons changes colors in harmony I hope y’all like it:D
#Devlog 17 alr guys! I have decided to make snooker as my next minigame. Changes Made-> added collisionshapes, rigidbodies, 2dsprites and collision polygons accordingly to the physical properties observed fixed zero gravity(took a lot of time) for this particular scene and updated the script. I’m gonna be working on this while concurrently improving the textures and graphics of the game throughout!
alr guys! I have been working on the snooker game, added functionality and worked on the aesthetics. Changes Made -> 1 - added gravity features 2- changed linear damping and bouncing 3- changed aesthetics
Final Devlog Before Ship 4! alr guys so i have been incessantly working on this game, and i have not only improved the user experience, aesthetics and functioning but also added a new level! changes made -> -added snooker rush(minigame 5) -added volume control -changed the aesthetics -added option to skip a level ALL IN ALL, I HAVE DONE EVERYTHING TO MAKE IT BETTER!!
Ships:
I built a chaotic, WarioWare-style collection of microgames in Godot where players have exactly 6.7 seconds to figure out and complete rapid-fire tasks, such as a platforming challenge to collect three garlics. The most challenging part was debugging the UI and player movement while figuring out how to manage global game states—like tracking the player’s four lives and overall progress—across completely isolated scenes. I am incredibly proud of the modular scene architecture I created, especially the standalone, reusable countdown timer that seamlessly triggers instant transitions to the next minigame, victory screen, or game-over screen via a global Autoload script. To test the game, reviewers don’t need to download or install anything; you can simply click the live itch.io link to play the HTML5 export directly in your web browser, using the Arrow Keys (or A/D) to move and Space (or W/Up) to jump.
I developed Triple-T Games, a relentless, WarioWare-inspired 2D microgame gauntlet built in Godot 4 that thrusts players through a seamless sequence of mechanical challenges ranging from precision platforming to dynamic spatial tracking. The most formidable challenge was architecting a robust global state manager and implementing deferred physics transitions to ensure the engine could handle rapid, asynchronous scene swaps without dropping frames or triggering collision-based crashes. I am immensely proud of the project’s modular foundation, particularly how it elegantly orchestrates dynamically instantiated entities and code-driven signal connections into a cohesive, high-stakes survival loop. To properly test the project, players should dive into the live Itch.io demo or download the standalone executable, bearing in mind that they possess exactly five lives to conquer all four rapid-fire levels and must brace themselves for instantaneous, unpredictable gameplay shifts.
I developed Triple-T Games—a relentless, WarioWare-inspired 2D microgame gauntlet built in Godot 4 that thrusts players through a seamless sequence of high-stakes micro-challenges, ranging from precision platforming to dynamic spatial tracking. Bringing this vision to life meant pushing my engineering limits; my biggest hurdle was architecting a robust global state manager and deferred physics system to handle rapid scene swaps, custom setting toggles, and dynamic difficulty scaling without dropping frames or triggering crashes. I am immensely proud of the project’s modular foundation, smooth Tween-driven game feel, and code-driven signals that weave these chaotic minigames into a cohesive survival loop. To test your skill, dive into the live Itch.io demo or grab the standalone build, tweak your difficulty, and brace yourself—you have exactly five lives to survive the entire gauntlet.
I developed Triple-T Games, a fast-paced, Tung Tung Sahur-themed 2D minigame experience inspired by the rapid-fire structure of WarioWare, using the Godot 4.1 game engine. The project comprises five distinct microgames, each designed around a different gameplay paradigm, including physics-based platforming, precision clicking, AI-driven Pong, dynamic object interception, and a physics-intensive Snooker Rush. I am particularly proud of the project’s modular architecture, responsive gameplay systems, and sophisticated physics implementation, especially the utilisation of RigidBody2D, collision bodies, dynamic signals, scene groups, and deferred physics-safe transitions. Developing the project also presented several technical challenges, particularly in ensuring seamless scene transitions, synchronising global lives and progression across independent minigames, managing collision events without disrupting the physics engine, and creating consistent difficulty and timing systems. Players should know that the game is intended to be experienced as a rapid, reaction-oriented survival gauntlet: begin with five lives, navigate the sequence of challenges, make effective use of the settings and level-skip functionality, and attempt to survive the entire progression. The project can be played directly through the Itch.io browser-based demo, allowing the complete experience to be tested without additional configuration....
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1792820904.4645646
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1792907304.4645646
|
|
22010
|
3D-OS by @smitamaw | Stardance
|
smitamaw
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T20:28:37Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "3D-OS is live!! It is a WebOS that aims to be fully 3D, increasing your productivity tenfold. I ran into some issues when trying to host the project on Vercel, but I was able to host it eventually. I wanted to show my vision of what an OS of the future would look like, and i hope you enjoy playing around with it! project-kanon.vercel.app", "repo": "https://github.com/smitamw/3D-OS", "demo": "https://project-kanon.vercel.app/"}]...
|
[{"post_id": 13412, "ts": "202 [{"post_id": 13412, "ts": "2026-06-21T23:21:30Z", "hours": 0.8056, "text": "Added Minesweeper and removed the grid and colored cubes. Try it out here: https://project-kanon.vercel.app/"}, {"post_id": 12754, "ts": "2026-06-20T21:07:39Z", "hours": 1.0531, "text": "Made the basic 3D pseudo-OS with rotatable draggable double sided windows. Even added a Youtube player!"}]...
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Title: 3D-OS by @smitamaw | Stardance
Devlogs:
Ma Title: 3D-OS by @smitamaw | Stardance
Devlogs:
Made the basic 3D pseudo-OS with rotatable draggable double sided windows. Even added a Youtube player!
Added Minesweeper and removed the grid and colored cubes. Try it out here: https://project-kanon.vercel.app/
Ships:
3D-OS is live!! It is a WebOS that aims to be fully 3D, increasing your productivity tenfold. I ran into some issues when trying to host the project on Vercel, but I was able to host it eventually. I wanted to show my vision of what an OS of the future would look like, and i hope you enjoy playing around with it! project-kanon.vercel.app...
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1792853534.463239
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1792939934.463239
|
|
50283
|
AEGIS by @sudarsh | Stardance
|
sudarsh
|
1
|
8.93
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T20:00:07Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "AEGIS (Advanced Earth Guard & Intelligence System) is a real-time planetary │ defense mission control dashboard that monitors near-Earth asteroids, solar │ weather events, and ISS orbital telemetry. Built with React, Three.js, Express, │ and SQLite, it visualizes an interactive 3D Solar System with custom GLSL │ planetary shaders while actively streaming live data from NASA NeoWs, NASA DONKI, │ NOAA SWPC, and WhereTheISS.at.", "repo": "https://github.com/sudarshandev-llm/aegis-star", "demo": "https://beastsudarsh09.hackclub.app"}]...
|
[{"post_id": 79052, "ts": "202 [{"post_id": 79052, "ts": "2026-10-12T14:34:27Z", "hours": 1.9278, "text": "AEGIS got returned, and that’s fair The Shipwrights returned AEGIS. Their feedback was that it reads as AI-generated end to end, without enough of my own input. I used AI heavily to build the first version, so I can’t really argue with that. So I’m going to remake it properly. This time: I’ll redesign the UI myself, with my own layout, colors and panel designs I’ll go through the code until I can explain how each part works (the NASA polling, the DEFCON logic, the ISS tracker, the Earth shader) I’ll make smaller, more frequent commits so the progress is visible I’ll add an “AI usage” section to the README that says honestly what was AI-assisted and what I wrote Will post updates as I go. To be continued…"}, {"post_id": 75705, "ts": "2026-09-30T19:58:52Z", "hours": 1.3342, "text": "Finally AEGIS is live check out 🎊🎊🎊🎊"}, {"post_id": 72251, "ts": "2026-09-22T15:08:34Z", "hours": 0.4294, "text": "I know I haven’t posted a devlog for a while — and there’s a reason. While working on AEGIS, I ran into an unexpected issue that broke the entire simulation tab and its mappings. A lot of the work had to be rebuilt and remapped from scratch, which completely disrupted the development timeline. Instead of rushing out an update, I decided to fix the foundation properly. Now I’m back on track, rebuilding the simulation system and continuing AEGIS toward its bigger goal: real-time space data, simulations, research tools, and eventually more advanced systems for exploring space technology."}, {"post_id": 71334, "ts": "2026-09-20T17:21:39Z", "hours": 0.3914, "text": "🚀 AEGIS — Development Update Just pushed another major update to AEGIS. I’ve now integrated NASA’s space-data APIs to bring live/near-real-time space data directly into the AEGIS interface — including: ☀️ Solar Activity & CME data ☄️ Near-Earth Object tracking 🛰️ ISS orbital-position data The goal isn’t to simply display numbers on a screen. AEGIS is being built as a foundation for exploring and researching space systems. I’m now focusing on taking it further — turning these real-time data streams into tools that can help us analyze space environments, study orbital behavior, monitor celestial events, and eventually support the design of more advanced devices for space research. This is still an early stage, but the direction is becoming much clearer: From data → to analysis → to research → to real space technology."}, {"post_id": 70682, "ts": "2026-09-19T16:12:29Z", "hours": 0.4678, "text": "I have just made an simulation for Aegis(Advanced Earth-orbit & Geospatial Intelligence System) I have made this 3D space visualization and simulation interface as part of AEGIS. It provides an interactive view of Earth, planetary bodies, orbital paths, asteroids, and space objects in a dynamic environment. Users can track objects, zoom through space, control simulation speed, enable real-time rotation, and switch between different simulation states. The interface is designed like a mission-control environment, combining scientific visualization with a clean futuristic HUD. My focus was on making complex orbital and space data visually understandable while keeping the experience interactive and immersive. This is one of the core visualization components I built for AEGIS."}, {"post_id": 70191, "ts": "2026-09-18T17:40:50Z", "hours": 4.2275, "text": "Designing the AEGIS Frontend 🚀"}]...
|
Title: AEGIS by @sudarsh | Stardance
Devlogs:
Des Title: AEGIS by @sudarsh | Stardance
Devlogs:
Designing the AEGIS Frontend 🚀
I have just made an simulation for Aegis(Advanced Earth-orbit & Geospatial Intelligence System) I have made this 3D space visualization and simulation interface as part of AEGIS. It provides an interactive view of Earth, planetary bodies, orbital paths, asteroids, and space objects in a dynamic environment. Users can track objects, zoom through space, control simulation speed, enable real-time rotation, and switch between different simulation states. The interface is designed like a mission-control environment, combining scientific visualization with a clean futuristic HUD. My focus was on making complex orbital and space data visually understandable while keeping the experience interactive and immersive. This is one of the core visualization components I built for AEGIS.
🚀 AEGIS — Development Update Just pushed another major update to AEGIS. I’ve now integrated NASA’s space-data APIs to bring live/near-real-time space data directly into the AEGIS interface — including: ☀️ Solar Activity & CME data ☄️ Near-Earth Object tracking 🛰️ ISS orbital-position data The goal isn’t to simply display numbers on a screen. AEGIS is being built as a foundation for exploring and researching space systems. I’m now focusing on taking it further — turning these real-time data streams into tools that can help us analyze space environments, study orbital behavior, monitor celestial events, and eventually support the design of more advanced devices for space research. This is still an early stage, but the direction is becoming much clearer: From data → to analysis → to research → to real space technology.
I know I haven’t posted a devlog for a while — and there’s a reason. While working on AEGIS, I ran into an unexpected issue that broke the entire simulation tab and its mappings. A lot of the work had to be rebuilt and remapped from scratch, which completely disrupted the development timeline. Instead of rushing out an update, I decided to fix the foundation properly. Now I’m back on track, rebuilding the simulation system and continuing AEGIS toward its bigger goal: real-time space data, simulations, research tools, and eventually more advanced systems for exploring space technology.
Finally AEGIS is live check out 🎊🎊🎊🎊
AEGIS got returned, and that’s fair The Shipwrights returned AEGIS. Their feedback was that it reads as AI-generated end to end, without enough of my own input. I used AI heavily to build the first version, so I can’t really argue with that. So I’m going to remake it properly. This time: I’ll redesign the UI myself, with my own layout, colors and panel designs I’ll go through the code until I can explain how each part works (the NASA polling, the DEFCON logic, the ISS tracker, the Earth shader) I’ll make smaller, more frequent commits so the progress is visible I’ll add an “AI usage” section to the README that says honestly what was AI-assisted and what I wrote Will post updates as I go. To be continued…
Ships:
AEGIS (Advanced Earth Guard & Intelligence System) is a real-time planetary │ defense mission control dashboard that monitors near-Earth asteroids, solar │ weather events, and ISS orbital telemetry. Built with React, Three.js, Express, │ and SQLite, it visualizes an interactive 3D Solar System with custom GLSL │ planetary shaders while actively streaming live data from NASA NeoWs, NASA DONKI, │ NOAA SWPC, and WhereTheISS.at....
|
1792853599.482209
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1792939999.482209
|
|
67073
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My website by @tkpmonke | Stardance
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tkpmonke
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T19:54:34Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finally updated my website i had a stinky old website for over a year that I really really hated, so I’m glad that I finally got a new website up and running. the main setback for hosting this new site was that I didn’t want to go through the effort of hosting the site on GitHub Pages, just to immediately switch to a self hosted solution (which it now uses), so I had to hold off for a bit. I made the website about 3-4 months ago, had to wait about a month and a half to get a VPS to publish it on, and I’ve been consistently updating it since then! I probably spent about 7-10 hours in total on this website, over the course of the last 3-4 months. I wish this website would reflect the actual amount of time I spent on it, but such are the woes of being new here.", "repo": "https://git.tkpmonke.com/tkpmonke/tkpmonke.com", "demo": "https://tkpmonke.com"}]...
|
[{"post_id": 75700, "ts": "202 [{"post_id": 75700, "ts": "2026-09-30T19:53:01Z", "hours": 0.2653, "text": "I finally updated my website i had a stinky old website for over a year that I really really hated, so I’m glad that I finally got a new website up and running. the main setback for hosting this new site was that I didn’t want to go through the effort of hosting the site on GitHub Pages, just to immediately switch to a self hosted solution (which it now uses), so I had to hold off for a bit. I made the website about 3-4 months ago, had to wait about a month and a half to get a VPS to publish it on, and I’ve been consistently updating it since then! I probably spent about 7-10 hours in total on this website, over the course of the last 3-4 months."}]...
|
Title: My website by @tkpmonke | Stardance
Devlog Title: My website by @tkpmonke | Stardance
Devlogs:
I finally updated my website i had a stinky old website for over a year that I really really hated, so I’m glad that I finally got a new website up and running. the main setback for hosting this new site was that I didn’t want to go through the effort of hosting the site on GitHub Pages, just to immediately switch to a self hosted solution (which it now uses), so I had to hold off for a bit. I made the website about 3-4 months ago, had to wait about a month and a half to get a VPS to publish it on, and I’ve been consistently updating it since then! I probably spent about 7-10 hours in total on this website, over the course of the last 3-4 months.
Ships:
I finally updated my website i had a stinky old website for over a year that I really really hated, so I’m glad that I finally got a new website up and running. the main setback for hosting this new site was that I didn’t want to go through the effort of hosting the site on GitHub Pages, just to immediately switch to a self hosted solution (which it now uses), so I had to hold off for a bit. I made the website about 3-4 months ago, had to wait about a month and a half to get a VPS to publish it on, and I’ve been consistently updating it since then! I probably spent about 7-10 hours in total on this website, over the course of the last 3-4 months. I wish this website would reflect the actual amount of time I spent on it, but such are the woes of being new here....
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1792817380.3800986
|
1792903780.3800986
|
|
49340
|
Ministom by @foxors | Stardance
|
foxors
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1
|
103.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T19:54:08Z", "hours": 103.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a mini game server for Minecraft from scratch with a java library called Minestom. Features include Supports Minecraft Java version 26.2 Different minigames A system which automaticly manages all game instances A queue system A party system A ban system An automatic bad word block list banner when players use words they really should not (must be configure over properties file) A report system A permission system Persistant reports/bans/permissions accross server restarts with sqlite database Configuration over properties file ooooor … by modifieng source code ;) Multible commands acting as a ‘frontend’ to all the systems some require specific permissions to execute A main program to connect everything Velocity support In game build tool to modify maps on the go Additional abilities that may be usefull fly in survival mode hide from other players change gamemode help command Visual ranks for players A console prompt that can be used to execute comands from console side NPC’s instead of commands in lobby Prebuild maps to play on for people who can’t test it normally, because the requirements are a bit messed up because it is multiplayer on a paid game please read my README.md file in my repo & watch [this broad video] ( https://foxors.de/files/ministomVideo.mp4 ) the most difficult things where Things i had to first figure out because Minestom has some methods without any javadoc nor comments in source code Another thing that was a bit frustrating was that i tried to make my own workflow with my own runner. However it did not go great and now you have to build docker images yourself, but do not worry i have made a compose and DockerFile all ready, which both worked for me. Learned a bit A great thing was that i learned a lot about Java in this project and i think it really helped me with my exam in university (our prof still makes corrections). PS: You may see the ai notice on this project. It points to a not finished part of this project which is not part of this build, just so you know :) Hope you enjoy!", "repo": "https://codeberg.org/Foxors/Ministom", "demo": "https://foxors.de/files/ministomVideo.mp4"}]...
