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46202
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Will you Rush? by @Domenica | Stardance
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Domenica
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1
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7.4
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T15:50:08Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a game using Godot Engine, which I named “Will You Rush?”. Within it, you will find 2 mingames and a level 2 for one of them in order to finish the game. Games Once you start the game, you must win all games to win. Losing any of them because of time or a wrong answer will take you back to the title screen. Game 1: Whack A Mole (Catch 20 moles in 15 seconds). Game 2: Quiz (Answer math questions in less than 5 seconds). Game 3: Whack A Mole 2 (Catch 20 moles in 10 seconds). Features Personalised title screen, game over screen, victory screen Personalised sprites (e.g. moles) Timer Points", "repo": "https://github.com/Domenica-Santayana/WillYouRush", "demo": "https://dsc-217.itch.io/will-you-rush"}]...
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[{"post_id": 79189, "ts": "202 [{"post_id": 79189, "ts": "2026-10-12T23:30:50Z", "hours": 0.3964, "text": "Hello there! I’ve doing some corrections to the game, it appeared to have some bugs due to the font I was using in some parts. Anyways, go and check it out!!"}, {"post_id": 75069, "ts": "2026-09-29T01:52:49Z", "hours": 1.9414, "text": "Hello there! I’m so happy to announce you that after some hours of work, Will you Rush is finally finished. So, the game is divided into 2 minigames, but two levels. First, a whack a mole (20 moles in 15 s), then a math quiz (5s per question) and finally, level 2 : whack a mole (20 moles in 10s). Each part has a introduction card to explain the game. Moreover, if you lose, there’s a personalized game over with a try again to start the whole game again. Finally, if you are fast enough to rush the whole game, you will find a personalized victory card. All process of sprites and cards can be seen in Lapse. Hope you like it!"}, {"post_id": 67068, "ts": "2026-09-13T03:39:32Z", "hours": 2.5042, "text": "Hello there! I’m so happy to announce that I’ve finally finished the first mini-game of Will You Rush. I’ve created an instructions page and then manage to fix some issues of the first code. Hope you like it!"}, {"post_id": 63286, "ts": "2026-09-07T01:05:12Z", "hours": 0.655, "text": "Hello there! I’ve just created my first minigame: Whack a Mole! Quite an experience considering I’m starting to learn how to use Godot, but look what I’ve got. I believe it isn’t that bad. I’m looking foward to make a thing that counts points and put somehow a timer. Hope you like it!"}, {"post_id": 51632, "ts": "2026-08-21T12:39:57Z", "hours": 0.5333, "text": "Hello there! I’ve been working on my second sprite for the game “Will You Rush?” When drawing the sprite, I took inspiration from Nintendo’s Super Mario Bros Pipes. See my timelapse on Lapse. See you!"}, {"post_id": 46052, "ts": "2026-08-13T00:02:46Z", "hours": 0.55, "text": "Hello there! I just made the first character for my game: Will You Rush. It’s a mole for the minigame of whack a mole. Hope you like!"}, {"post_id": 45510, "ts": "2026-08-12T01:37:06Z", "hours": 0.9472, "text": "Hello there! I’ve embarked on a new adventure: creating a game. I’ve managed to set up Godot (1st using it so wish me luck), Lapse, and I’ve started the design. I made the pixel art of the clock myself (it’s my first time trying this style of drawing) + and i used canva for the rest. If you would like to see my process, you can check out my timelapse in Lapse. Hope you like it!"}]...
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Title: Will you Rush? by @Domenica | Stardance
De Title: Will you Rush? by @Domenica | Stardance
Devlogs:
Hello there! I’ve embarked on a new adventure: creating a game. I’ve managed to set up Godot (1st using it so wish me luck), Lapse, and I’ve started the design. I made the pixel art of the clock myself (it’s my first time trying this style of drawing) + and i used canva for the rest. If you would like to see my process, you can check out my timelapse in Lapse. Hope you like it!
Hello there! I just made the first character for my game: Will You Rush. It’s a mole for the minigame of whack a mole. Hope you like!
Hello there! I’ve been working on my second sprite for the game “Will You Rush?” When drawing the sprite, I took inspiration from Nintendo’s Super Mario Bros Pipes. See my timelapse on Lapse. See you!
Hello there! I’ve just created my first minigame: Whack a Mole! Quite an experience considering I’m starting to learn how to use Godot, but look what I’ve got. I believe it isn’t that bad. I’m looking foward to make a thing that counts points and put somehow a timer. Hope you like it!
Hello there! I’m so happy to announce that I’ve finally finished the first mini-game of Will You Rush. I’ve created an instructions page and then manage to fix some issues of the first code. Hope you like it!