|
[{"post_id": 75636, "ts": "202 [{"post_id": 75636, "ts": "2026-09-30T16:43:16Z", "hours": 3.4489, "text": "Ready to ship? Context I have programmed, build and arranged a minigame server for Minecraft using a Java library called Minestom, which lets you create a minecraft server from scratch After more then 100 hours of work i think i am ready to do a first ship. This dev log is just about stuff i did to prepare. I added screenshots to my readme made the docker setup more easy. I filmed a little video showing some broad functionality of the server. Most loose ends are tied up and packet together. A release can be found in my forgejo instance & there is now a demo server on foxors.de:25565 The only problem is that the people who will rate this project will have a very hard time testing :(. Because they would need A: 2 Paid Minecraft java accounts or B: Set up the server on their machine and need to have the know how to play in offline mode. That is why i also made a little broad video and also put a bit of effort showing off in the README.md file in my repo. Hope someone will enjoy it :) ps if someone lives in around UTC+2 timezone i will happily play with them from 19 to 20 o’clock."}, {"post_id": 74572, "ts": "2026-09-27T17:30:11Z", "hours": 8.6217, "text": "Fixing up stuff Context : I am creating a mini game server for Minecraft with a java library called Minestom which allows the creation of servers for Minecraft Short summary Made new docker setup implementation deleted old docker setup and made new one added geyser and floodgate Created NPC’s in lobby that can be right clicked to join games Build map for color party game Now permissions of offline players can be changed Moved from anvil loader to polar/shematics Finally made server stop cleanly after /stop command is sent by players Redesigned the win/loose screen for each player Added some more error handling to specific commands Added /stat command to see some stats in game about the server New docker setup Last time i didn’t get quite how to build a docker file inside my workflow and now i don’t even try again because time . What i did is that i have a docker directory now bundled into each build zip which contains all files needed to create a Dockerfile + a bash file to download required files from other projects like velocity proxy. + A compose file which works more or less out of the box. Non Playable Characters I finally filled my diamond blocks in my lobby with some NPC’s. Those can be interacted with instead of having to use /queue join <game> . I also did the skins of two of those. The other one is only slightly modified and the last one is the same guy from Hypixel’s TNT-Run NPC, because it was 23 o’clock and i wanted to go to sleep . What funny was that i forgot to disable my cape when i configured them with my account appearance data. They actually still have them on but i turned them invisible. Anvil to polar Anvil is the same system original Minecraft uses with region files. But those region files store a lot more data (air) than i need. So i switched to polar a community addon for Minestom that adds support to load from a shematic file instead which only stores the blocks i need. New win/loose screens Now not only is it displayed in chat who won but also we got 1., 2. and 3. place positions in case you want to know how close you missed first. Ship? Maybe?! I still try to get Minecraft bedrock running on linux because i don’t want to trust a stranger on flathub who is not verified & i wanted bedrock support but can’t test it right now :( ps: if anyone wants to try it out i would greatly appreciate it :) in a few days i will have fully set up a server on my server under foxors.de. But only java edition for now because of the bedrock thing on linux"}, {"post_id": 72099, "ts": "2026-09-22T05:17:54Z", "hours": 9.5008, "text": "No time left for luanti server programming :( Context : I am programming a server for Minecraft with a java library called Minestom. I plan to make a minigame server. The plan turned out to also now program functionality for supporting luanti/minetest players. To be honest i don’t think i can make everything fully work with luanti until the end of stardance. That is why i will focus more on getting everything shipped now. Sadly only for Minecraft, so some of you can’t play :(. But i want to still continue this project after stardance ends and maybe someday i get it to work. The current state of luanti support I managed to parse some more specific parts of each packet. But as you can see in the video i am not finished with the init sequence. What i have done is the init, authantication, version selection and some more smaller thingis. The rest would be to send over item, node, wheather, time etc. data which all use custom data objects and don’t have any documantation so i need to figure it out from like 6 different c++ files. Minigames I started programming on the server again. Now i have made a color party game where you have to stay on the right color and the rest disappears. And I refined my snowball game, where you have to hit other players from the map. Now the snowballs automatically despawn. Fin What the hell was with last post? 200 views?!?! is it because i have an terminal emulator open? or because “server” is in the title? ;) PS: Had to post again because of time limit of 10 hours."}, {"post_id": 67283, "ts": "2026-09-13T10:59:31Z", "hours": 10.6894, "text": "Trying to create a Luanti server in java+ need to devlog because of 10 hours time limit Soooo i don’t have anything to show. I can only tell you that is stupidly hard to create the protocol implementation of luanti if the entire docs to it is one page in the wiki and the rest c++ source code. Now i not only learning java but also c++. Could be worse because i already know C. Talking about slight progress You can see in the video below a demonstration of a UDP socket receiving data from the actual Luanti client. As you can see i already managed to parse some parts of the protocol. Currntly i am sitting on refining this a bit + implementing the init process. Till now i only managed to set the peerId of the luanti client. (peerId is, when i understood correctly, just an id the server gives clients to track them. After a client recieves this id it uses it to contact the server next time)"}, {"post_id": 64344, "ts": "2026-09-08T17:25:15Z", "hours": 8.4444, "text": "I totally not know what title i should write down Context I am trieng to create a mini game server for Minecraft with the help of Minestom which is a java library toolkit to create servers from scratch I only have minor changes to tell you because I am working on a BIG thing right now but i don’t know if it is going to work. But this is what i have added/changed Added teleport command to throw my friend around while testing because they are non technical and somehow don’t get used to the commands i made :( Made banned players get kicked while in the login phase instead of when they are already logged in Added a line shape to my in game world editor Now the world editor takes care of worlds itself instead of having to work with messy code working with the default games manager thing i created Created a rank. Players can now have ranks like idk “admin” or “dev” & so on. They are only visual in the tab list and everywhere else their names are. and i had fun with redo/undo feature of the in game editor as you can see in the pictures"}, {"post_id": 59146, "ts": "2026-08-31T19:29:53Z", "hours": 5.2194, "text": "I like snow Context I am creating a mini game server for Minecraft with a java library named Minestom which allows you to create a server from scratch for Minecraft Today i continued programming my in world editor. Now you can copy & paste structures. You also can now create a sphere if you want. The snow thing in the title is about the newest game. A snow ball fight game where you have to throw others from the map by throwing snow balls. Did you know that snow balls are not real projectiles because they can’t hit players. It is a bit hard to make them hit players. I also made the map for the spleef game & already created a map for the snow ball fight game. Both were now made with my own in game editor without additional tools."}, {"post_id": 58385, "ts": "2026-08-30T19:53:15Z", "hours": 2.2886, "text": "CTRL+Z would be useful i think Context I am creating my own mini game server for Minecraft withe Minestom, a java library to create your own server for Minecraft from scratch. I managed to get the build tool to a moderate level of usability. You can now: select an area over wooden axe over pos1 and pos2 command fill selected area setblock at specific position replace blocks in selected area undo & redo actions you did give yourself an item you need and don’t find in creative menu like a light block or a command block or something I also made the world where you can edit maps calculate light in the world. Thanks to that i managed to fix some light issues i had previously with my lobby map. Now i don’t have to give all player night vision the entire time."}, {"post_id": 57523, "ts": "2026-08-29T18:08:46Z", "hours": 6.3056, "text": "Programming a in game world editor because i am too lazy to create server code for axiom or other tools Context I am creating a custom mini game server for Minecraft with Minestom A library allowing to write a java Minecraft server from scratch Today i spent most of my time building a in game world editor functioning similar to the popular world edit plugin. My little twist is that i use the new displayblocks Minecraft offers to make a visual appealing selection box of what you selected. It is ridicules how long it took me >:( I also made it possible to load specific worlds and edit them which are saved after you are finished this way i could for example modify the TntRun game world a bit to my liking while the server runs but these modifications made are permanent. Normally worlds don’t get saved after the mini game is finished. So now i could just rely on my own tools instead of having to create a world in vanilla Minecraft and then import them into my Minestom project. I also touched the idea of trying to implement protocol code of Luanti or formally known as Minetest which works with Minestom to let players join through Minetest for people who don’t want to use proprietary applications or don’t have an account for regular Minecraft. But i will probably fail at that task because it is waaay over my head :|"}, {"post_id": 56869, "ts": "2026-08-28T20:58:37Z", "hours": 16.1525, "text": "Oh no i forgot to do a post 👀 Well, here we are 16 hours in… again. Context I am programming a mini game server for Minecraft with Minestom, a library which allows me to create my own server from scratch. (in java) Overview of what i have done Added a server side console where an administrator can input commands which the server executes with a library called jLine Tried making a workflow for automatically building with some success Made a Spleef game prototype Improved the ghost player system Made a ui makeover for chat elements (again again) Added some new abilities/commands Server side console I have added a console thing where, after the server started, somebody with access to the terminal can run commands as the server with all permissions. For that i used a lib called jLine to make it just like the consoles most Minecraft server administrators should be familiar with. The actual hard part was that i had to rewrite some of the code i already have done. For example commands that would only work if they where run by a player needed now to check first if the command caller is the server actually itself. Actions I never used github actions or something like that. So i did the normal thing and created a runner for my own forgejo git instance and build an action without understanding more than 60% of it or even less. While i did not manage to create a docker build process i managed to create an action which builds my gradle java project with shadowjar and puts all required files into a zip which gets saved to my repo as an artifact file to be downloaded and executed instantly. turns out it is really dumb to try create an action on an runner which uses podman which uses docker in docker in a container which now should have installed docker inside of that to build an image? IDK man i have to sleep at some point Ghosts I have already made a system letting games make players ghosts who can’t interact with the world around them. Now i have made it like hypixel does it. Players are getting hidden from all other players. Not by giving them an invisible potion or something. The server lets players disappear by just not sending information about their whereabouts to the other players oh and they are in a survival mode but can still fly. TO NOT LET THEM ESCAPE MUHAHA i am evil or something. Oh and new commands I have made small commands which i though would be fun. hide Tell server to hide your player account by the same principle as the ghost system. fly Enable flying for your player account. stop Literally stops the server help A help command which tells players all about the commands they can access with their permissions nickname Kicks you but after joining again you will be logged in as another account name with the others skin etc. Only your uuid will stay the same to still be able to fetch your accurate permission etc. on the server. (of course this and most of the others commands on this level are behind permissions and can’t be accessed that easily) By, by Hope you have a great rest of a good day! I am currently on vacation and therefore have to use my Labtop instead of my PC. I already miss him i just tried another linux distro on it :("}, {"post_id": 51325, "ts": "2026-08-20T22:12:05Z", "hours": 7.5578, "text": "Security Context I am creating a custom mini game server for Minecraft with Minestom. A library allowing to write a java Minecraft server from scratch Security is one of my least favorite thing because it is sooooooooo complicated to get done right but this time it is not about security for protecting the server itself. It is about user security. Banning Every public server (sometimes also private ones) need a ban system. I now have implemented one which allows banning players even if they are not on the server by using Mojang’s public API to get the uuid of players with their name. This uuid gets saved alongside a ban time and a reason for the ban to the sqlite database. The players are also automatically kicked when the writing to the database happens. Each time players try to connect to the server it first checks if they are banned or not. If yes they kick them instantly again with information for them about how long the ban is etc. Players get also automatically unbanned if they ban time runs out. Or an player with sufficiant permissions can unban them over /unban unban <player> manually. Permanent bans are also possible by telling the server the ban time is 0. Report system Players can now report others with a reason. Administrators can then look up all open reports not handled by another administrator. They can view information about the report like who is reported, when is reported, why is reported. After they have researched if the player actually made something stupid they can react to it and tell the report system to archive the report and tell a reason/a explanation on how/why it is fixed now for future administrator actions to look at. Chats Going to a more fun little thing. Now every player can only chat with other players in the same world/crate/game/whateveryouwannecallthem so that not all players are getting flooded by messages by ALL players of the ENTIRE server. Auto banning I also gone ahead and made a system which checks those chat messages before sending them to other players for words from a word blacklist configured in the server configuration. If a match is found the player who send that message gets instantly banned for using a blacklisted word. This is just basic security from people using bad/horrible words in chat for/with others. When the system maybe fail to detect something because players are probably starting using cryptic things to express words we also have the report system and the logs made from those chat conversation which can be viewed by server administration."}, {"post_id": 50270, "ts": "2026-08-19T13:00:37Z", "hours": 8.1297, "text": "Let me just shortly re implement everything Context I am creating a custom mini game server for Minecraft with Minestom A library allowing to write a java Minecraft server from scratch Overview Yesterday and today i did this here Now hard coded values are instead read from properties file Made nearly all commands rely on same design in chat to look good Players who disconnect also leave queues now automatically On shutdown the server actually closes things like THE DATABASE CONNECTION :| Made queue reset if players leave while in start sequence Made a little game loop system for all games (countdown to start/countdown to end) Create auto completion for queue- & permissions command Rewrote large portions of the queue and party system Config file I now use the same thing for config files the official Minecraft server uses. .properties . It is actually a library provided by java and does not use any other dependencies. Same design everywhere to feel at home Mostly all commands now rely on the same design in the chat to make it look more consistent. Disconnecting players I have made a event handler for player disconnection which tells the queue and party system to kick this player from their system. Because you should not be in a party with someone who is not on the server. Actually handling shutdown now Previously the server just terminated everything including the database connection :| now Minestom sends my program a signal and i gracefully close database, kick players and so on. Game loop system Just a small collection of functions helping with standard game presidia like starting after 5 seconds or sending all players back to the lobby after 10 seconds. Auto completion I added auto completion to commands the user will interact with to make it easier. Rewriting CoDe YAY my favorite thing. My original code was kind of spaghetti code and now i rewrote large portions which should improve understand ability? The hardest thing Probably the hardest thing i am facing with this project is Minestom’s lack of documentation. It has a wiki which only covers the basics. The rest is java doc but many functions/variables are defined like this: this_specific_thing() Does this_specific_thing but doesn’t tell what this_specific_thing is. But thankfully Minestom is open source so i can just look at the source code thought it is a bit hard for me because i am still somewhat of a java newbie."}, {"post_id": 49403, "ts": "2026-08-18T06:40:31Z", "hours": 5.7286, "text": "The first mini game Context I am creating a custom mini game server for minecraft with Minestom A library allowing to write a java Minecraft server from scratch. Cleaned up on blueprints & crates management I rewrote parts of the logic of crates (system to manage mini games). To be hopefully better maintainable. Tnt Run I made a first game the classic TntRun. Players are on a floor which disappears under their feed. There are 3 floors and it is checked who has won. I also had a bit fun with the light engine at the start (first image) Jar I made everything, including dependencies, able to be build into a single jar with shadow jar. Docker/Podman I used my jar to create a Docker image file which takes everything important from the repo & puts it into a docker/podman image (only tested with podman). I also made an environment variable that can be set which gives a specific player the highest admin permissions. So that you don’t have to mount the container & manually change add a player to the permission table of the SQLite database in it. Ghost system I also made 3 functions to implement a basic ghost system for when games want to get rid of players from the game. And an readme I added a README.md to my repo… with some text about how this thing works and breaths."}, {"post_id": 48752, "ts": "2026-08-17T08:58:10Z", "hours": 5.6761, "text": "Procrastinating with design over function Consistent chat UI So today i made a consistent chat design for different parts of the server. Except admin tools those still need to get a makeover. Queue upgrade Furthermore I added a bit of UI for the queue to tell players how full the queue is and how long it will take to start. I also made the queue wait for a few seconds before actually starting to give other players to join if the game can start but also works with more players. terrain loading screen This was such a paaaiinnn i didn’t find any documentation that is up to date. After some digging i found out the Minecraft client shows users the loading screen for change worlds if the dimension is changed NOT THE WORLD THE DIMENSION so i made a dimension… again a bit painful because docs are kinde not existing? But… i guess the source code is enough docs :). The reason why i wanted a loading screen on client side when changing worlds is to hide some ugly chunk glitching that happens sometimes and hopefully not to confuse the client too much about in which world it actually now is. In addition I had fun with dimension parameters and accidentally made a horror map."}, {"post_id": 48027, "ts": "2026-08-16T09:58:04Z", "hours": 5.6528, "text": "I kinde forgot to install hackatime extension for Vscode _ (° - °)_/ … but 5 hours are still some hours. But now to get your introduced to what i already have managed to create. A server A system to dynamically manage different worlds, which will host different games in future A queue system for games A party system A lobby A permission system sooommeee chat UI stuff to look okay Permissions get saved to sqllite database So yea a bit of stuff are already on their way. Dynamically managing of different worlds I have made a system that can on command create/remove worlds and move players to them. Furthermore it also removes automatically old worlds with no players in them to save on resources. I call worlds crates because they are a bit self contained. Queue system On top of the crateManager i build a queue system. Players can join queues for a game and if a queue has enough players it creates the crate for it and moves all players to it. In the crate they can than play bc the crates have their own self contained logic. Party system Players can all join together in a party and if they queue they always get into the SAME queue. Permission system I have made a permission system. Players can get permissions like admin.build.place to for example be allowed to place blocks in normally non build areas. But they can’t break any blocks that would also require admin.build.break or instead of having to give both permissions you can just give a player admin.build and they will have all permissions of sub permissions of build. Each permissions is saved/read from/to a sqllite database to make them persistent across server reboots. lobby oh yea and i did spend around 3 hours building a lobby :))))"}]...
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Title: Ministom by @foxors | Stardance
Devlogs:
I Title: Ministom by @foxors | Stardance
Devlogs:
I kinde forgot to install hackatime extension for Vscode _ (° - °)_/ … but 5 hours are still some hours. But now to get your introduced to what i already have managed to create. A server A system to dynamically manage different worlds, which will host different games in future A queue system for games A party system A lobby A permission system sooommeee chat UI stuff to look okay Permissions get saved to sqllite database So yea a bit of stuff are already on their way. Dynamically managing of different worlds I have made a system that can on command create/remove worlds and move players to them. Furthermore it also removes automatically old worlds with no players in them to save on resources. I call worlds crates because they are a bit self contained. Queue system On top of the crateManager i build a queue system. Players can join queues for a game and if a queue has enough players it creates the crate for it and moves all players to it. In the crate they can than play bc the crates have their own self contained logic. Party system Players can all join together in a party and if they queue they always get into the SAME queue. Permission system I have made a permission system. Players can get permissions like admin.build.place to for example be allowed to place blocks in normally non build areas. But they can’t break any blocks that would also require admin.build.break or instead of having to give both permissions you can just give a player admin.build and they will have all permissions of sub permissions of build. Each permissions is saved/read from/to a sqllite database to make them persistent across server reboots. lobby oh yea and i did spend around 3 hours building a lobby :))))
Procrastinating with design over function Consistent chat UI So today i made a consistent chat design for different parts of the server. Except admin tools those still need to get a makeover. Queue upgrade Furthermore I added a bit of UI for the queue to tell players how full the queue is and how long it will take to start. I also made the queue wait for a few seconds before actually starting to give other players to join if the game can start but also works with more players. terrain loading screen This was such a paaaiinnn i didn’t find any documentation that is up to date. After some digging i found out the Minecraft client shows users the loading screen for change worlds if the dimension is changed NOT THE WORLD THE DIMENSION so i made a dimension… again a bit painful because docs are kinde not existing? But… i guess the source code is enough docs :). The reason why i wanted a loading screen on client side when changing worlds is to hide some ugly chunk glitching that happens sometimes and hopefully not to confuse the client too much about in which world it actually now is. In addition I had fun with dimension parameters and accidentally made a horror map.
The first mini game Context I am creating a custom mini game server for minecraft with Minestom A library allowing to write a java Minecraft server from scratch. Cleaned up on blueprints & crates management I rewrote parts of the logic of crates (system to manage mini games). To be hopefully better maintainable. Tnt Run I made a first game the classic TntRun. Players are on a floor which disappears under their feed. There are 3 floors and it is checked who has won. I also had a bit fun with the light engine at the start (first image) Jar I made everything, including dependencies, able to be build into a single jar with shadow jar. Docker/Podman I used my jar to create a Docker image file which takes everything important from the repo & puts it into a docker/podman image (only tested with podman). I also made an environment variable that can be set which gives a specific player the highest admin permissions. So that you don’t have to mount the container & manually change add a player to the permission table of the SQLite database in it. Ghost system I also made 3 functions to implement a basic ghost system for when games want to get rid of players from the game. And an readme I added a README.md to my repo… with some text about how this thing works and breaths.
Let me just shortly re implement everything Context I am creating a custom mini game server for Minecraft with Minestom A library allowing to write a java Minecraft server from scratch Overview Yesterday and today i did this here Now hard coded values are instead read from properties file Made nearly all commands rely on same design in chat to look good Players who disconnect also leave queues now automatically On shutdown the server actually closes things like THE DATABASE CONNECTION :| Made queue reset if players leave while in start sequence Made a little game loop system for all games (countdown to start/countdown to end) Create auto completion for queue- & permissions command Rewrote large portions of the queue and party system Config file I now use the same thing for config files the official Minecraft server uses. .properties . It is actually a library provided by java and does not use any other dependencies. Same design everywhere to feel at home Mostly all commands now rely on the same design in the chat to make it look more consistent. Disconnecting players I have made a event handler for player disconnection which tells the queue and party system to kick this player from their system. Because you should not be in a party with someone who is not on the server. Actually handling shutdown now Previously the server just terminated everything including the database connection :| now Minestom sends my program a signal and i gracefully close database, kick players and so on. Game loop system Just a small collection of functions helping with standard game presidia like starting after 5 seconds or sending all players back to the lobby after 10 seconds. Auto completion I added auto completion to commands the user will interact with to make it easier. Rewriting CoDe YAY my favorite thing. My original code was kind of spaghetti code and now i rewrote large portions which should improve understand ability? The hardest thing Probably the hardest thing i am facing with this project is Minestom’s lack of documentation. It has a wiki which only covers the basics. The rest is java doc but many functions/variables are defined like this: this_specific_thing() Does this_specific_thing but doesn’t tell what this_specific_thing is. But thankfully Minestom is open source so i can just look at the source code thought it is a bit hard for me because i am still somewhat of a java newbie.
Security Context I am creating a custom mini game server for Minecraft with Minestom. A library allowing to write a java Minecraft server from scratch Security is one of my least favorite thing because it is sooooooooo complicated to get done right but this time it is not about security for protecting the server itself. It is about user security. Banning Every public server (sometimes also private ones) need a ban system. I now have implemented one which allows banning players even if they are not on the server by using Mojang’s public API to get the uuid of players with their name. This uuid gets saved alongside a ban time and a reason for the ban to the sqlite database. The players are also automatically kicked when the writing to the database happens. Each time players try to connect to the server it first checks if they are banned or not. If yes they kick them instantly again with information for them about how long the ban is etc. Players get also automatically unbanned if they ban time runs out. Or an player with sufficiant permissions can unban them over /unban unban <player> manually. Permanent bans are also possible by telling the server the ban time is 0. Report system Players can now report others with a reason. Administrators can then look up all open reports not handled by another administrator. They can view information about the report like who is reported, when is reported, why is reported. After they have researched if the player actually made something stupid they can react to it and tell the report system to archive the report and tell a reason/a explanation on how/why it is fixed now for future administrator actions to look at. Chats Going to a more fun little thing. Now every player can only chat with other players in the same world/crate/game/whateveryouwannecallthem so that not all players are getting flooded by messages by ALL players of the ENTIRE server. Auto banning I also gone ahead and made a system which checks those chat messages before sending them to other players for words from a word blacklist configured in the server configuration. If a match is found the player who send that message gets instantly banned for using a blacklisted word. This is just basic security from people using bad/horrible words in chat for/with others. When the system maybe fail to detect something because players are probably starting using cryptic things to express words we also have the report system and the logs made from those chat conversation which can be viewed by server administration.
Oh no i forgot to do a post 👀 Well, here we are 16 hours in… again. Context I am programming a mini game server for Minecraft with Minestom, a library which allows me to create my own server from scratch. (in java) Overview of what i have done Added a server side console where an administrator can input commands which the server executes with a library called jLine Tried making a workflow for automatically building with some success Made a Spleef game prototype Improved the ghost player system Made a ui makeover for chat elements (again again) Added some new abilities/commands Server side console I have added a console thing where, after the server started, somebody with access to the terminal can run commands as the server with all permissions. For that i used a lib called jLine to make it just like the consoles most Minecraft server administrators should be familiar with. The actual hard part was that i had to rewrite some of the code i already have done. For example commands that would only work if they where run by a player needed now to check first if the command caller is the server actually itself. Actions I never used github actions or something like that. So i did the normal thing and created a runner for my own forgejo git instance and build an action without understanding more than 60% of it or even less. While i did not manage to create a docker build process i managed to create an action which builds my gradle java project with shadowjar and puts all required files into a zip which gets saved to my repo as an artifact file to be downloaded and executed instantly. turns out it is really dumb to try create an action on an runner which uses podman which uses docker in docker in a container which now should have installed docker inside of that to build an image? IDK man i have to sleep at some point Ghosts I have already made a system letting games make players ghosts who can’t interact with the world around them. Now i have made it like hypixel does it. Players are getting hidden from all other players. Not by giving them an invisible potion or something. The server lets players disappear by just not sending information about their whereabouts to the other players oh and they are in a survival mode but can still fly. TO NOT LET THEM ESCAPE MUHAHA i am evil or something. Oh and new commands I have made small commands which i though would be fun. hide Tell server to hide your player account by the same principle as the ghost system. fly Enable flying for your player account. stop Literally stops the server help A help command which tells players all about the commands they can access with their permissions nickname Kicks you but after joining again you will be logged in as another account name with the others skin etc. Only your uuid will stay the same to still be able to fetch your accurate permission etc. on the server. (of course this and most of the others commands on this level are behind permissions and can’t be accessed that easily) By, by Hope you have a great rest of a good day! I am currently on vacation and therefore have to use my Labtop instead of my PC. I already miss him i just tried another linux distro on it :(
Programming a in game world editor because i am too lazy to create server code for axiom or other tools Context I am creating a custom mini game server for Minecraft with Minestom A library allowing to write a java Minecraft server from scratch Today i spent most of my time building a in game world editor functioning similar to the popular world edit plugin. My little twist is that i use the new displayblocks Minecraft offers to make a visual appealing selection box of what you selected. It is ridicules how long it took me >:( I also made it possible to load specific worlds and edit them which are saved after you are finished this way i could for example modify the TntRun game world a bit to my liking while the server runs but these modifications made are permanent. Normally worlds don’t get saved after the mini game is finished. So now i could just rely on my own tools instead of having to create a world in vanilla Minecraft and then import them into my Minestom project. I also touched the idea of trying to implement protocol code of Luanti or formally known as Minetest which works with Minestom to let players join through Minetest for people who don’t want to use proprietary applications or don’t have an account for regular Minecraft. But i will probably fail at that task because it is waaay over my head :|
CTRL+Z would be useful i think Context I am creating my own mini game server for Minecraft withe Minestom, a java library to create your own server for Minecraft from scratch. I managed to get the build tool to a moderate level of usability. You can now: select an area over wooden axe over pos1 and pos2 command fill selected area setblock at specific position replace blocks in selected area undo & redo actions you did give yourself an item you need and don’t find in creative menu like a light block or a command block or something I also made the world where you can edit maps calculate light in the world. Thanks to that i managed to fix some light issues i had previously with my lobby map. Now i don’t have to give all player night vision the entire time.
I like snow Context I am creating a mini game server for Minecraft with a java library named Minestom which allows you to create a server from scratch for Minecraft Today i continued programming my in world editor. Now you can copy & paste structures. You also can now create a sphere if you want. The snow thing in the title is about the newest game. A snow ball fight game where you have to throw others from the map by throwing snow balls. Did you know that snow balls are not real projectiles because they can’t hit players. It is a bit hard to make them hit players. I also made the map for the spleef game & already created a map for the snow ball fight game. Both were now made with my own in game editor without additional tools.
I totally not know what title i should write down Context I am trieng to create a mini game server for Minecraft with the help of Minestom which is a java library toolkit to create servers from scratch I only have minor changes to tell you because I am working on a BIG thing right now but i don’t know if it is going to work. But this is what i have added/changed Added teleport command to throw my friend around while testing because they are non technical and somehow don’t get used to the commands i made :( Made banned players get kicked while in the login phase instead of when they are already logged in Added a line shape to my in game world editor Now the world editor takes care of worlds itself instead of having to work with messy code working with the default games manager thing i created Created a rank. Players can now have ranks like idk “admin” or “dev” & so on. They are only visual in the tab list and everywhere else their names are. and i had fun with redo/undo feature of the in game editor as you can see in the pictures
Trying to create a Luanti server in java+ need to devlog because of 10 hours time limit Soooo i don’t have anything to show. I can only tell you that is stupidly hard to create the protocol implementation of luanti if the entire docs to it is one page in the wiki and the rest c++ source code. Now i not only learning java but also c++. Could be worse because i already know C. Talking about slight progress You can see in the video below a demonstration of a UDP socket receiving data from the actual Luanti client. As you can see i already managed to parse some parts of the protocol. Currntly i am sitting on refining this a bit + implementing the init process. Till now i only managed to set the peerId of the luanti client. (peerId is, when i understood correctly, just an id the server gives clients to track them. After a client recieves this id it uses it to contact the server next time)
No time left for luanti server programming :( Context : I am programming a server for Minecraft with a java library called Minestom. I plan to make a minigame server. The plan turned out to also now program functionality for supporting luanti/minetest players. To be honest i don’t think i can make everything fully work with luanti until the end of stardance. That is why i will focus more on getting everything shipped now. Sadly only for Minecraft, so some of you can’t play :(. But i want to still continue this project after stardance ends and maybe someday i get it to work. The current state of luanti support I managed to parse some more specific parts of each packet. But as you can see in the video i am not finished with the init sequence. What i have done is the init, authantication, version selection and some more smaller thingis. The rest would be to send over item, node, wheather, time etc. data which all use custom data objects and don’t have any documantation so i need to figure it out from like 6 different c++ files. Minigames I started programming on the server again. Now i have made a color party game where you have to stay on the right color and the rest disappears. And I refined my snowball game, where you have to hit other players from the map. Now the snowballs automatically despawn. Fin What the hell was with last post? 200 views?!?! is it because i have an terminal emulator open? or because “server” is in the title? ;) PS: Had to post again because of time limit of 10 hours.
Fixing up stuff Context : I am creating a mini game server for Minecraft with a java library called Minestom which allows the creation of servers for Minecraft Short summary Made new docker setup implementation deleted old docker setup and made new one added geyser and floodgate Created NPC’s in lobby that can be right clicked to join games Build map for color party game Now permissions of offline players can be changed Moved from anvil loader to polar/shematics Finally made server stop cleanly after /stop command is sent by players Redesigned the win/loose screen for each player Added some more error handling to specific commands Added /stat command to see some stats in game about the server New docker setup Last time i didn’t get quite how to build a docker file inside my workflow and now i don’t even try again because time . What i did is that i have a docker directory now bundled into each build zip which contains all files needed to create a Dockerfile + a bash file to download required files from other projects like velocity proxy. + A compose file which works more or less out of the box. Non Playable Characters I finally filled my diamond blocks in my lobby with some NPC’s. Those can be interacted with instead of having to use /queue join <game> . I also did the skins of two of those. The other one is only slightly modified and the last one is the same guy from Hypixel’s TNT-Run NPC, because it was 23 o’clock and i wanted to go to sleep . What funny was that i forgot to disable my cape when i configured them with my account appearance data. They actually still have them on but i turned them invisible. Anvil to polar Anvil is the same system original Minecraft uses with region files. But those region files store a lot more data (air) than i need. So i switched to polar a community addon for Minestom that adds support to load from a shematic file instead which only stores the blocks i need. New win/loose screens Now not only is it displayed in chat who won but also we got 1., 2. and 3. place positions in case you want to know how close you missed first. Ship? Maybe?! I still try to get Minecraft bedrock running on linux because i don’t want to trust a stranger on flathub who is not verified & i wanted bedrock support but can’t test it right now :( ps: if anyone wants to try it out i would greatly appreciate it :) in a few days i will have fully set up a server on my server under foxors.de. But only java edition for now because of the bedrock thing on linux
Ready to ship? Context I have programmed, build and arranged a minigame server for Minecraft using a Java library called Minestom, which lets you create a minecraft server from scratch After more then 100 hours of work i think i am ready to do a first ship. This dev log is just about stuff i did to prepare. I added screenshots to my readme made the docker setup more easy. I filmed a little video showing some broad functionality of the server. Most loose ends are tied up and packet together. A release can be found in my forgejo instance & there is now a demo server on foxors.de:25565 The only problem is that the people who will rate this project will have a very hard time testing :(. Because they would need A: 2 Paid Minecraft java accounts or B: Set up the server on their machine and need to have the know how to play in offline mode. That is why i also made a little broad video and also put a bit of effort showing off in the README.md file in my repo. Hope someone will enjoy it :) ps if someone lives in around UTC+2 timezone i will happily play with them from 19 to 20 o’clock.
Ships:
I have made a mini game server for Minecraft from scratch with a java library called Minestom. Features include Supports Minecraft Java version 26.2 Different minigames A system which automaticly manages all game instances A queue system A party system A ban system An automatic bad word block list banner when players use words they really should not (must be configure over properties file) A report system A permission system Persistant reports/bans/permissions accross server restarts with sqlite database Configuration over properties file ooooor … by modifieng source code ;) Multible commands acting as a ‘frontend’ to all the systems some require specific permissions to execute A main program to connect everything Velocity support In game build tool to modify maps on the go Additional abilities that may be usefull fly in survival mode hide from other players change gamemode help command Visual ranks for players A console prompt that can be used to execute comands from console side NPC’s instead of commands in lobby Prebuild maps to play on for people who can’t test it normally, because the requirements are a bit messed up because it is multiplayer on a paid game please read my README.md file in my repo & watch [this broad video] ( https://foxors.de/files/ministomVideo.mp4 ) the most difficult things where Things i had to first figure out because Minestom has some methods without any javadoc nor comments in source code Another thing that was a bit frustrating was that i tried to make my own workflow with my own runner. However it did not go great and now you have to build docker images yourself, but do not worry i have made a compose and DockerFile all ready, which both worked for me. Learned a bit A great thing was that i learned a lot about Java in this project and i think it really helped me with my exam in university (our prof still makes corrections). PS: You may see the ai notice on this project. It points to a not finished part of this project which is not part of this build, just so you know :) Hope you enjoy!...
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1792853532.0535922
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1792939932.0535922
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7084
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ALL of the board games I like or Invented by @Nezr ALL of the board games I like or Invented by @Nezruceuil | Stardance...
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Nezruceuil
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1
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151.0
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1265
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T19:52:05Z", "hours": 151.0, "multiplier": 8.44, "payout": 1265, "blessing": "neutral", "text": "I coded a Game in which you can play all of my favorite board games and the games that I invented. I deepened my Godot coding knowledge by recreating complicated games like: Chess, Reversi, Go, Tafl and Shōgi. I really enjoyed doing this project and now you can enjoy it too! hey, if you write **Stardance** in the background texture you can get this amazing background ↓. ✨", "repo": "https://github.com/Nezruceuil/my-board-games", "demo": "https://nezruceuil.itch.io/cool-board-games"}]...
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[{"post_id": 75686, "ts": "202 [{"post_id": 75686, "ts": "2026-09-30T19:11:44Z", "hours": 1.1744, "text": "Fixed Bugs and added new secrets panels."}, {"post_id": 71414, "ts": "2026-09-20T19:42:26Z", "hours": 9.54, "text": "Fixed bugs, improved my game, added recommendation, added a way to order the games however you want, added art for amazons game fire and added a Chess panel."}, {"post_id": 61656, "ts": "2026-09-04T17:57:46Z", "hours": 5.3467, "text": "Improve my board game, fixed bugs, added a texture for the walls, added a play time estimation for every games, added Amazons and added Gomoku."}, {"post_id": 58882, "ts": "2026-08-31T13:38:25Z", "hours": 1.7225, "text": "Fixed more bugs (tafl and text in wrong place.) and improved Castle War and added some art to it."}, {"post_id": 58076, "ts": "2026-08-30T12:49:31Z", "hours": 10.0364, "text": "Fixed Bugs (tafl,drawback chess,ect…), Added a Spring panel, Added Amazons and Added Castle War (my own strategy game)."}, {"post_id": 48101, "ts": "2026-08-16T12:03:28Z", "hours": 9.0517, "text": "fixed Bugs, added 2 new chess variants and Added 15 unique drawbacks to drawback chess!"}, {"post_id": 46333, "ts": "2026-08-13T14:07:53Z", "hours": 9.0744, "text": "Fixed bugs, added a Hazelnut fight ai (not entirely done) and added more drawbacks to drawback chess."}, {"post_id": 43342, "ts": "2026-08-08T15:20:23Z", "hours": 8.5814, "text": "Added better panel for the main page (added a Summer panel a Winter panel that you can get by being on the game at the right season. and a star dance panel that you can get by typing “Stardance”. (I drew all of the panels myself.)) , added a Save and Load function, change all of the text font to be better and added a script to see the panel (control/option space)."}, {"post_id": 40696, "ts": "2026-08-04T11:49:37Z", "hours": 1.2158, "text": "fixed bugs, improved design and added a delete drawings and arrows function win delete. (a lot of arrows + delete button = no more arrows)"}, {"post_id": 39671, "ts": "2026-08-02T20:01:01Z", "hours": 4.1125, "text": "added an arrow drawing ability and fixed bugs."}, {"post_id": 38699, "ts": "2026-08-01T06:56:05Z", "hours": 1.4872, "text": "added an explanation for every games and fixed bugs with the lines of action game."}, {"post_id": 38178, "ts": "2026-07-31T13:20:17Z", "hours": 1.7389, "text": "fixed a bug with chess and added lines of action!"}, {"post_id": 37562, "ts": "2026-07-30T11:46:29Z", "hours": 3.5211, "text": "fixed bugs and added Go!"}, {"post_id": 37224, "ts": "2026-07-29T19:30:53Z", "hours": 1.4664, "text": "finished making talf games (added the king suffocation mechanic) !"}, {"post_id": 36562, "ts": "2026-07-28T19:20:19Z", "hours": 3.0928, "text": "started added talf game( ≈ 85% done) still need to add the king capture feature"}, {"post_id": 35321, "ts": "2026-07-26T17:18:12Z", "hours": 1.8692, "text": "fixed bugs and added more chess variants"}, {"post_id": 35080, "ts": "2026-07-26T08:26:26Z", "hours": 4.0767, "text": "Fixed bugs and added Reversi!"}, {"post_id": 34274, "ts": "2026-07-24T20:51:45Z", "hours": 2.0453, "text": "added bigger tic tac toe and fixed bugs."}, {"post_id": 33662, "ts": "2026-07-23T19:17:40Z", "hours": 2.0328, "text": "added 4 player Chess, fixed bugs and added a boat for Chaturaji."}, {"post_id": 33528, "ts": "2026-07-23T15:39:08Z", "hours": 2.0022, "text": "added an explanation for every game."}, {"post_id": 33148, "ts": "2026-07-22T19:53:27Z", "hours": 4.4092, "text": "fixed bugs and added Chaturaji"}, {"post_id": 31461, "ts": "2026-07-19T20:45:54Z", "hours": 4.3989, "text": "fixed a bug with duck chess and added Shōgi."}, {"post_id": 30822, "ts": "2026-07-18T19:09:14Z", "hours": 6.975, "text": "added every variants( Atomic,Duck Chess,Fog Of War,Giveaway,King Of The Hill,Capture Anything,Torpedo,No Castling,Ghost Board,Sideways ) and added Connect 4"}, {"post_id": 30297, "ts": "2026-07-17T19:08:42Z", "hours": 7.4939, "text": "Started adding an AI for Hazelnut Fight, fixed bugs with castling in the chess games, added a page to play classic chess variants, and a page where you can see all the chess variants coming in the next devlog. I also added an autofill that checks for similarity to fill in variant names (for example: aTuMyk -> Atomic .)"}, {"post_id": 27888, "ts": "2026-07-13T20:03:40Z", "hours": 0.7567, "text": "added color pickers to the options menu."}, {"post_id": 27847, "ts": "2026-07-13T18:47:36Z", "hours": 1.3992, "text": "added a classic version to pieces fit!"}, {"post_id": 24673, "ts": "2026-07-08T12:50:10Z", "hours": 4.3453, "text": "Added ‘Pieces Fit,’ a game where everyone is given the same randomly generated custom piece and must place as many copies of it as possible without any of them attacking each other."}, {"post_id": 24151, "ts": "2026-07-07T15:08:03Z", "hours": 3.4447, "text": "fixed bugs with some drawbacks and added 5 more uniques drawbacks"}, {"post_id": 22245, "ts": "2026-07-04T16:41:55Z", "hours": 2.2403, "text": "added a resign button 5 more unique drawback and fixed bugs"}, {"post_id": 22065, "ts": "2026-07-04T09:47:55Z", "hours": 3.5369, "text": "added Drawback Chess with 15 drawbacks!"}, {"post_id": 20990, "ts": "2026-07-02T18:48:12Z", "hours": 3.8056, "text": "added draw to the chess games and a options menu (that doesn’t do anything yet)"}, {"post_id": 19446, "ts": "2026-06-30T19:25:45Z", "hours": 0.8839, "text": "added normal chess"}, {"post_id": 19383, "ts": "2026-06-30T17:58:23Z", "hours": 0.91, "text": "added a drawing ability , added color to see the last movement of your enemy and it now turn 180° every turn."}, {"post_id": 19112, "ts": "2026-06-30T11:00:58Z", "hours": 2.1864, "text": "added game mode and additional rule for pizza chess (for example this one makes all pieces looks like pizza ( Kings opening vs King Indian defense ) and you can’t even tell what is what piece)"}, {"post_id": 19057, "ts": "2026-06-30T07:37:39Z", "hours": 8.1514, "text": "added pizza chess (my own version of chess where the left knight is replace by a pizza)"}, {"post_id": 8544, "ts": "2026-06-14T06:27:46Z", "hours": 3.6144, "text": "added a new game with gambling (not real money!)"}, {"post_id": 3536, "ts": "2026-06-06T14:59:28Z", "hours": 1.145, "text": "added a indicator for the player turn and fixed a bug with the golden hazelnut. Added visual to hazelnut fight page in the menu."}, {"post_id": 3391, "ts": "2026-06-06T09:11:28Z", "hours": 0.5789, "text": "Finished the game ! and Fixed some bugs"}, {"post_id": 3377, "ts": "2026-06-06T08:32:40Z", "hours": 0.45, "text": "polished and added texture for this game!"}, {"post_id": 3355, "ts": "2026-06-06T07:38:18Z", "hours": 1.9031, "text": "added a settings for my games that work and finished the gameplay of the game !"}, {"post_id": 3315, "ts": "2026-06-06T05:39:18Z", "hours": 1.3564, "text": "fixed hiding, look around and added a win condition and a win screen!"}, {"post_id": 2792, "ts": "2026-06-05T16:34:28Z", "hours": 1.0958, "text": "added a Hazelnut limit for the inventory, added the possibility of hiding you hazelnuts and added the number of turns"}, {"post_id": 2319, "ts": "2026-06-04T19:05:43Z", "hours": 0.7481, "text": "added movement, look around button with how many hazelnuts you found on your position!"}, {"post_id": 2258, "ts": "2026-06-04T17:29:03Z", "hours": 0.6908, "text": "added a next player button, player turn and player with controlled position!"}, {"post_id": 2137, "ts": "2026-06-04T13:52:30Z", "hours": 0.6044, "text": "added a tile map with random tile (forest, plain or lake) for one of the game"}, {"post_id": 2037, "ts": "2026-06-04T10:08:21Z", "hours": 0.5872, "text": "Added the main page with buttons and a scroll bar"}]...