Hello there! I’m so happy to announce you that after some hours of work, Will you Rush is finally finished. So, the game is divided into 2 minigames, but two levels. First, a whack a mole (20 moles in 15 s), then a math quiz (5s per question) and finally, level 2 : whack a mole (20 moles in 10s). Each part has a introduction card to explain the game. Moreover, if you lose, there’s a personalized game over with a try again to start the whole game again. Finally, if you are fast enough to rush the whole game, you will find a personalized victory card. All process of sprites and cards can be seen in Lapse. Hope you like it!
Hello there! I’ve doing some corrections to the game, it appeared to have some bugs due to the font I was using in some parts. Anyways, go and check it out!!
Ships:
I created a game using Godot Engine, which I named “Will You Rush?”. Within it, you will find 2 mingames and a level 2 for one of them in order to finish the game. Games Once you start the game, you must win all games to win. Losing any of them because of time or a wrong answer will take you back to the title screen. Game 1: Whack A Mole (Catch 20 moles in 15 seconds). Game 2: Quiz (Answer math questions in less than 5 seconds). Game 3: Whack A Mole 2 (Catch 20 moles in 10 seconds). Features Personalised title screen, game over screen, victory screen Personalised sprites (e.g. moles) Timer Points...
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1792853685.3129768
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1792940085.3129768
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291
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YouTweaks by @kanavv | Stardance
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kanavv
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2
|
36.0
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646
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T15:48:19Z", "hours": 8.0, "multiplier": 14.56, "payout": 113, "blessing": "neutral", "text": "YouTweaks is a quality of life extension made to improve your experience on youtube. I decided to build this project because I was super frustrated with how youtube has become. With this extension I made the youtube experience less annoying and also added some features so you are more mindful while choosing what to watch. For this Ship I added the color themes feature fixed a LOT of bugs and I also created a custom playback speed feature which im super proud of and finally I incorporated feedback from the first ship (fixing the readme). This project has been super fun and this is going to be my last ship for stardance but I will probably keep working on this! Also im super happy my extension got approved to be on the firefox store so if you like it you can add it here: https://addons.mozilla.org/en-US/firefox/addon/youtweaks/", "repo": "https://github.com/KanAvR/YouTweaks", "demo": "https://github.com/KanAvR/YouTweaks/releases"}, {"ship_num": 2, "ts": "2026-09-19T14:15:30Z", "hours": 28.0, "multiplier": 18.99, "payout": 533, "blessing": "neutral", "text": "YouTweaks is a quality of life extension made to improve your experience on youtube. I decided to build this project because I was super frustrated with how youtube has become. With this extension I made the youtube experience less annoying and also added some features so you are more mindful while choosing what to watch. Overall this has been a really fun project to work on. I never thought I would have fun coding in javascript.", "repo": "https://github.com/KanAvR/YouTweaks", "demo": "https://github.com/KanAvR/YouTweaks/releases"}]...
|
[{"post_id": 75193, "ts": "202 [{"post_id": 75193, "ts": "2026-09-29T13:29:09Z", "hours": 1.3944, "text": "Bug Fixes I fixed another bug with the stop hover effects feature that used to show the effect if you hovered over the title of the video. Blur Slider I added a blur slider so people can adjust the amount of thumbnail blur. Feedback I incorporated the better readme feedback from the first ship where many people said I should explain why each feature is added. Sry for the camera photo I just reinstalled linux."}, {"post_id": 72184, "ts": "2026-09-22T12:40:55Z", "hours": 2.1672, "text": "Custom themes fixes I fixed some parts of the website that were not changing colors. I should have thought of this earlier but its going to be such a pain to keep the themes feature up to date with youtubes ui hence I am going to mark it as an experimental feature until I figure out how to change the themes in a better way. Playback speed controls without premium I am super happy with how this feature turned out it looks exactly like youtubes ui."}, {"post_id": 71663, "ts": "2026-09-21T08:21:31Z", "hours": 4.2158, "text": "Whole lotta bugs I thought I was done with everything but I found so many bugs. The shorts blocker was broken, the blocking youtube games dint work, and there was a bug where the video you were watching just stopped playing when you went into full screen. Shorts and game blocker So first the shorts bug would just delete the whole fyp if it found a short. This was was quite an easy fix since I just had to change what got deleted. Next the youtube games blocker was searching for text with “youtube games” which I changed to work the same way as the shorts blocker and then it started working properly. Full screen bug I fixed the full screen bug by only stopping the effects on objects we know are video tiles and nothing else. Themes Finally I also started working on a themes feature which looks so cool!! but its such a pain to work on. Theres so many tiny things I need to sit and edit so it looks right."}, {"post_id": 70604, "ts": "2026-09-19T13:15:26Z", "hours": 0.7297, "text": "Made the final commit before shipping Soo now the hide shorts feature works without bugs and I also finished adding the hide merch store feature. Now I just need to figure out how to publish my extension to the firefox and chrome store. Oh I also made a readme."