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Title: ALL of the board games I like or Invented b Title: ALL of the board games I like or Invented by @Nezruceuil | Stardance
Devlogs:
Added the main page with buttons and a scroll bar
added a tile map with random tile (forest, plain or lake) for one of the game
added a next player button, player turn and player with controlled position!
added movement, look around button with how many hazelnuts you found on your position!
added a Hazelnut limit for the inventory, added the possibility of hiding you hazelnuts and added the number of turns
fixed hiding, look around and added a win condition and a win screen!
added a settings for my games that work and finished the gameplay of the game !
polished and added texture for this game!
Finished the game ! and Fixed some bugs
added a indicator for the player turn and fixed a bug with the golden hazelnut. Added visual to hazelnut fight page in the menu.
added a new game with gambling (not real money!)
added pizza chess (my own version of chess where the left knight is replace by a pizza)
added game mode and additional rule for pizza chess (for example this one makes all pieces looks like pizza ( Kings opening vs King Indian defense ) and you can’t even tell what is what piece)
added a drawing ability , added color to see the last movement of your enemy and it now turn 180° every turn.
added normal chess
added draw to the chess games and a options menu (that doesn’t do anything yet)
added Drawback Chess with 15 drawbacks!
added a resign button 5 more unique drawback and fixed bugs
fixed bugs with some drawbacks and added 5 more uniques drawbacks
Added ‘Pieces Fit,’ a game where everyone is given the same randomly generated custom piece and must place as many copies of it as possible without any of them attacking each other.
added a classic version to pieces fit!
added color pickers to the options menu.
Started adding an AI for Hazelnut Fight, fixed bugs with castling in the chess games, added a page to play classic chess variants, and a page where you can see all the chess variants coming in the next devlog. I also added an autofill that checks for similarity to fill in variant names (for example: aTuMyk -> Atomic .)
added every variants( Atomic,Duck Chess,Fog Of War,Giveaway,King Of The Hill,Capture Anything,Torpedo,No Castling,Ghost Board,Sideways ) and added Connect 4
fixed a bug with duck chess and added Shōgi.
fixed bugs and added Chaturaji
added an explanation for every game.
added 4 player Chess, fixed bugs and added a boat for Chaturaji.
added bigger tic tac toe and fixed bugs.
Fixed bugs and added Reversi!
fixed bugs and added more chess variants
started added talf game( ≈ 85% done) still need to add the king capture feature
finished making talf games (added the king suffocation mechanic) !
fixed bugs and added Go!
fixed a bug with chess and added lines of action!
added an explanation for every games and fixed bugs with the lines of action game.
added an arrow drawing ability and fixed bugs.
fixed bugs, improved design and added a delete drawings and arrows function win delete. (a lot of arrows + delete button = no more arrows)
Added better panel for the main page (added a Summer panel a Winter panel that you can get by being on the game at the right season. and a star dance panel that you can get by typing “Stardance”. (I drew all of the panels myself.)) , added a Save and Load function, change all of the text font to be better and added a script to see the panel (control/option space).
Fixed bugs, added a Hazelnut fight ai (not entirely done) and added more drawbacks to drawback chess.
fixed Bugs, added 2 new chess variants and Added 15 unique drawbacks to drawback chess!
Fixed Bugs (tafl,drawback chess,ect…), Added a Spring panel, Added Amazons and Added Castle War (my own strategy game).
Fixed more bugs (tafl and text in wrong place.) and improved Castle War and added some art to it.
Improve my board game, fixed bugs, added a texture for the walls, added a play time estimation for every games, added Amazons and added Gomoku.
Fixed bugs, improved my game, added recommendation, added a way to order the games however you want, added art for amazons game fire and added a Chess panel.
Fixed Bugs and added new secrets panels.
Ships:
I coded a Game in which you can play all of my favorite board games and the games that I invented. I deepened my Godot coding knowledge by recreating complicated games like: Chess, Reversi, Go, Tafl and Shōgi. I really enjoyed doing this project and now you can enjoy it too! hey, if you write **Stardance** in the background texture you can get this amazing background ↓. ✨...
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1792853378.4869957
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1792939778.4869957
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66522
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CalcAmAlatoR by @Grodzia91 | Stardance
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Grodzia91
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T19:40:44Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Version 1.0 First release of the CalcAmAlatoR!!! Dependencies Python (preferably the latest; You can get it ) sympy Use Just download the zip in the Github repo and run the “Main_v1.0.py” file using Python", "repo": "https://github.com/CHeesee69/CalcAmAlatoR", "demo": "https://github.com/CHeesee69/CalcAmAlatoR/releases/tag/Release"}]...
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[{"post_id": 75456, "ts": "202 [{"post_id": 75456, "ts": "2026-09-30T04:43:08Z", "hours": 2.1253, "text": "DEVLOG 1: CalcAmAlatoR v1.0 is ready. Currently, I have a few separate scripts with four different functions. Basic arithmetic (1+1 stuff) Geometric shapes (area, volume, etc) Trigonometry (sin, cos, etc) Basic algebra (y=mx+b stuff) I am planning to realese at least 10, while also brushing up on the current ones"}]...
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Title: CalcAmAlatoR by @Grodzia91 | Stardance
Dev Title: CalcAmAlatoR by @Grodzia91 | Stardance
Devlogs:
DEVLOG 1: CalcAmAlatoR v1.0 is ready. Currently, I have a few separate scripts with four different functions. Basic arithmetic (1+1 stuff) Geometric shapes (area, volume, etc) Trigonometry (sin, cos, etc) Basic algebra (y=mx+b stuff) I am planning to realese at least 10, while also brushing up on the current ones
Ships:
Version 1.0 First release of the CalcAmAlatoR!!! Dependencies Python (preferably the latest; You can get it ) sympy Use Just download the zip in the Github repo and run the “Main_v1.0.py” file using Python...
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1792817343.0197556
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1792903743.0197556
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46496
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Light by @Eclipse | Stardance
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Eclipse
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1
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52.27
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835
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T19:28:48Z", "hours": 48.0, "multiplier": 16.49, "payout": 835, "blessing": "neutral", "text": "Shipvlog — Light 🌙 What did you make? Everyone makes a personal website showing what they’ve built, accomplished, or are currently working on. . I wanted to make something that asks a slightly “different” question: “What is happening inside this mind?” . That’s basically what Light is. . Alongside the usual portfolio stuff, there’s a Lab containing unfinished ideas, abandoned projects, current obsessions, and questions I’m still thinking about… Basically,, everything a normal portfolio politely hides…🗿 . What was challenging? Lwk Everything. 😭 . I spent an absolutely unreasonable amount of time designing tiny details, animations, typography, spacing, colors, transitions, and things that probably took five seconds to notice and five hours to make…. . I wanted the homepage title to feel more like Light was being written into existence ,,, the glitch transition into the Lab to feel intentional, and every page to have its own atmosphere… (did I ever mention the fact that Light was my nickname all along?) . The three main pages use red, blue, and warm white. Because, almost everything we see can be represented through RGB,, so I treated them as three different sides of me that mix together into Idhant (w a little twist lol) Underneath them all, it’s still the same guy. Hence the same nav too :) . The geometric lines in About are meant to represent me too: chaotic, interconnected, and hopefully still beautiful (🥀) . And yes, making all of this responsive was painful…. Excruciatingly painful. 😭💔 . What am I proud of? Mostly the fact that something I had imagined for weeks actually exists now…LIVE… . I deliberately left parts of it open to interpretation too. The boy holding the bouquet and book could be waiting for someone while reading a book to kill time, could have been given the bouquet while being told by someone “you are my light” , could be heartbroken, or could mean literally anything…. I liked not explaining everything… Things to try Move your cursor through the snow (don’t ask me why 😭, it’s fun) Watch the text glitch Click Light on the homepage and enter the Lab Explore the Lab sections Click the 02 / ABOUT on the homepage and enter the About page Notice the different page colors and text-selection colors Try the site on both desktop and mobile . Before testing . The site is best experienced on a Chromium-based browser . . Also, disable any browser dark-mode extension , otherwise it may decide my carefully chosen colors are merely suggestions. 💔 . Light’s Live here: https://alchemic-eclipse.github.io/light/ . And,,,, after way too many hours, Light is finally live. 🫠 . Not perfect. . Just mine ❤️🩹 Thank you for reading it through..!! ❤️🩹", "repo": "https://github.com/Alchemic-Eclipse/light", "demo": "https://alchemic-eclipse.github.io/light/"}]...
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[{"post_id": 81847, "ts": "202 [{"post_id": 81847, "ts": "2026-10-22T18:28:24Z", "hours": 4.2711, "text": "Welcome back And here I am, just after writing Aporia’s devlog, writing this for Light (the site, not me obv 🗿) . But I’ll keep it short, While I was on break, I kept updating information here n there on the site and made some minor changes. . From now on, I’ll be working properly on the site, making it better every day..!! . And that’s all for today lol…!! See ya tomorrow! . P.S. Idk what to add in attachment, so why not a meme again? (it isn’t even related to web dev, but I found it so funny, had to add it 💔)"}, {"post_id": 75684, "ts": "2026-09-30T19:06:50Z", "hours": 0.9286, "text": "Final Devlog of Light yep, as the title suggests, this is it. I have somehow, despite being an INTP, been able to complete the project before the deadline ( or perhaps I should say, exactly at the deadline 😭) . But anyways, Completed the Readme Fixed minor issues (console errors) Fixed responsiveness issues Added a favicon And yeah, that’s all ig…?? It has been an honor tbh, I’ve learnt soooo many things while making this site… and revised soooo many concepts…. I was lwk a beginner in web-dev before this, and now, well a bit better I suppose? 😭 . Either way,,, It was fun…. :) Thank you for everything..!!! ❤️🩹 . P.S. Idk what to add as screenshot for this one, so just added the About page of my site 🗿🤷🏻♂️"}, {"post_id": 75640, "ts": "2026-09-30T17:01:59Z", "hours": 6.8375, "text": "Day-9 Light I think I’ve officially reached the stage where this project is consuming me 😭💔 . I couldn’t really write devlogs that often ‘cause I’ve been just TOO busy trying to make this thing look pretty 😭 . And unfortunately, having a creative perfectionist brain while also trying to keep everything minimalist is an awful combination. I kept wanting to add stuff, removing it because it was “too much”, adding it again, moving things around, staring at it for 20 min, and realizing that it looked 4% worse than before 🗿 . Anyways… . I’ve made some pretty major progress today. . The biggest one: Light is basically complete. Added all the content, finished the different sections, and finally got the whole thing to feel like an actual part of the site instead of an empty page with suspicious amounts of negative space 🥀 . I also finally added and polished the About page, w a bunch of minor design fixes along the way. . Completed: Unfinished Graveyard Now Curiosities And I also added snow interaction , which is probably one of those completely unnecessary things that somehow took way longer than it had any business to… ;-; . The funny part is, that the actual feature list doesn’t even look THAT insane. (compared to my mental health rn 💔) . But every single little design decision took FOREVER, because I wanted the site to feel minimal, without feeling empty.. Interesting, without feeling overloaded.. And slightly uncanny without just looking like I discovered CSS animations yesterday 🤷🏻♂️ . At this point, I’m lwk happy w how it’s coming together tho. . The site has WAYY more personality now. . The next goal is basically finishing whatever tiny things are still bothering me, and then SHIP EM before I lose the remaining fragments of my sanity 😭 . And nvm,, that’s it for today ;-;;; . Ig this could be the last devlog? Or nvm, I still have to write the Readme, GG, that should be the last one lol.. Whatever,,,, Good Evening 🦋"}, {"post_id": 74879, "ts": "2026-09-28T14:20:34Z", "hours": 4.4908, "text": "Day-8 Light At this point, I think Im lwk about to crash out because of how long this is taking me 😭💔 (plus a bad headache) . I’ve added a new page to my site, called Light’s Lab, something way more interesting than the home page fs. . Also Added a cool glitchy effect as a transition, to give it that uncanny feel… And DAMN it took me soo longg to learn how to do ts 😭😭 . After this, I’m done with adding animations/transitions 🥀 Aghh my head hurts so badd 😭 . I think the next goal for me is to design the Lab page properly… then think of adding something new… . Initially I planned to complete it by Sept 30… but let’s see if I can 🫠 . Anyways, that’s it for todayyy Dobroye utroo!!!"}, {"post_id": 73589, "ts": "2026-09-25T13:08:56Z", "hours": 5.705, "text": "Day-7 Light It appears as if somoene’s genuinely addicted to this project 🗿 . Because my productivity is PEAK right now 🕯️ . I’ve lwk changed the entire base design of Light, simply because I felt like it 😭 (I wanted it to look better) . Here’s a list: Added Basic fade-in animation when site is loaded Added a leaning hero-figure and changed typography (Some fonts, sizes, colors, etc) Added a glitch effect for the Hero sub-text Added Snow, as it smhow fits the theme beautifully There were sm things that people suggested me to add, but I was like: Nah ;-; For eg: Arrow key navigation . But someone discovering that R jumps to Archive would be mildly amusing for approximately 4 seconds… So I scrapped that idea 🤷🏻♂️ . The snowflakes one was particularly interesting… because…. to animate the snowflakes I used: new position = old position + velocity Which is basically a tiny Euler integration step 🗿 So, my snowflakes, accidentaly became a physics simulation… 🥀 For some reason, I really cannot escape ts 💔 . And then the tiny intricacies like giving them close but random velocities for realism (yeah, close, because if not: that would look like the snowflakes had all received contradictory weather reports 😭) . and once they leave the screen, make them re-enter from the right and top (70:30 :: Top:right % of snowflakes generated), which is what turns this into a continuous wind field rather than 80 flakes having a one-way death march 🗿 . And yeah, that’s basically it, for today…!! and as usual,, Ohayoo!!! (Good Morningg, not Ohio 😭💔)"}, {"post_id": 72825, "ts": "2026-09-23T20:23:53Z", "hours": 3.5156, "text": "Day-6 Light HOLYYY Productivity!! 🔥 Added SOOOOO many things today . Here’s the list: Polished the Archive section Added “About signature” and href links Added content to Contact section and footer- Polished them too Made the site responsive Added selection option (selecting a text) Soo, when selecting a text, instead of the default blue color, it’d use another color that respects the color scheme of the site… . With that, Phase-1 of the Site is over… We have a site that’s essentially complete in itself start to end.And so, Phase-2 of Light has started, which is mostly all about JavaScript and additional sections/features. (Lwk Exciting as hell) . Also, I decided to add “AUTONOMY · TRANSCENDENCE · ERUDITION” as the “About Signature”, because these are the 3 things that I value THE MOST… Especially Autonomy…………. Is it a bit grandiose ? Yeah… but my site’s called Light (Alchemic Eclipse) , so we’re not exactly filing taxes here 🤷🏻♂️🥀 . But anyways,, that’s it for todayy!! Have a beautiful morning 🍀"}, {"post_id": 72239, "ts": "2026-09-22T14:52:12Z", "hours": 2.65, "text": "Day-5 Light Added content to About section Added a few projects to Archive section Added basic design to Archive section. Next goal: Polish Archive’s design Add content to Contact section and design that too got big plans ahead..!!"}, {"post_id": 71391, "ts": "2026-09-20T18:52:49Z", "hours": 4.5592, "text": "Day-4 Light Guess who’s back? . Seems someone’s back from his hiatus 🗿 . yep, so now that’s Aporia’s done and dusted, I realized I need to also complete my site, so here I am… . I’ve merged Gravitas into Light because it’s apparently Aporia turned out to be too big, but small enough that I could actually finish it before Light comes knocking with a deadline shaped baseball bat 🤷🏻♂️ . I’ll add a special section for it on my site, as a mystery or a puzzle of some kind..? perhaps… . And in the meantime, while I was working on Aporia, I tried testing/changing some bits and features of Light, at once almost changed the entire style upside down… but turns out none of them could beat my original vision… So with some bits of tweaks, I added the About page a month ago… I know I’m a bit early here,, but whatever 😭 . And that’s it for this devlog 🦋 Bbyeee..!! . P.S. Idk what screenshot to add here as I’ve just restarted working on it so no major updates yet,, let me just add a page of my physics notes which would anyway be on my site 🐈"}, {"post_id": 51095, "ts": "2026-08-20T16:20:04Z", "hours": 2.9694, "text": "Day-3 Light At this rate, it looks like the project is gonna take forever 😭🤷🏻♂️ Added an about section Designed it properly Made subtle changes to give the site a premium look. . The next part is simply add content to Archive and contact section, but that should relatively take less time, because most of the time today was spent on designing.. . (yes, btw,,,, if you still haven’t noticed, I’m a kinda perfectionist when it comes to designs 🗿) . And that’s all for today, for Light 🫡 . Thank you for reading through..!! 🌙 . P.S. Due to time constraints, I’m thinking of working on Light and Gravitas on alternate days, so that I get more time for studies… 🐈 Hopefully I can finish them soon..!! I really do enjoy working on both of em 🙃"}, {"post_id": 48873, "ts": "2026-08-17T13:16:35Z", "hours": 15.4381, "text": "Day-2: Light Completed the basic structure. Added some basic design while making it a little responsive. And trust me, you “don’t” wanna know how much time I spent just changing and trying new designs/fonts/etc… ☠️ . Tomorrow, I’ll likely complete the other sections while adding some more cool features ig… . and that’s all for today 🙃 . P.S. Feel free to suggest some better designs if it can make it look better lol…!!"}, {"post_id": 45127, "ts": "2026-08-11T12:47:00Z", "hours": 0.5603, "text": "The Beginning . I’ll be building a personal site of mine, describing things I am working on, and my on going works, especially in the realm of academia and others… . I am done with setting up and connecting everything, the next steps include building a basic structure of the website while learning web dev (yeah, I’m a beginner lol)… . And then adding the content.. Then making it look bearable to human eyes 🗿 (aka make it aesthetic) . So that’s mostly all for today..!! Thank you :) . P.S. It seems it won’t let me post till I add a pic, so let me add a pic that I’d anyways add on my website in future {aka, my equations 🗿}"}]...
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Title: Light by @Eclipse | Stardance
Devlogs:
The Title: Light by @Eclipse | Stardance
Devlogs:
The Beginning . I’ll be building a personal site of mine, describing things I am working on, and my on going works, especially in the realm of academia and others… . I am done with setting up and connecting everything, the next steps include building a basic structure of the website while learning web dev (yeah, I’m a beginner lol)… . And then adding the content.. Then making it look bearable to human eyes 🗿 (aka make it aesthetic) . So that’s mostly all for today..!! Thank you :) . P.S. It seems it won’t let me post till I add a pic, so let me add a pic that I’d anyways add on my website in future {aka, my equations 🗿}
Day-2: Light Completed the basic structure. Added some basic design while making it a little responsive. And trust me, you “don’t” wanna know how much time I spent just changing and trying new designs/fonts/etc… ☠️ . Tomorrow, I’ll likely complete the other sections while adding some more cool features ig… . and that’s all for today 🙃 . P.S. Feel free to suggest some better designs if it can make it look better lol…!!
Day-3 Light At this rate, it looks like the project is gonna take forever 😭🤷🏻♂️ Added an about section Designed it properly Made subtle changes to give the site a premium look. . The next part is simply add content to Archive and contact section, but that should relatively take less time, because most of the time today was spent on designing.. . (yes, btw,,,, if you still haven’t noticed, I’m a kinda perfectionist when it comes to designs 🗿) . And that’s all for today, for Light 🫡 . Thank you for reading through..!! 🌙 . P.S. Due to time constraints, I’m thinking of working on Light and Gravitas on alternate days, so that I get more time for studies… 🐈 Hopefully I can finish them soon..!! I really do enjoy working on both of em 🙃
Day-4 Light Guess who’s back? . Seems someone’s back from his hiatus 🗿 . yep, so now that’s Aporia’s done and dusted, I realized I need to also complete my site, so here I am… . I’ve merged Gravitas into Light because it’s apparently Aporia turned out to be too big, but small enough that I could actually finish it before Light comes knocking with a deadline shaped baseball bat 🤷🏻♂️ . I’ll add a special section for it on my site, as a mystery or a puzzle of some kind..? perhaps… . And in the meantime, while I was working on Aporia, I tried testing/changing some bits and features of Light, at once almost changed the entire style upside down… but turns out none of them could beat my original vision… So with some bits of tweaks, I added the About page a month ago… I know I’m a bit early here,, but whatever 😭 . And that’s it for this devlog 🦋 Bbyeee..!! . P.S. Idk what screenshot to add here as I’ve just restarted working on it so no major updates yet,, let me just add a page of my physics notes which would anyway be on my site 🐈
Day-5 Light Added content to About section Added a few projects to Archive section Added basic design to Archive section. Next goal: Polish Archive’s design Add content to Contact section and design that too got big plans ahead..!!
Day-6 Light HOLYYY Productivity!! 🔥 Added SOOOOO many things today . Here’s the list: Polished the Archive section Added “About signature” and href links Added content to Contact section and footer- Polished them too Made the site responsive Added selection option (selecting a text) Soo, when selecting a text, instead of the default blue color, it’d use another color that respects the color scheme of the site… . With that, Phase-1 of the Site is over… We have a site that’s essentially complete in itself start to end.And so, Phase-2 of Light has started, which is mostly all about JavaScript and additional sections/features. (Lwk Exciting as hell) . Also, I decided to add “AUTONOMY · TRANSCENDENCE · ERUDITION” as the “About Signature”, because these are the 3 things that I value THE MOST… Especially Autonomy…………. Is it a bit grandiose ? Yeah… but my site’s called Light (Alchemic Eclipse) , so we’re not exactly filing taxes here 🤷🏻♂️🥀 . But anyways,, that’s it for todayy!! Have a beautiful morning 🍀
Day-7 Light It appears as if somoene’s genuinely addicted to this project 🗿 . Because my productivity is PEAK right now 🕯️ . I’ve lwk changed the entire base design of Light, simply because I felt like it 😭 (I wanted it to look better) . Here’s a list: Added Basic fade-in animation when site is loaded Added a leaning hero-figure and changed typography (Some fonts, sizes, colors, etc) Added a glitch effect for the Hero sub-text Added Snow, as it smhow fits the theme beautifully There were sm things that people suggested me to add, but I was like: Nah ;-; For eg: Arrow key navigation . But someone discovering that R jumps to Archive would be mildly amusing for approximately 4 seconds… So I scrapped that idea 🤷🏻♂️ . The snowflakes one was particularly interesting… because…. to animate the snowflakes I used: new position = old position + velocity Which is basically a tiny Euler integration step 🗿 So, my snowflakes, accidentaly became a physics simulation… 🥀 For some reason, I really cannot escape ts 💔 . And then the tiny intricacies like giving them close but random velocities for realism (yeah, close, because if not: that would look like the snowflakes had all received contradictory weather reports 😭) . and once they leave the screen, make them re-enter from the right and top (70:30 :: Top:right % of snowflakes generated), which is what turns this into a continuous wind field rather than 80 flakes having a one-way death march 🗿 . And yeah, that’s basically it, for today…!! and as usual,, Ohayoo!!! (Good Morningg, not Ohio 😭💔)
Day-8 Light At this point, I think Im lwk about to crash out because of how long this is taking me 😭💔 (plus a bad headache) . I’ve added a new page to my site, called Light’s Lab, something way more interesting than the home page fs. . Also Added a cool glitchy effect as a transition, to give it that uncanny feel… And DAMN it took me soo longg to learn how to do ts 😭😭 . After this, I’m done with adding animations/transitions 🥀 Aghh my head hurts so badd 😭 . I think the next goal for me is to design the Lab page properly… then think of adding something new… . Initially I planned to complete it by Sept 30… but let’s see if I can 🫠 . Anyways, that’s it for todayyy Dobroye utroo!!!
Day-9 Light I think I’ve officially reached the stage where this project is consuming me 😭💔 . I couldn’t really write devlogs that often ‘cause I’ve been just TOO busy trying to make this thing look pretty 😭 . And unfortunately, having a creative perfectionist brain while also trying to keep everything minimalist is an awful combination. I kept wanting to add stuff, removing it because it was “too much”, adding it again, moving things around, staring at it for 20 min, and realizing that it looked 4% worse than before 🗿 . Anyways… . I’ve made some pretty major progress today. . The biggest one: Light is basically complete. Added all the content, finished the different sections, and finally got the whole thing to feel like an actual part of the site instead of an empty page with suspicious amounts of negative space 🥀 . I also finally added and polished the About page, w a bunch of minor design fixes along the way. . Completed: Unfinished Graveyard Now Curiosities And I also added snow interaction , which is probably one of those completely unnecessary things that somehow took way longer than it had any business to… ;-; . The funny part is, that the actual feature list doesn’t even look THAT insane. (compared to my mental health rn 💔) . But every single little design decision took FOREVER, because I wanted the site to feel minimal, without feeling empty.. Interesting, without feeling overloaded.. And slightly uncanny without just looking like I discovered CSS animations yesterday 🤷🏻♂️ . At this point, I’m lwk happy w how it’s coming together tho. . The site has WAYY more personality now. . The next goal is basically finishing whatever tiny things are still bothering me, and then SHIP EM before I lose the remaining fragments of my sanity 😭 . And nvm,, that’s it for today ;-;;; . Ig this could be the last devlog? Or nvm, I still have to write the Readme, GG, that should be the last one lol.. Whatever,,,, Good Evening 🦋
Final Devlog of Light yep, as the title suggests, this is it. I have somehow, despite being an INTP, been able to complete the project before the deadline ( or perhaps I should say, exactly at the deadline 😭) . But anyways, Completed the Readme Fixed minor issues (console errors) Fixed responsiveness issues Added a favicon And yeah, that’s all ig…?? It has been an honor tbh, I’ve learnt soooo many things while making this site… and revised soooo many concepts…. I was lwk a beginner in web-dev before this, and now, well a bit better I suppose? 😭 . Either way,,, It was fun…. :) Thank you for everything..!!! ❤️🩹 . P.S. Idk what to add as screenshot for this one, so just added the About page of my site 🗿🤷🏻♂️
Welcome back And here I am, just after writing Aporia’s devlog, writing this for Light (the site, not me obv 🗿) . But I’ll keep it short, While I was on break, I kept updating information here n there on the site and made some minor changes. . From now on, I’ll be working properly on the site, making it better every day..!! . And that’s all for today lol…!! See ya tomorrow! . P.S. Idk what to add in attachment, so why not a meme again? (it isn’t even related to web dev, but I found it so funny, had to add it 💔)
Ships:
Shipvlog — Light 🌙 What did you make? Everyone makes a personal website showing what they’ve built, accomplished, or are currently working on. . I wanted to make something that asks a slightly “different” question: “What is happening inside this mind?” . That’s basically what Light is. . Alongside the usual portfolio stuff, there’s a Lab containing unfinished ideas, abandoned projects, current obsessions, and questions I’m still thinking about… Basically,, everything a normal portfolio politely hides…🗿 . What was challenging? Lwk Everything. 😭 . I spent an absolutely unreasonable amount of time designing tiny details, animations, typography, spacing, colors, transitions, and things that probably took five seconds to notice and five hours to make…. . I wanted the homepage title to feel more like Light was being written into existence ,,, the glitch transition into the Lab to feel intentional, and every page to have its own atmosphere… (did I ever mention the fact that Light was my nickname all along?) . The three main pages use red, blue, and warm white. Because, almost everything we see can be represented through RGB,, so I treated them as three different sides of me that mix together into Idhant (w a little twist lol) Underneath them all, it’s still the same guy. Hence the same nav too :) . The geometric lines in About are meant to represent me too: chaotic, interconnected, and hopefully still beautiful (🥀) . And yes, making all of this responsive was painful…. Excruciatingly painful. 😭💔 . What am I proud of? Mostly the fact that something I had imagined for weeks actually exists now…LIVE… . I deliberately left parts of it open to interpretation too. The boy holding the bouquet and book could be waiting for someone while reading a book to kill time, could have been given the bouquet while being told by someone “you are my light” , could be heartbroken, or could mean literally anything…. I liked not explaining everything… Things to try Move your cursor through the snow (don’t ask me why 😭, it’s fun) Watch the text glitch Click Light on the homepage and enter the Lab Explore the Lab sections Click the 02 / ABOUT on the homepage and enter the About page Notice the different page colors and text-selection colors Try the site on both desktop and mobile . Before testing . The site is best experienced on a Chromium-based browser . . Also, disable any browser dark-mode extension , otherwise it may decide my carefully chosen colors are merely suggestions. 💔 . Light’s Live here: https://alchemic-eclipse.github.io/light/ . And,,,, after way too many hours, Light is finally live. 🫠 . Not perfect. . Just mine ❤️🩹 Thank you for reading it through..!! ❤️🩹...
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Mechanics by @Imtiaz | Stardance
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Imtiaz
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17.0
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239
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T19:20:23Z", "hours": 6.0, "multiplier": 13.49, "payout": 97, "blessing": "neutral", "text": "Added the recommended features asked by the voters. The features are- Phone Version: This works with phone now. Customizations of Metrics: You can change the metrics. Blue Indicators. Add buttons to move around Added 6 more mechanism Elastic Pendulum Bead on Rotating Hoop Coupled Spring Mass Chain Spherical Pendulum Kapitza Pendulum Symmetric Spinning Top WARNING: DONT EVEN TRY TO CHANGE A SINGLE METRICS OF ROLLING DISK PENDULUM, IT MIGHT CRASH YOUR COMPUTER, PROBABLY MAKE IT A BOMB!!!!!!!!!!!!!!!! check it out: https://mechanics.help/ can i get a super star now :D", "repo": "https://github.com/imtua/mechanics", "demo": "http://mechanics.help/"}, {"ship_num": 2, "ts": "2026-09-27T08:40:54Z", "hours": 11.0, "multiplier": 11.07, "payout": 142, "blessing": "neutral", "text": "Mechanics is a mechanic system simulator where you can simulate 6 of the most misunderstood mechanisms. It uses Lagrangian mechanics and Range-Kutta Methods. It also has its own library “Mechmaths”, that is actually made from scratch. It includes these mechanics- Simple Pendulum Double Pendulum Swinging Atwood Machine Cart and Pendulum Disk on Slope Rolling Disk Pendulum Go check this project out:- mechanics.help/ Video:- https://drive.google.com/file/d/1aHDGZiOuu2YE2afhuuUHdZ_UGJXLaKM6/view?usp=sharing", "repo": "https://github.com/imtua/mechanics", "demo": "http://mechanics.help/"}]...
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[{"post_id": 75687, "ts": "202 [{"post_id": 75687, "ts": "2026-09-30T19:15:24Z", "hours": 0.2639, "text": "SHIPPING INCOMING!!!!!!!!!!"}, {"post_id": 75681, "ts": "2026-09-30T18:57:35Z", "hours": 1.6517, "text": "Worked on the mechsimulator.js file. and now you can: i. set peremeters for the simulation e.g. weight of the disk, gravity value etc. ii. go back to home with the top button iii. get the updated phone version iv. blue or green highlights."}, {"post_id": 75372, "ts": "2026-09-29T21:29:26Z", "hours": 0.3014, "text": "well, we added elastic pendulum. next up coming is bead on rotating hoop."}, {"post_id": 75367, "ts": "2026-09-29T21:08:21Z", "hours": 3.7542, "text": "My first version advanced the solver once per frame with dt = 1/60. For stiff or fast systems, that step was too coarse and the energy drifted or blew up. So, I split each frame into 20 substeps of dt / steps (about 1/1200 s each). Each simulation can override the count with custom_steps, so lightweight systems stay cheap and touchy ones get more precision. Here we go, our new simulation_runner.py."}, {"post_id": 74377, "ts": "2026-09-27T08:34:14Z", "hours": 0.5819, "text": "Done on the readme files. Done on everything."}, {"post_id": 74345, "ts": "2026-09-27T06:42:39Z", "hours": 0.2892, "text": "done on the mechanisms description"}, {"post_id": 74342, "ts": "2026-09-27T06:25:08Z", "hours": 0.8078, "text": "well, the rolling disk pendulum mechanism was the hardest part and absolutely nailed it."}, {"post_id": 74279, "ts": "2026-09-27T03:39:07Z", "hours": 0.6497, "text": "Added cart and pendulum and disk on slope, they’re working fine as they should have."}, {"post_id": 74262, "ts": "2026-09-27T02:56:18Z", "hours": 0.475, "text": "Added swinging atwood machine and a button under the UI that says learn how mechmaths work that takes you to mechanics.help/mechmaths."}, {"post_id": 74187, "ts": "2026-09-26T21:34:41Z", "hours": 0.7189, "text": "adding double pendulum and some more metrics was easy."}, {"post_id": 74165, "ts": "2026-09-26T20:21:13Z", "hours": 1.0497, "text": "this is lowkey a big win. now, single pendulum works only. I bought a domain for mechanics and that’s mechanics.help mechanics.help - homepage mechanics.help/pend - single pendulum mechanics.help/mechmaths - how mechmath lib works"}, {"post_id": 73977, "ts": "2026-09-26T13:18:16Z", "hours": 0.7103, "text": "An overall document of how mechmaths work. https://github.com/imtua/mechanics/blob/main/mechmaths/README.md"}, {"post_id": 73927, "ts": "2026-09-26T10:50:34Z", "hours": 0.5217, "text": "Well, the engine.py and the init .py was lwk easier than the deriv.py."}, {"post_id": 73920, "ts": "2026-09-26T10:06:17Z", "hours": 0.9003, "text": "deriv.py done."}, {"post_id": 73715, "ts": "2026-09-25T19:30:05Z", "hours": 1.0847, "text": "did make the system.py and partial deriv.py of mechmaths. I’m sleepy, gotta sleep"}, {"post_id": 73284, "ts": "2026-09-24T19:10:51Z", "hours": 0.9972, "text": "Pendulum coming soon!!"}, {"post_id": 73147, "ts": "2026-09-24T14:13:57Z", "hours": 1.8406, "text": "Worked on the frontend, now the actual algorithms."}]...
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Title: Mechanics by @Imtiaz | Stardance
Devlogs:
Title: Mechanics by @Imtiaz | Stardance
Devlogs:
Worked on the frontend, now the actual algorithms.
Pendulum coming soon!!
did make the system.py and partial deriv.py of mechmaths. I’m sleepy, gotta sleep
deriv.py done.
Well, the engine.py and the init .py was lwk easier than the deriv.py.
An overall document of how mechmaths work. https://github.com/imtua/mechanics/blob/main/mechmaths/README.md
this is lowkey a big win. now, single pendulum works only. I bought a domain for mechanics and that’s mechanics.help mechanics.help - homepage mechanics.help/pend - single pendulum mechanics.help/mechmaths - how mechmath lib works
adding double pendulum and some more metrics was easy.
Added swinging atwood machine and a button under the UI that says learn how mechmaths work that takes you to mechanics.help/mechmaths.
Added cart and pendulum and disk on slope, they’re working fine as they should have.
well, the rolling disk pendulum mechanism was the hardest part and absolutely nailed it.
done on the mechanisms description
Done on the readme files. Done on everything.
My first version advanced the solver once per frame with dt = 1/60. For stiff or fast systems, that step was too coarse and the energy drifted or blew up. So, I split each frame into 20 substeps of dt / steps (about 1/1200 s each). Each simulation can override the count with custom_steps, so lightweight systems stay cheap and touchy ones get more precision. Here we go, our new simulation_runner.py.
well, we added elastic pendulum. next up coming is bead on rotating hoop.
Worked on the mechsimulator.js file. and now you can: i. set peremeters for the simulation e.g. weight of the disk, gravity value etc. ii. go back to home with the top button iii. get the updated phone version iv. blue or green highlights.
SHIPPING INCOMING!!!!!!!!!!
Ships:
Mechanics is a mechanic system simulator where you can simulate 6 of the most misunderstood mechanisms. It uses Lagrangian mechanics and Range-Kutta Methods. It also has its own library “Mechmaths”, that is actually made from scratch. It includes these mechanics- Simple Pendulum Double Pendulum Swinging Atwood Machine Cart and Pendulum Disk on Slope Rolling Disk Pendulum Go check this project out:- mechanics.help/ Video:- https://drive.google.com/file/d/1aHDGZiOuu2YE2afhuuUHdZ_UGJXLaKM6/view?usp=sharing
Added the recommended features asked by the voters. The features are- Phone Version: This works with phone now. Customizations of Metrics: You can change the metrics. Blue Indicators. Add buttons to move around Added 6 more mechanism Elastic Pendulum Bead on Rotating Hoop Coupled Spring Mass Chain Spherical Pendulum Kapitza Pendulum Symmetric Spinning Top WARNING: DONT EVEN TRY TO CHANGE A SINGLE METRICS OF ROLLING DISK PENDULUM, IT MIGHT CRASH YOUR COMPUTER, PROBABLY MAKE IT A BOMB!!!!!!!!!!!!!!!! check it out: https://mechanics.help/ can i get a super star now :D...
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1792817244.3760328
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1792903644.3760328
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58676
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Wanderlust OS by @Shreya_Nair | Stardance
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Shreya_Nair
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2
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54.0
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869
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T18:58:05Z", "hours": 50.0, "multiplier": 17.3, "payout": 869, "blessing": "neutral", "text": "Wanderlust OS is my fantasy world themed WebOS project inspired by the Lord of the Rings universe (people who haven’t heard of the lord of the rings can use it too!). I wanted to make something that felt like a little world of its own while being very easy to use. I started with a basic webOS for Ship #1 where I built the main foundation. It had draggable and resizable windows, a taskbar and very few apps. From there for Ship #2 I completely transformed it adding many interactive features, music and plenty of easter eggs and fun apps. The Apps include Notes, Gallery, Timer, Map of Middle-earth, Palantir (weather app but as a crystal ball!), Calendar, Doodle, Library (with book excerpts related to lotr) and Settings. Main Features Light mode and Dark mode- Both are very different and the music and many elements completely changes between light and dark. Imo the dark mode is the most fun part of the project. The Fun parts- There are many things flying across the screen once you open the OS. Also there many clickable things I’ve added to make it fun and interactive to those who visit (like flowers, butterflies and some themed things). Clicking the arkenstone (the glowy rock) at the top opens the journey window and tracks all the apps and easter eggs u opened (wanted to add smth to let the user know whether they’ve found all the features). What was challenging? I started learning HTML and CSS through the personal site mission and I feel like I’ve improved a lot. In the beginning I found it hard to get a hang of it (the functionality and the design part, for eg light/ dark mode) and I believe Ive come a long way! Yes I encountered lot of problems in between but it was a learning experience. What am I proud of? Im very proud of all the interactive features I thought of and built on my own (especially dark mode). They arent necessary for the OS to function but they made a huge difference and I enjoyed building them tooo. For more details, please read the readme. I believe I’ve covered everything there is to cover but I’ll take feedback to improve the project and make it as user friendly as possible. Make sure to click around the desktop and see what you find! And to everyone who read till here…thank you! ^ o^/", "repo": "https://github.com/Shreya-Nair-28/Middle-earth-OS", "demo": "https://shreya-nair-28.github.io/Middle-earth-OS/"}, {"ship_num": 2, "ts": "2026-09-08T12:16:26Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Middle-earth OS is a browser based operating system inspired by the world of the Lord of the Rings. I built it with HTML, CSS and JS (I became pretty confident with these 3 after completing the personal site mission) Ship #1 focused on fulfilling the basic requirements. It has draggable and resizable windows, a taskbar, time display at the bottom. Also has 3 simple apps: Notes, Timer and Gallery. So far, it’s super basic. I’m developing this in multiple ships adding smth new each time. You can already see I have two other apps in the working(Map and Palantir). I will definitely make it more polished visually and technically. (Ship #2 will have more lotr themed apps and more unique features (ive already thought of a few amazing ones)). The goal is to turn this simple OS into a full immersive one.", "repo": "https://github.com/Shreya-Nair-28/Middle-earth-OS", "demo": "https://shreya-nair-28.github.io/Middle-earth-OS/"}]...
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[{"post_id": 75617, "ts": "202 [{"post_id": 75617, "ts": "2026-09-30T15:50:18Z", "hours": 2.9361, "text": "Last devlog before I ship! I added yet another easter egg (i couldnt help myself 😅) They change depending on what mode you’re in (light/dark). Besides that, I fixed a couple of errors that i was saving for the end. I wanted the OS to be as smooth as possible (enjoyable as well but that comes second). Biggest change of all: I changed the name from Middle-earth OS to Wanderlust OS because I felt it fit my project better. I’m ready to ship!"}, {"post_id": 73676, "ts": "2026-09-25T17:32:13Z", "hours": 7.3336, "text": "I’m getting closer to shipping. I added two more fun buttons near the top: one is a memory window that tracks all the apps u opened and all the easter eggs u foundd , (i connected all the apps, buttons and easter eggs to this window; it counts each first time u click on it) the other is kinda like another easter egg. I fixed up a lot of the layering i didnt want the easter eggs/animations to get in the way of the user when theyre using any apps so i fixed up a lot of that as well. I cleaned up a lot of other code as well. I also learnt that I kept typing ‘colour’ instead of ‘color’ in a lot of places 😅😅 so i hit find & replace for those. I then spent some time improving the intro window and intro video I made it more appealing. Im happy with the work now actually. Ive come along way from the personal site mission. (o゜▽゜)o☆"}, {"post_id": 71849, "ts": "2026-09-21T17:25:42Z", "hours": 4.0397, "text": "flyButterfly(){ Today i added i worked on the js for the easter eggs and and added a few more interactive features. the OS looks more alive now!!!! i love itttttt. They’re still kinda glitchy and i will be trying to figure out the problemmm.. toodles!} 🦋🦋🦋🦋🦋🦋🦋🦋🦋🦋🦋🦋🦋🦋"}, {"post_id": 71340, "ts": "2026-09-20T17:37:57Z", "hours": 6.2211, "text": "phew, added plenty of easter eggs today. some of them fly across the screen and some are hidden and takes a little exploring to find them. I want to make my os as interactive and not boring as possible so im gonna work more on that from tmrw. oKiE"}, {"post_id": 70734, "ts": "2026-09-19T17:46:41Z", "hours": 1.2517, "text": "hiya. i was fixing the sizing and locations of a few widgets. I spent most time trying to place the location pins on the right places in the map. i was able to do it for a couple of locations but not all. (it TAKES a long time). i also uploaded the images for the icons. I still havent thought of a good idea for the doodle app icon but itll hit me soooon. 🫨🫨"}, {"post_id": 70200, "ts": "2026-09-18T18:05:28Z", "hours": 1.9644, "text": "hellooooo. i added an intro video today. (idk why i didnt think to add one until now, i only remembered when i went through all the amazing projects uploaded to this mission). Besides the 2 hrs logged, i spent designing the leftover logos (i didnt find the emojis to fit the style). The coding mostly involved me trying to get the widgets to cooperate. The dragging was glitchy then there would some random small error that made everything else stop working. basically today wasnt really coding heavy but fixing a lot of things and improving the feel. (o゜▽゜)o"}, {"post_id": 69733, "ts": "2026-09-17T17:45:14Z", "hours": 4.1083, "text": "i worked on adding widgets today. was really difficult cuz i had no experience with that level. I wanted to reuse functions from the weather app for the weather widget. I tried but i couldnt :(. I wrote a whole new function for the widget itself. for now, i added some basic widgets such as calendar, weather and clock (they arent draggable yet tho, also im not feeling the clock design, prolly will change it later). Will definitely add more creative ones along the way :)"}, {"post_id": 69265, "ts": "2026-09-16T18:16:14Z", "hours": 2.4936, "text": "i added an interactive sparkly cursor today. Also added features within 2 apps : user can add their own events to the calendar, a clear all feature in the doodle app. i was also on the hunt for excerpts to add to the library app."}, {"post_id": 68756, "ts": "2026-09-15T17:56:28Z", "hours": 5.0167, "text": "was putting out fires all over the place today. Some windows kept opening INSIDE other windows! turns out it was because of a single missing closing div tag🙇♀️it took me soooo long, Besides all that i fixed up the library app and added a new map app. I improved some of the other apps as well."}, {"post_id": 68194, "ts": "2026-09-14T18:02:39Z", "hours": 3.7514, "text": "Got more work done today than the past few days. I added two apps! a doodle app and a a library app (just lotr excerpts for now). The pdf viewer seriously did not want to open. It really took some time to get that working. also the window resizing isnt really that great there are a lot of problems. More tomorrow!"}, {"post_id": 67563, "ts": "2026-09-13T18:17:36Z", "hours": 1.0639, "text": "I added a calendar app today! only worked on the html and js. need to finish the css as well to match the overall theme. its also still kinda buggy."}, {"post_id": 66750, "ts": "2026-09-12T17:16:10Z", "hours": 1.4025, "text": "today i worked on fixing up the weather app and modifying most of the error handling code. I also debugged a lot of the window opening and closing issues."}, {"post_id": 66114, "ts": "2026-09-11T18:36:02Z", "hours": 1.3075, "text": "mainly worked on improving the css and ui today. also spent an hour or two on design a few elements in canva."}, {"post_id": 65500, "ts": "2026-09-10T18:03:18Z", "hours": 2.0506, "text": "Add little glowy effects and little animations to the windows and the app icons. I also added light mode and dark mode to the os. Also, it may say I spent 2 hours coding but besides that I have spent another two working on the design aspect in canva (i wanted to add easter eggs like i did in my personal site mission). I still feel the UI just isnt…it. ig itll take a bit more trial and error to get it there. :))"}, {"post_id": 64961, "ts": "2026-09-09T18:15:25Z", "hours": 4.0447, "text": "Worked on improving the weather app today (i learned how to connect one to a site firstt). Then i worked on adding a settings app that can allow the user to choose wallpapers and light/dark mode. it looks pretty okay now but i definitely need to improve the ui BY FAR. tomorrow!"}, {"post_id": 64368, "ts": "2026-09-08T17:52:46Z", "hours": 1.2239, "text": "Added hover effects to the app icons. Started working on making the palantir a weather forecast app. I went through the article about it on geeksforgeeks first (because i was kinda clueless) and i learnt that it’s not super difficult. I started work on it and it’s actually going good. more tomorrow!"}, {"post_id": 64161, "ts": "2026-09-08T11:41:20Z", "hours": 1.2461, "text": "Now the os has 3 simple apps: Notes, Timer and Gallery. Current time is displayed on the bottom right. The windows are draggable and resizable."}, {"post_id": 63730, "ts": "2026-09-07T17:49:29Z", "hours": 1.5861, "text": "More work done. The windows are now draggable and can be opened and closed. I added a simple note taker (with add, delete, clear and view functions). I started working on a timer app today. (but there’s some error (it better not be a missing bracket/letter in a variable cuz those are so hard to find 🙏)). More work tomorroww."}, {"post_id": 63065, "ts": "2026-09-06T17:34:50Z", "hours": 0.3992, "text": "today i worked getting the windows to open. I could not work for a long time today. I was simply able to add windows and a bit of text. Tomorrow I will work on including the dragging and the design aspect."}, {"post_id": 62366, "ts": "2026-09-05T18:09:55Z", "hours": 0.4464, "text": "baby steps started work on lotr-os (the name needs work). I finished the personal site mission and now i have more experience with HTML and CSS (ESPECIALLY CSS). I hope it turns out good!"}]...
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Title: Wanderlust OS by @Shreya_Nair | Stardance
Title: Wanderlust OS by @Shreya_Nair | Stardance
Devlogs:
baby steps started work on lotr-os (the name needs work). I finished the personal site mission and now i have more experience with HTML and CSS (ESPECIALLY CSS). I hope it turns out good!
today i worked getting the windows to open. I could not work for a long time today. I was simply able to add windows and a bit of text. Tomorrow I will work on including the dragging and the design aspect.
More work done. The windows are now draggable and can be opened and closed. I added a simple note taker (with add, delete, clear and view functions). I started working on a timer app today. (but there’s some error (it better not be a missing bracket/letter in a variable cuz those are so hard to find 🙏)). More work tomorroww.
Now the os has 3 simple apps: Notes, Timer and Gallery. Current time is displayed on the bottom right. The windows are draggable and resizable.
Added hover effects to the app icons. Started working on making the palantir a weather forecast app. I went through the article about it on geeksforgeeks first (because i was kinda clueless) and i learnt that it’s not super difficult. I started work on it and it’s actually going good. more tomorrow!
Worked on improving the weather app today (i learned how to connect one to a site firstt). Then i worked on adding a settings app that can allow the user to choose wallpapers and light/dark mode. it looks pretty okay now but i definitely need to improve the ui BY FAR. tomorrow!
Add little glowy effects and little animations to the windows and the app icons. I also added light mode and dark mode to the os. Also, it may say I spent 2 hours coding but besides that I have spent another two working on the design aspect in canva (i wanted to add easter eggs like i did in my personal site mission). I still feel the UI just isnt…it. ig itll take a bit more trial and error to get it there. :))
mainly worked on improving the css and ui today. also spent an hour or two on design a few elements in canva.
today i worked on fixing up the weather app and modifying most of the error handling code. I also debugged a lot of the window opening and closing issues.
I added a calendar app today! only worked on the html and js. need to finish the css as well to match the overall theme. its also still kinda buggy.
Got more work done today than the past few days. I added two apps! a doodle app and a a library app (just lotr excerpts for now). The pdf viewer seriously did not want to open. It really took some time to get that working. also the window resizing isnt really that great there are a lot of problems. More tomorrow!
was putting out fires all over the place today. Some windows kept opening INSIDE other windows! turns out it was because of a single missing closing div tag🙇♀️it took me soooo long, Besides all that i fixed up the library app and added a new map app. I improved some of the other apps as well.
i added an interactive sparkly cursor today. Also added features within 2 apps : user can add their own events to the calendar, a clear all feature in the doodle app. i was also on the hunt for excerpts to add to the library app.
i worked on adding widgets today. was really difficult cuz i had no experience with that level. I wanted to reuse functions from the weather app for the weather widget. I tried but i couldnt :(. I wrote a whole new function for the widget itself. for now, i added some basic widgets such as calendar, weather and clock (they arent draggable yet tho, also im not feeling the clock design, prolly will change it later). Will definitely add more creative ones along the way :)
hellooooo. i added an intro video today. (idk why i didnt think to add one until now, i only remembered when i went through all the amazing projects uploaded to this mission). Besides the 2 hrs logged, i spent designing the leftover logos (i didnt find the emojis to fit the style). The coding mostly involved me trying to get the widgets to cooperate. The dragging was glitchy then there would some random small error that made everything else stop working. basically today wasnt really coding heavy but fixing a lot of things and improving the feel. (o゜▽゜)o
hiya. i was fixing the sizing and locations of a few widgets. I spent most time trying to place the location pins on the right places in the map. i was able to do it for a couple of locations but not all. (it TAKES a long time). i also uploaded the images for the icons. I still havent thought of a good idea for the doodle app icon but itll hit me soooon. 🫨🫨
phew, added plenty of easter eggs today. some of them fly across the screen and some are hidden and takes a little exploring to find them. I want to make my os as interactive and not boring as possible so im gonna work more on that from tmrw. oKiE
flyButterfly(){ Today i added i worked on the js for the easter eggs and and added a few more interactive features. the OS looks more alive now!!!! i love itttttt. They’re still kinda glitchy and i will be trying to figure out the problemmm.. toodles!} 🦋🦋🦋🦋🦋🦋🦋🦋🦋🦋🦋🦋🦋🦋
I’m getting closer to shipping. I added two more fun buttons near the top: one is a memory window that tracks all the apps u opened and all the easter eggs u foundd , (i connected all the apps, buttons and easter eggs to this window; it counts each first time u click on it) the other is kinda like another easter egg. I fixed up a lot of the layering i didnt want the easter eggs/animations to get in the way of the user when theyre using any apps so i fixed up a lot of that as well. I cleaned up a lot of other code as well. I also learnt that I kept typing ‘colour’ instead of ‘color’ in a lot of places 😅😅 so i hit find & replace for those. I then spent some time improving the intro window and intro video I made it more appealing. Im happy with the work now actually. Ive come along way from the personal site mission. (o゜▽゜)o☆
Last devlog before I ship! I added yet another easter egg (i couldnt help myself 😅) They change depending on what mode you’re in (light/dark). Besides that, I fixed a couple of errors that i was saving for the end. I wanted the OS to be as smooth as possible (enjoyable as well but that comes second). Biggest change of all: I changed the name from Middle-earth OS to Wanderlust OS because I felt it fit my project better. I’m ready to ship!
Ships:
Middle-earth OS is a browser based operating system inspired by the world of the Lord of the Rings. I built it with HTML, CSS and JS (I became pretty confident with these 3 after completing the personal site mission) Ship #1 focused on fulfilling the basic requirements. It has draggable and resizable windows, a taskbar, time display at the bottom. Also has 3 simple apps: Notes, Timer and Gallery. So far, it’s super basic. I’m developing this in multiple ships adding smth new each time. You can already see I have two other apps in the working(Map and Palantir). I will definitely make it more polished visually and technically. (Ship #2 will have more lotr themed apps and more unique features (ive already thought of a few amazing ones)). The goal is to turn this simple OS into a full immersive one.
Wanderlust OS is my fantasy world themed WebOS project inspired by the Lord of the Rings universe (people who haven’t heard of the lord of the rings can use it too!). I wanted to make something that felt like a little world of its own while being very easy to use. I started with a basic webOS for Ship #1 where I built the main foundation. It had draggable and resizable windows, a taskbar and very few apps. From there for Ship #2 I completely transformed it adding many interactive features, music and plenty of easter eggs and fun apps. The Apps include Notes, Gallery, Timer, Map of Middle-earth, Palantir (weather app but as a crystal ball!), Calendar, Doodle, Library (with book excerpts related to lotr) and Settings. Main Features Light mode and Dark mode- Both are very different and the music and many elements completely changes between light and dark. Imo the dark mode is the most fun part of the project. The Fun parts- There are many things flying across the screen once you open the OS. Also there many clickable things I’ve added to make it fun and interactive to those who visit (like flowers, butterflies and some themed things). Clicking the arkenstone (the glowy rock) at the top opens the journey window and tracks all the apps and easter eggs u opened (wanted to add smth to let the user know whether they’ve found all the features). What was challenging? I started learning HTML and CSS through the personal site mission and I feel like I’ve improved a lot. In the beginning I found it hard to get a hang of it (the functionality and the design part, for eg light/ dark mode) and I believe Ive come a long way! Yes I encountered lot of problems in between but it was a learning experience. What am I proud of? Im very proud of all the interactive features I thought of and built on my own (especially dark mode). They arent necessary for the OS to function but they made a huge difference and I enjoyed building them tooo. For more details, please read the readme. I believe I’ve covered everything there is to cover but I’ll take feedback to improve the project and make it as user friendly as possible. Make sure to click around the desktop and see what you find! And to everyone who read till here…thank you! ^ o^/...
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1792828236.2518823
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1792914636.2518823
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67050
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PhotoSyntheAir by @elianna | Stardance
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elianna
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1
|
13.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T17:24:08Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a prototype of an Algae-Based Smart Air Purifier, combining MERV and activated carbon filters, an algae , an ESP32-S3 microcontroller, sensors, automated cooling and lighting, and a website for monitoring the system. One of my biggest challenges was integrating unfamiliar sensors and electronic components while learning how to code the entire system. I once spent an entire day trying to fix a single coding error, and even after completing the wiring before the competition, I encountered a short circuit and a leaking tank. I eventually had to disconnect everything and start over. Although the final result wasn’t what I had hoped for, I’m proud that I kept trying, learned to troubleshoot unfamiliar technologies, and brought my idea into a physical prototype. I’d encourage anyone who wants to test my project to start by checking each circuit and sensor individually before integrating the entire system, then test the water tank for leaks and verify the power supply and wiring carefully. My biggest takeaway is that building something new isn’t always about getting it right the first time; it’s about learning, rebuilding, and having the courage to try again!", "repo": "https://github.com/eliannagabriella/PhotoSyntheAir", "demo": ""}]...
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[{"post_id": 75600, "ts": "202 [{"post_id": 75600, "ts": "2026-09-30T15:10:47Z", "hours": 12.8997, "text": "Im making my first algae air purifier!!"}]...
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Title: PhotoSyntheAir by @elianna | Stardance
Dev Title: PhotoSyntheAir by @elianna | Stardance
Devlogs:
Im making my first algae air purifier!!
Ships:
I built a prototype of an Algae-Based Smart Air Purifier, combining MERV and activated carbon filters, an algae , an ESP32-S3 microcontroller, sensors, automated cooling and lighting, and a website for monitoring the system. One of my biggest challenges was integrating unfamiliar sensors and electronic components while learning how to code the entire system. I once spent an entire day trying to fix a single coding error, and even after completing the wiring before the competition, I encountered a short circuit and a leaking tank. I eventually had to disconnect everything and start over. Although the final result wasn’t what I had hoped for, I’m proud that I kept trying, learned to troubleshoot unfamiliar technologies, and brought my idea into a physical prototype. I’d encourage anyone who wants to test my project to start by checking each circuit and sensor individually before integrating the entire system, then test the water tank for leaks and verify the power supply and wiring carefully. My biggest takeaway is that building something new isn’t always about getting it right the first time; it’s about learning, rebuilding, and having the courage to try again!...
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1792817378.3971806
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1792903778.3971806
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66857
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personal-site by @GoodAron | Stardance
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GoodAron
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1
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1.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T17:10:02Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a personal site, like it said in the missions thing. it was hard to make the mouse twist which i saw online but with the help of ChatGPT i managed it. it was the first time i used a google font in my project (google sans here) so that was fidly, but beside for that, basicly everything else was easy colours etc, the patterns i used w3schools for as well as the layout", "repo": "https://github.com/GoodShabbos/personal-site", "demo": "https://goodshabbos.github.io/personal-site/"}]...
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[{"post_id": 75643, "ts": "202 [{"post_id": 75643, "ts": "2026-09-30T17:07:28Z", "hours": 0.2672, "text": "finished the design, cleaned up spare lines, pushed to git, shipping now!"}, {"post_id": 75634, "ts": "2026-09-30T16:33:44Z", "hours": 0.3458, "text": "added some cute bugs, and cleaned up the styling, expanded index.html to index.html, style.css, script.js, mouse.js and readme.md"}, {"post_id": 75329, "ts": "2026-09-29T19:20:23Z", "hours": 0.2653, "text": "designed it with google sans font and html template, made a random mouse cursor I saw in someone elses wor cuz why not"}, {"post_id": 75323, "ts": "2026-09-29T19:02:34Z", "hours": 0.2578, "text": "set up the site, got it all basic up"}]...
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Title: personal-site by @GoodAron | Stardance
Dev Title: personal-site by @GoodAron | Stardance
Devlogs:
set up the site, got it all basic up
designed it with google sans font and html template, made a random mouse cursor I saw in someone elses wor cuz why not
added some cute bugs, and cleaned up the styling, expanded index.html to index.html, style.css, script.js, mouse.js and readme.md
finished the design, cleaned up spare lines, pushed to git, shipping now!
Ships:
i made a personal site, like it said in the missions thing. it was hard to make the mouse twist which i saw online but with the help of ChatGPT i managed it. it was the first time i used a google font in my project (google sans here) so that was fidly, but beside for that, basicly everything else was easy colours etc, the patterns i used w3schools for as well as the layout...
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1792817366.131444
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1792903766.131444
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64553
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Myfetch by @nano | Stardance
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nano
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1
|
20.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T17:09:07Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A fetching program displaying live information written in C! What is in it? A live system-info fetch tool, written in C What am I proud of? I’m mostly proud of the general parsing framework I’ve built. I built a parsing framework that reads input line by line (buffer block by buffer block) and extracts information from each line. Even though there is no singular parse() function almost every function that utilizes the parsing framework is very similar (even though slight modifications had to be done because almost no two files are structured the same way) How is it built? It’s built in C using ncurses, split across 12 source files, each handling one general task. There is a pre-compiled build that was built with GitHub workflows. The binary can be directly downloaded from the repo’s release page and can be used on (most) glibc-based Linux distros (build is compiled for Ubuntu and ncurses has to be installed on your system). What I learned I think the thing I learned the most is how to properly parse files and how to extract information from them. I have never done anything like that before (it’s my second real project ever) and it was really interesting to learn. I also learned how to handle with virtual files from the /proc/ directory (e.g. /proc/cpuinfo, /proc/meminfo etc.) which was rather hard because they don’t exist on your drive. Known limitations / plans for the future The project should only work on glibc Linux distros (as mentioned). There are no known bugs currently and according to Valgrind the program is memory-safe. Bugs can still occur and not every system (e.g. dual-socket systems) will work correctly. The project should still work on most systems it’s tested on Closing word This project was a lot of fun and genuinely interesting for me. It was the first practical step toward the kind of work I want to do with coding. It was really interesting to see parts of my OS I hadn’t touched before, and it was a great learning experience.", "repo": "https://github.com/skibidi-nano/Myfetch", "demo": "https://github.com/skibidi-nano/Myfetch/releases/tag/v1.0.2"}]...
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[{"post_id": 75637, "ts": "202 [{"post_id": 75637, "ts": "2026-09-30T16:43:35Z", "hours": 2.1997, "text": "LOG 6: LAST LOG BEFORE SHIP, LAST LOG FOR STARDANCE SADLY. UPTIME, IP AND SHELL FETCH FEATURES UPTIME FETCH Reads /proc/uptime and parses it. Because the output is in second it gets parsed to seconds IP FETCH Uses iffaddrs and looks in the linked list of the function for the first non loopback ip address (IPv4) SHELL FETCH I usesd getenv(“SHELL”) to get the path of the shell, which i afterwards parsed using strrchr to find the exact name of the shell. MISC Added a license (MIT and a notice to Fastfetch as some ASCII’s are from the Fastfetch repo), added a README and a workflow.yml (for automated builds). NOTE Sadly the last devlog isn’t that long (maybe thats a good thing tho idk)."}, {"post_id": 75240, "ts": "2026-09-29T15:38:26Z", "hours": 2.5739, "text": "LOG 5: LOCALE FETCH, NEW ASCISS, BUG FIXES FEATURES LOCALE FETCH The fetching program now reads your main locale from /etc/locale.conf (the LANG= locale) and prints it out. NEW ASCIIS I added asciis for Ubuntu, Gentoo and a special ascii for distros that currently arent supported. I drew the Ubuntu ascii myself and got the tux and gentoo logo from the fastfetch repo. BUG FIXES LOGIC ERRORS/TYPOS There were a few logic errors that resulted from mainly typos/unaware coding. As an example i used strlength as an index for a buffer instead of the designated buffer index variable which resulted in unexpected behavior. MISC CHANGES CLEAR CALL IN MAIN LOOP Previously the loop didnt erase during iterations which COULD cause issues in the future. Because of that i added a clear call to the top of the loop. Because of that an issue appeared with cpu fetch (the output was flickering). The fix was to reset the fd during every iteration of the major loop in the function."}, {"post_id": 74889, "ts": "2026-09-28T15:04:20Z", "hours": 3.1561, "text": "LOG 4: DISK FETCH, HOST/USERNAME FETCH, KERNEL FETCH, MEMINFO REWORK FEATURES DISK FETCH The program now displays your current disk usage and your max disk space. This is done by using the sys/statvfs library and getting f_blocks (total size of your drive in blocks) and f_bfree (free space in blocks) and formatting it into GiB. HOST/USERNAME FETCH At the top the program now displays the current user and the hostname of your device. The hostname is read from /etc/hostname and the username accessed by using the pwd library and setting a variable to your pwuid in which your username is stored. KERNEL FETCH This now displays your current linux kernel version which is read from /proc/version and then parsed and output as most of the rest of the infos of the program FIXES/REWORKS Previously the program spat out somewhat false/misleading stats (partially because of me naming the stats a bit inaccurately). This was as said partially because of me naming it a bit inaccurately but more importantly because the logic was a bit weird. The code of the part responsible for meminfo was different to the concept of the rest of the code and was way harder to read (for me at least) and because of that i made the code conform to the design trend of the other files and now meminfo works great THINGS THAT NEED TO BE DONE I still need to get better asciis that have some kind of similar size (the nixos logo is way smaller than the rest, check out the other pictures for reference) and i also need more asciis in general. Overall i think im pretty close to shipping actually"}, {"post_id": 74574, "ts": "2026-09-27T17:33:42Z", "hours": 3.2492, "text": "LOG 3: DISTRO FETCH, ASCII LOGOS, CPU FETCH FIX FEATURES DISTRO FETCH The program now detects what distro your using right now and gives the name and the current version back (/etc/os-releases , PRETTY_NAME). The implementation is similar to the CPU fetch but some of the parsing had to be changed ASCII LOGOS In addition to the name and the version of your distro the program also displays a ASCII picture of the distro. Currently Debian, Arch and NixOS are supported but i plan to add more. Issue currently is finding appropriate ASCII’s, if you know websites/apps to find ASCII’s of distros please write a comment because the ASCII’s are hard to find BUG FIXES CPU FETCH BUGFIX The bug described in the last log was mainly caused by the function that is responsible to create the array of the dynamic value (ae your CPU name), was called on every iteration of the loop. The fix was to move that function(s) to the conditional at the end of every line."}, {"post_id": 74050, "ts": "2026-09-26T16:25:55Z", "hours": 6.1347, "text": "LOG 2: CPUINFO (unfinished), LIVE VALUES CPUINFO I am currently working on displaying the CPU info but the display is faulty and i havent found the issue yet, but i felt posting a log after 6 hours was necessary. The parsing of /proc/cpuinfo has turned out to be way harder than /proc/meminfo yet its (almost) working. LIVE VALUES I made the values refresh after 2 seconds to get an accurate read of the current usage. This is done by looping the meminfo function and most importantly regenerating it by using lseek to reset the index which regenerates the file."}, {"post_id": 72196, "ts": "2026-09-22T13:13:12Z", "hours": 2.2003, "text": "LOG 1: MYFETCH, MY OWN CUSTOM FETCHING PROGRAM IDEA I dont know why but fastfetch is pretty slow on my pc and i dont like htop/btop so my idea (currently) is to build a mix of a fetching program and a task manager like htop/btop CURRENT FEATURES Currently the program displays state of memory/swap even though the dynamic ram stats are a little off right now which i will fix in the next devlogs. Currently the ram info is read from /proc/meminfo using unformatted read/write functions for speed/efficiency"}]...
|
Title: Myfetch by @nano | Stardance
Devlogs:
LOG Title: Myfetch by @nano | Stardance
Devlogs:
LOG 1: MYFETCH, MY OWN CUSTOM FETCHING PROGRAM IDEA I dont know why but fastfetch is pretty slow on my pc and i dont like htop/btop so my idea (currently) is to build a mix of a fetching program and a task manager like htop/btop CURRENT FEATURES Currently the program displays state of memory/swap even though the dynamic ram stats are a little off right now which i will fix in the next devlogs. Currently the ram info is read from /proc/meminfo using unformatted read/write functions for speed/efficiency
LOG 2: CPUINFO (unfinished), LIVE VALUES CPUINFO I am currently working on displaying the CPU info but the display is faulty and i havent found the issue yet, but i felt posting a log after 6 hours was necessary. The parsing of /proc/cpuinfo has turned out to be way harder than /proc/meminfo yet its (almost) working. LIVE VALUES I made the values refresh after 2 seconds to get an accurate read of the current usage. This is done by looping the meminfo function and most importantly regenerating it by using lseek to reset the index which regenerates the file.
LOG 3: DISTRO FETCH, ASCII LOGOS, CPU FETCH FIX FEATURES DISTRO FETCH The program now detects what distro your using right now and gives the name and the current version back (/etc/os-releases , PRETTY_NAME). The implementation is similar to the CPU fetch but some of the parsing had to be changed ASCII LOGOS In addition to the name and the version of your distro the program also displays a ASCII picture of the distro. Currently Debian, Arch and NixOS are supported but i plan to add more. Issue currently is finding appropriate ASCII’s, if you know websites/apps to find ASCII’s of distros please write a comment because the ASCII’s are hard to find BUG FIXES CPU FETCH BUGFIX The bug described in the last log was mainly caused by the function that is responsible to create the array of the dynamic value (ae your CPU name), was called on every iteration of the loop. The fix was to move that function(s) to the conditional at the end of every line.
LOG 4: DISK FETCH, HOST/USERNAME FETCH, KERNEL FETCH, MEMINFO REWORK FEATURES DISK FETCH The program now displays your current disk usage and your max disk space. This is done by using the sys/statvfs library and getting f_blocks (total size of your drive in blocks) and f_bfree (free space in blocks) and formatting it into GiB. HOST/USERNAME FETCH At the top the program now displays the current user and the hostname of your device. The hostname is read from /etc/hostname and the username accessed by using the pwd library and setting a variable to your pwuid in which your username is stored. KERNEL FETCH This now displays your current linux kernel version which is read from /proc/version and then parsed and output as most of the rest of the infos of the program FIXES/REWORKS Previously the program spat out somewhat false/misleading stats (partially because of me naming the stats a bit inaccurately). This was as said partially because of me naming it a bit inaccurately but more importantly because the logic was a bit weird. The code of the part responsible for meminfo was different to the concept of the rest of the code and was way harder to read (for me at least) and because of that i made the code conform to the design trend of the other files and now meminfo works great THINGS THAT NEED TO BE DONE I still need to get better asciis that have some kind of similar size (the nixos logo is way smaller than the rest, check out the other pictures for reference) and i also need more asciis in general. Overall i think im pretty close to shipping actually
LOG 5: LOCALE FETCH, NEW ASCISS, BUG FIXES FEATURES LOCALE FETCH The fetching program now reads your main locale from /etc/locale.conf (the LANG= locale) and prints it out. NEW ASCIIS I added asciis for Ubuntu, Gentoo and a special ascii for distros that currently arent supported. I drew the Ubuntu ascii myself and got the tux and gentoo logo from the fastfetch repo. BUG FIXES LOGIC ERRORS/TYPOS There were a few logic errors that resulted from mainly typos/unaware coding. As an example i used strlength as an index for a buffer instead of the designated buffer index variable which resulted in unexpected behavior. MISC CHANGES CLEAR CALL IN MAIN LOOP Previously the loop didnt erase during iterations which COULD cause issues in the future. Because of that i added a clear call to the top of the loop. Because of that an issue appeared with cpu fetch (the output was flickering). The fix was to reset the fd during every iteration of the major loop in the function.
LOG 6: LAST LOG BEFORE SHIP, LAST LOG FOR STARDANCE SADLY. UPTIME, IP AND SHELL FETCH FEATURES UPTIME FETCH Reads /proc/uptime and parses it. Because the output is in second it gets parsed to seconds IP FETCH Uses iffaddrs and looks in the linked list of the function for the first non loopback ip address (IPv4) SHELL FETCH I usesd getenv(“SHELL”) to get the path of the shell, which i afterwards parsed using strrchr to find the exact name of the shell. MISC Added a license (MIT and a notice to Fastfetch as some ASCII’s are from the Fastfetch repo), added a README and a workflow.yml (for automated builds). NOTE Sadly the last devlog isn’t that long (maybe thats a good thing tho idk).
Ships:
A fetching program displaying live information written in C! What is in it? A live system-info fetch tool, written in C What am I proud of? I’m mostly proud of the general parsing framework I’ve built. I built a parsing framework that reads input line by line (buffer block by buffer block) and extracts information from each line. Even though there is no singular parse() function almost every function that utilizes the parsing framework is very similar (even though slight modifications had to be done because almost no two files are structured the same way) How is it built? It’s built in C using ncurses, split across 12 source files, each handling one general task. There is a pre-compiled build that was built with GitHub workflows. The binary can be directly downloaded from the repo’s release page and can be used on (most) glibc-based Linux distros (build is compiled for Ubuntu and ncurses has to be installed on your system). What I learned I think the thing I learned the most is how to properly parse files and how to extract information from them. I have never done anything like that before (it’s my second real project ever) and it was really interesting to learn. I also learned how to handle with virtual files from the /proc/ directory (e.g. /proc/cpuinfo, /proc/meminfo etc.) which was rather hard because they don’t exist on your drive. Known limitations / plans for the future The project should only work on glibc Linux distros (as mentioned). There are no known bugs currently and according to Valgrind the program is memory-safe. Bugs can still occur and not every system (e.g. dual-socket systems) will work correctly. The project should still work on most systems it’s tested on Closing word This project was a lot of fun and genuinely interesting for me. It was the first practical step toward the kind of work I want to do with coding. It was really interesting to see parts of my OS I hadn’t touched before, and it was a great learning experience....
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1792814151.6437721
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1792900551.6437721
|
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6528
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blockEm by @ondy | Stardance
|
ondy
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T17:02:16Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "blockEm What did you make? Custom app blocker/limiter aimed specifically to stop prolongued doomscrolling. Its currently specifically build around maximum scroll amount/day instead of the usual maximum time/day which is better system in my opinion. Features: Daily Scroll Limit - set maximum amount of scrolls/day before scrolling(not whole app) gets blocked Set Cheat Hours - ability to set cheat hours independently for each day of the week(regular apps usually only allow set time for all days). Allowing apps/dms/homepages… - you can ignore friends reels, tiktok messages, instagram homepage posts or even whole apps Overview - see your progress through the whole month and discover scroll patterns What was challenging? The hardest was to make sure the scrolls are detected in each part of each app, the detection works by taking the number of likes(and comments) and when it changes trying to figure out if that was a scroll. You can probably imagine that each app section has completely different like and comment buttons… What are you proud of? The fact that i went into this with 0 android app development knowledge How to test the project everything is on the github page", "repo": "https://github.com/0ndyy/blockEm/", "demo": "https://github.com/0ndyy/blockEm/releases/tag/0.1"}]...
|
[{"post_id": 75612, "ts": "202 [{"post_id": 75612, "ts": "2026-09-30T15:40:34Z", "hours": 1.6392, "text": "blockEm: productivity blocker devlog 4: This devlog i developed something reallu useful = CHEAT HOURS, i know lot of apps have those but most of the time you can only set hours and days, blockem allows you to set specific hours for each day - this can be especially usefull if you want to scroll in school or comute but not home/other places and have different schedules for each day of the week. Id like to share my struggles but this was really straight forward and i havent ran into many issues, the only thing i might change in the future is the native android time selection which is really ugly for some reason…"}, {"post_id": 34301, "ts": "2026-07-24T21:46:54Z", "hours": 4.4869, "text": "blockEm: productivity blocker devlog 3: After last time completely overhauling the whole system i alsmot had to do it again😭🙏. The system had many glitches and was overcomplicated. The new system relies on change in likes(or comments for backup) count to detect a scroll. I added a debug menu showing things such as current app, app section, like/comment count… which turned out to be really helpful - now the system is working so i can say version 0.1 is finished. I will now focus on adding more features(version 0.2, you can preview the roadmap in one of the screenshots) and better design(version 0.3 - hopefully this could be first public relese yay)"}, {"post_id": 8878, "ts": "2026-06-14T19:52:37Z", "hours": 3.5933, "text": "blockEm: productivity blocker devlog 2: Started completely reworking the tracking system, since the old one used math sizes and ratios, which are different on some platforms, it was unreliable and become quickly a mess. * To make this devlog at least a little bit visually interesting😭🙏 i implemented a startup screen and a scroll history section * Once im finished with the new system i will finally start implementing other features from just scroll counting, such as: app blocker, app timer, app unlocks per hour…"}, {"post_id": 5870, "ts": "2026-06-09T20:30:47Z", "hours": 1.335, "text": "blockEm: productivity blocker devlog 1.1: Decided to take a little break from coding and made this banner in photoshop, it took around 50 minutes. The remaining 30m is some bugfixing after last devlog. Overall im quite happy with how it turned out especially considering that art is my weaker side."}, {"post_id": 5625, "ts": "2026-06-09T14:33:55Z", "hours": 2.6528, "text": "blockEm: productivity blocker devlog 1: In this session i made huge progress, i implemented some helpful toggles(see image) and most importantly finally a blocker - after reaching set amount of scrolls it blocks you from scrolling further, its still a bit janky and can be bypassed, but i will work on that later on. * Also implementing to work the scroll counter across all apps and different types was a huge headache, i switched to math based detection - basically detecting different elements(back button, sent button, navigation bar…) and their sizes. On ig for example we have regualr reel, dm reels, fyp in dms, suggested reels etc. and all have different sizes n stuff - so like allowing first reel in dms and not allowing scrolling further was quite a challenge. Hopefully instagram doesnt chagne it in their next update😭🙏"}, {"post_id": 4187, "ts": "2026-06-07T12:36:09Z", "hours": 2.2464, "text": "devlog 0: implemented basic android app in kotlin, currently just asks for permissions and count the amount of scrolls you do per day(on tiktok, instagram and youtube); next i will start making some app ui and implementing blocking(scroll limit, app blocking ect.); also i am planning to soon relese it to public for any feedback so stay tuned"}]...
|
Title: blockEm by @ondy | Stardance
Devlogs:
devl Title: blockEm by @ondy | Stardance
Devlogs:
devlog 0: implemented basic android app in kotlin, currently just asks for permissions and count the amount of scrolls you do per day(on tiktok, instagram and youtube); next i will start making some app ui and implementing blocking(scroll limit, app blocking ect.); also i am planning to soon relese it to public for any feedback so stay tuned
blockEm: productivity blocker devlog 1: In this session i made huge progress, i implemented some helpful toggles(see image) and most importantly finally a blocker - after reaching set amount of scrolls it blocks you from scrolling further, its still a bit janky and can be bypassed, but i will work on that later on. * Also implementing to work the scroll counter across all apps and different types was a huge headache, i switched to math based detection - basically detecting different elements(back button, sent button, navigation bar…) and their sizes. On ig for example we have regualr reel, dm reels, fyp in dms, suggested reels etc. and all have different sizes n stuff - so like allowing first reel in dms and not allowing scrolling further was quite a challenge. Hopefully instagram doesnt chagne it in their next update😭🙏
blockEm: productivity blocker devlog 1.1: Decided to take a little break from coding and made this banner in photoshop, it took around 50 minutes. The remaining 30m is some bugfixing after last devlog. Overall im quite happy with how it turned out especially considering that art is my weaker side.
blockEm: productivity blocker devlog 2: Started completely reworking the tracking system, since the old one used math sizes and ratios, which are different on some platforms, it was unreliable and become quickly a mess. * To make this devlog at least a little bit visually interesting😭🙏 i implemented a startup screen and a scroll history section * Once im finished with the new system i will finally start implementing other features from just scroll counting, such as: app blocker, app timer, app unlocks per hour…
blockEm: productivity blocker devlog 3: After last time completely overhauling the whole system i alsmot had to do it again😭🙏. The system had many glitches and was overcomplicated. The new system relies on change in likes(or comments for backup) count to detect a scroll. I added a debug menu showing things such as current app, app section, like/comment count… which turned out to be really helpful - now the system is working so i can say version 0.1 is finished. I will now focus on adding more features(version 0.2, you can preview the roadmap in one of the screenshots) and better design(version 0.3 - hopefully this could be first public relese yay)
blockEm: productivity blocker devlog 4: This devlog i developed something reallu useful = CHEAT HOURS, i know lot of apps have those but most of the time you can only set hours and days, blockem allows you to set specific hours for each day - this can be especially usefull if you want to scroll in school or comute but not home/other places and have different schedules for each day of the week. Id like to share my struggles but this was really straight forward and i havent ran into many issues, the only thing i might change in the future is the native android time selection which is really ugly for some reason…
Ships:
blockEm What did you make? Custom app blocker/limiter aimed specifically to stop prolongued doomscrolling. Its currently specifically build around maximum scroll amount/day instead of the usual maximum time/day which is better system in my opinion. Features: Daily Scroll Limit - set maximum amount of scrolls/day before scrolling(not whole app) gets blocked Set Cheat Hours - ability to set cheat hours independently for each day of the week(regular apps usually only allow set time for all days). Allowing apps/dms/homepages… - you can ignore friends reels, tiktok messages, instagram homepage posts or even whole apps Overview - see your progress through the whole month and discover scroll patterns What was challenging? The hardest was to make sure the scrolls are detected in each part of each app, the detection works by taking the number of likes(and comments) and when it changes trying to figure out if that was a scroll. You can probably imagine that each app section has completely different like and comment buttons… What are you proud of? The fact that i went into this with 0 android app development knowledge How to test the project everything is on the github page...
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1792853492.3325667
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1792939892.3325667
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40567
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Complex CSH Tracker by @CoolDuck | Stardance
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CoolDuck
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1
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151.24
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1894
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T16:35:25Z", "hours": 140.0, "multiplier": 14.51, "payout": 1894, "blessing": "neutral", "text": "Complex CSH Tracker My school runs on a very old tracking system for CSH (Community Service Hours) meaning it was hard for us students to see how much we have as well as see what happens to our CSH requests. I made this to solve this problem and decided to join stardance for the fun of it :O Please beware of the bugs Tester passwords are in the readme Unfortunely drive picker functionality doesn’t work cuz i didnt verify my google app :(", "repo": "https://github.com/coolduckmaster/ComplexCSHTracker", "demo": "https://complex-csh-tracker.vercel.app/"}]...
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[{"post_id": 79501, "ts": "202 [{"post_id": 79501, "ts": "2026-10-14T10:18:26Z", "hours": 11.2411, "text": "They changed the deadline 💔💔 Fixed some bugs relating to CSH registering. Fixed loading screen bug. Fixed Welcome back appearing after clicking log out. Additionaly filter for Approvals. Export to PDF finally works. Split the Approval into different files."}, {"post_id": 75609, "ts": "2026-09-30T15:31:35Z", "hours": 11.1422, "text": "This is it vercel intergrated product ready to ship the time is currently 10:30 pm please let this ship go through :))))"}, {"post_id": 73643, "ts": "2026-09-25T15:56:06Z", "hours": 12.3236, "text": "And now, the end is near. Added first version of the history page with some filter edited backend intergration for said history small ui changes to Approval small ui changes to dashboard side bar. many other misc ui changes bug fixes (?)"}, {"post_id": 67461, "ts": "2026-09-13T15:57:54Z", "hours": 10.9419, "text": "GOOGLE DRIVE BACKEND INTERGRATION Title says it all Misc loading screens (so like it loads or smth) Bug fixes???? Some other random things (like placeholder images and stuff)."}, {"post_id": 60285, "ts": "2026-09-02T15:42:39Z", "hours": 10.4444, "text": "GOOGLE DRIVE INTERGRATION Yes google Oauth Yes upload section Yes multiple files (WITH FILE IMAGE) No teacher backend (yet) No personal infomation (i hope)"}, {"post_id": 52431, "ts": "2026-08-22T15:34:31Z", "hours": 13.3567, "text": "idk did smth? I did something i guess????? I dont rmb to much school work. btw the google frontend button is wip"}, {"post_id": 46093, "ts": "2026-08-13T01:50:16Z", "hours": 10.9692, "text": "10 hours in 2 days New teacher note tab for approval-deny New 404 page (easter egg hidden) Bugfixes (note: School has started, I do not have the free time to do manythings)"}, {"post_id": 44042, "ts": "2026-08-09T15:34:21Z", "hours": 5.4497, "text": "MongoServerError: E11000 duplicate key error collection: login.cshes index: userId_1 dup key: New functions have arrived! Approve and Deny have been fleshed out. Futhermore the description has a functioning backend to show it! Request pages has a new description box with a word limit! Dashboard has now show updates when your requests been approved or denied! Fixed backend bugs(?) Much more small UI changes!"}, {"post_id": 43358, "ts": "2026-08-08T15:49:56Z", "hours": 5.2531, "text": "[vite] Internal server error: Transform failed with 1 error: Added a new details screen for Approval page (missing approve-deny features). Frontend edits for pre-existing UI in “Approval” panel. Backend API edits for intergrating. Slept 4 hours."}, {"post_id": 42719, "ts": "2026-08-07T15:59:58Z", "hours": 7.2431, "text": "PENDING REQUEST! Pending request pages for all your pending request needs! (UI up to change). Authware updated to be more cool Intergrated Authware to the frontend (like, 60% intergrated) Burnt bugs (?) Much more!"}, {"post_id": 42022, "ts": "2026-08-06T15:51:51Z", "hours": 6.7397, "text": "REQUEST-FUNCTIONALITY The Request pages have gain functionality! All of the request now go to the “Pending Hours” and is automatically logged in the Backend Database! The Approval panel is still in the works however."}, {"post_id": 41375, "ts": "2026-08-05T15:30:06Z", "hours": 5.3767, "text": "Request Page in the work LACKS FUNCTIONALITY. Backend API fixes (?). Frontend Dashboard edits. Bugs? (Vouch doesn’t exist yet. still figuring out a image storage solution)"}, {"post_id": 40799, "ts": "2026-08-04T15:36:25Z", "hours": 7.1403, "text": "NAV MENU BUTTON! Frontend stuff for the “Request” pages Backend API for like request and stuff. Fixed MANY things(?)."}, {"post_id": 40167, "ts": "2026-08-03T15:55:16Z", "hours": 7.6592, "text": "7 and a half hours spend on doing what??? Bugs, loads, and loads, of bugs. Fixed code after spliting the dashboard side panel. Backend stuff. DASHBOARD LAYOUT (Spend a large amount of time styling)."}, {"post_id": 38979, "ts": "2026-08-01T16:26:58Z", "hours": 6.0889, "text": "OOGA BOOGA DASHBOARD IT TOOK ME 6 HOURS STRAIGHT TO GET THIS TO WORK, I HAD TO STEAL BORROW HACKATIME HTML CODE FOR THIS!"}, {"post_id": 38267, "ts": "2026-07-31T16:02:28Z", "hours": 5.05, "text": "What the hell is jsx?? Started work on the “Dashboard” screen. stole it from Hackatime dashboard Inspired by hack a time dashboard. Added a frontend router (?). Did some more stuff!"}, {"post_id": 37665, "ts": "2026-07-30T15:38:21Z", "hours": 4.1078, "text": "Log - 4: on boarding done (?), rename the project to “Complex CSH Tracker.”, started work on a dashboard. Beside from that, I might have to rework some of the log in UI with what I have in mind."}, {"post_id": 37072, "ts": "2026-07-29T15:34:59Z", "hours": 5.625, "text": "Added On boarding logic so users can pick their class and stuff. (this took longer then expected)"}, {"post_id": 36407, "ts": "2026-07-28T14:40:37Z", "hours": 3.25, "text": "ጮልጋቹ ነዐጮቹ ዪልክጋዐጮ “Login Page” የልፏቹ የረቹልነቹ ⶴቹረየ ጮቹ ጎ ፪ቹቹክ ልፕ ፕⶴጎነ ቻዐዪ ⶴዐ፱ዪነ"}, {"post_id": 35857, "ts": "2026-07-27T15:50:05Z", "hours": 1.5753, "text": "Started work on the full stack log in functionally of this tracker website (It’s no longer simple)."}]...
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Title: Complex CSH Tracker by @CoolDuck | Stardanc Title: Complex CSH Tracker by @CoolDuck | Stardance
Devlogs:
Started work on the full stack log in functionally of this tracker website (It’s no longer simple).
ጮልጋቹ ነዐጮቹ ዪልክጋዐጮ “Login Page” የልፏቹ የረቹልነቹ ⶴቹረየ ጮቹ ጎ ፪ቹቹክ ልፕ ፕⶴጎነ ቻዐዪ ⶴዐ፱ዪነ
Added On boarding logic so users can pick their class and stuff. (this took longer then expected)
Log - 4: on boarding done (?), rename the project to “Complex CSH Tracker.”, started work on a dashboard. Beside from that, I might have to rework some of the log in UI with what I have in mind.
What the hell is jsx?? Started work on the “Dashboard” screen. stole it from Hackatime dashboard Inspired by hack a time dashboard. Added a frontend router (?). Did some more stuff!
OOGA BOOGA DASHBOARD IT TOOK ME 6 HOURS STRAIGHT TO GET THIS TO WORK, I HAD TO STEAL BORROW HACKATIME HTML CODE FOR THIS!
7 and a half hours spend on doing what??? Bugs, loads, and loads, of bugs. Fixed code after spliting the dashboard side panel. Backend stuff. DASHBOARD LAYOUT (Spend a large amount of time styling).
NAV MENU BUTTON! Frontend stuff for the “Request” pages Backend API for like request and stuff. Fixed MANY things(?).
Request Page in the work LACKS FUNCTIONALITY. Backend API fixes (?). Frontend Dashboard edits. Bugs? (Vouch doesn’t exist yet. still figuring out a image storage solution)
REQUEST-FUNCTIONALITY The Request pages have gain functionality! All of the request now go to the “Pending Hours” and is automatically logged in the Backend Database! The Approval panel is still in the works however.
PENDING REQUEST! Pending request pages for all your pending request needs! (UI up to change). Authware updated to be more cool Intergrated Authware to the frontend (like, 60% intergrated) Burnt bugs (?) Much more!
[vite] Internal server error: Transform failed with 1 error: Added a new details screen for Approval page (missing approve-deny features). Frontend edits for pre-existing UI in “Approval” panel. Backend API edits for intergrating. Slept 4 hours.
MongoServerError: E11000 duplicate key error collection: login.cshes index: userId_1 dup key: New functions have arrived! Approve and Deny have been fleshed out. Futhermore the description has a functioning backend to show it! Request pages has a new description box with a word limit! Dashboard has now show updates when your requests been approved or denied! Fixed backend bugs(?) Much more small UI changes!
10 hours in 2 days New teacher note tab for approval-deny New 404 page (easter egg hidden) Bugfixes (note: School has started, I do not have the free time to do manythings)
idk did smth? I did something i guess????? I dont rmb to much school work. btw the google frontend button is wip
GOOGLE DRIVE INTERGRATION Yes google Oauth Yes upload section Yes multiple files (WITH FILE IMAGE) No teacher backend (yet) No personal infomation (i hope)
GOOGLE DRIVE BACKEND INTERGRATION Title says it all Misc loading screens (so like it loads or smth) Bug fixes???? Some other random things (like placeholder images and stuff).
And now, the end is near. Added first version of the history page with some filter edited backend intergration for said history small ui changes to Approval small ui changes to dashboard side bar. many other misc ui changes bug fixes (?)
This is it vercel intergrated product ready to ship the time is currently 10:30 pm please let this ship go through :))))
They changed the deadline 💔💔 Fixed some bugs relating to CSH registering. Fixed loading screen bug. Fixed Welcome back appearing after clicking log out. Additionaly filter for Approvals. Export to PDF finally works. Split the Approval into different files.
Ships:
Complex CSH Tracker My school runs on a very old tracking system for CSH (Community Service Hours) meaning it was hard for us students to see how much we have as well as see what happens to our CSH requests. I made this to solve this problem and decided to join stardance for the fun of it :O Please beware of the bugs Tester passwords are in the readme Unfortunely drive picker functionality doesn’t work cuz i didnt verify my google app :(...
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1792853543.167628
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1792939943.167628
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62807
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UAC by @krishkr372 | Stardance
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krishkr372
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1
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18.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T16:29:31Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I am working on UAC (universal accessible communication). This will provide seemless platform where a mute , deaf and any disabled person can communicate with normal people. This convert the sign language into normal text and then to text. and text to sign language back. This help any type of msg to get interpreted into any type of msg. project in progress…………", "repo": "https://github.com/krishkr372/UAC", "demo": "https://youtube.com/shorts/BdeJWNOG3c0"}]...
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[{"post_id": 75576, "ts": "202 [{"post_id": 75576, "ts": "2026-09-30T14:02:45Z", "hours": 6.0069, "text": "connected the website and python code via Flask partially"}, {"post_id": 71898, "ts": "2026-09-21T18:40:04Z", "hours": 2.4839, "text": "tried many times and ways to integrate my model in my website but failed………….. i’m going to sleep now, its already tooo late…… anyone know how to convert .pkl file into .onnx so I can use the machine model in website"}, {"post_id": 71748, "ts": "2026-09-21T13:23:18Z", "hours": 2.4733, "text": "working on website. Not fully functional but the layout and fileStructure is ready. problem: I want to integrate this with the python directly through FastAPI but don’t know how… Any suggestion or idea to integrate the prediction model with the website."}, {"post_id": 71647, "ts": "2026-09-21T07:26:07Z", "hours": 2.8272, "text": "added the module of tts which can convert the text to speech means now my uac has 2 out of 5 features it can now convert sign language directly to speech"}, {"post_id": 70585, "ts": "2026-09-19T12:08:56Z", "hours": 0.4242, "text": "trying to deploy my python program in streamlit for 3 hours but hackatime dont recognise this research and deployment time"}, {"post_id": 70543, "ts": "2026-09-19T10:27:01Z", "hours": 1.8256, "text": "currently developing the sign language interpreter part"}, {"post_id": 69549, "ts": "2026-09-17T09:00:38Z", "hours": 1.7086, "text": "I am working on the system which will help mute and deaf people to talk"}]...
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Title: UAC by @krishkr372 | Stardance
Devlogs:
I Title: UAC by @krishkr372 | Stardance
Devlogs:
I am working on the system which will help mute and deaf people to talk
currently developing the sign language interpreter part
trying to deploy my python program in streamlit for 3 hours but hackatime dont recognise this research and deployment time
added the module of tts which can convert the text to speech means now my uac has 2 out of 5 features it can now convert sign language directly to speech
working on website. Not fully functional but the layout and fileStructure is ready. problem: I want to integrate this with the python directly through FastAPI but don’t know how… Any suggestion or idea to integrate the prediction model with the website.
tried many times and ways to integrate my model in my website but failed………….. i’m going to sleep now, its already tooo late…… anyone know how to convert .pkl file into .onnx so I can use the machine model in website
connected the website and python code via Flask partially
Ships:
I am working on UAC (universal accessible communication). This will provide seemless platform where a mute , deaf and any disabled person can communicate with normal people. This convert the sign language into normal text and then to text. and text to sign language back. This help any type of msg to get interpreted into any type of msg. project in progress…………...
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1792813976.2474098
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1792900376.2474098
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