}, {"post_id": 52261, "ts": "2026-08-22T11:20:45Z", "hours": 1.0539, "text": "View count and Publish date I moved the view count and publish dates to be next to the like button instead of the stupid tiny text it was before. To do this I made a new file called videometa.js it uses two functions one to extract the abbreviated views/ publish date and another one to extract the full views/ publish date which shows up when you hover over the information. Additionally I also fixed some Issues with the stop autoplay on hover and stop effects on hover functions, which I merged into one function earlier."}, {"post_id": 47509, "ts": "2026-08-15T13:57:57Z", "hours": 1.5306, "text": "Finished the time tracking feature!!! I haven’t gotten any time to update the project since my summer break ended. But I finally got some time to work on the project because of the time constraints I used AI to write code for this feature :( Im not proud of it but at least the feature works with no dumb bugs (for now at least) Daily limit So I added a daily limit and a bed time cut off so people dont waste the whole day on YouTube. I also added a snooze feature that appears when the YouTube limit has been reached since I often need YouTube for school work and it would become an issue if there was no way to bypass the limit. Time counter badge The concept time counter I made in a previous devlog works now and changes colors based on how much of the daily limit you have used. Stats And finally I also added a stats feature for fun since I love looking at my stats on leech block and wanted something similar for this project."}, {"post_id": 33955, "ts": "2026-07-24T09:42:36Z", "hours": 2.2917, "text": "Everything is such a mess right now I’m working on so many features at once its getting to much too handle. And I dint even make separate branches or make commits per feature so its getting so messy . I’m working on Refactoring all the code to change the deleting elements code to use css instead of JS so it has better performance hopefully . A time tracking feature. Moving the view count and date of upload up to the like button. This feature has had so many random unexpected issues its pmo. hiding the annoying red little bar below videos on the homescreen. some good progress: I merged the stopAutoPlayOnHover and stopHoverEffects into one function and I also fixed all the bugs with the function such as it not working on pages other then the homepage. Next time I should work on things in order AND AT LEAST MAKE BRANCHES ALSO MY COMMITS RN ARE HUGE I SHOULD MAKE THEM SMALLER; ONE FOR EACH FEATURE."}, {"post_id": 32345, "ts": "2026-07-21T13:35:52Z", "hours": 2.7347, "text": "Fixed Blur Again Instead of sitting and excluding things from the thumbnail blur I changed the code to only blur thumbnails. This is so stupid idk how I came up with that nonsense earlier. Stopped auto play when you hover over videos This feature works along with the other hover feature to make you a little more mindful while choosing a video to watch. Time tracking Im working on a whole new set of features to actually add something new for once since this project has just been removing stuff till now. The feature will track your time on youtube and allow you to set limits so you don’t waste your whole day on youtube. The feature will look something like the image. The current image is just a mock up ."}, {"post_id": 24678, "ts": "2026-07-08T12:58:53Z", "hours": 2.5467, "text": "Bugs The hide notification toggle worked visually but if you clicked in that spot the panel still opened so for now I came up with a temporary fix of using a new function to stop the button form working. Also the thumbnail blur still has issues 😭 . For some reason it blurs emojis now. I will fix that later. New Feature I added a feature so when you hover on video you don’t get that distracting ambient color around the thumbnail. This helps because the glow acts like a tiny visual reward before you’ve actually decided anything; it makes a thumbnail feel “chosen” the moment you hover over it. Without that glow, your judgement has to do the work the color was doing for them; so you can be a little more mindful about what you click on. Popup ui Added a background, added the logo, aligned all the elements, and tested out a few fonts before finally choosing Geist . I used this Article to understand css."}, {"post_id": 24303, "ts": "2026-07-07T19:46:42Z", "hours": 2.9003, "text": "First time features actually work as intended!! The blur had a lot of bugs as mentioned in the first devlog I slowly managed to fix all of them in different ways and now its complete. The hardest issue was if you scrolled too fast then you would still get a glimpse of the thumbnail. I fixed this by creating a <style> element which applies the blur before the thumbnails load. So now there’s no need of a mutation or scroll observer either. Logo I created the logo for this project using free form on my ipad then I used claude to make different versions of it for all the resolutions (16,32,48,128) and for the project banner. New Features I added two new features to hide the create button and the notifications button because who ever clicks those. At first I made to separate functions for this but that was really stupid so then I made a generic function that just removes any element. Also I used el.style.display = hidden instead of el.remove since the element can instantly be unhidden if the user wants without needing a refresh."}, {"post_id": 22143, "ts": "2026-07-04T13:28:00Z", "hours": 4.3089, "text": "Major Progress Okay so a lot happened since the last devlog. I paused my progress on the auto play feature and instead moved on to some small changes. I also made a lot of random commits for testing small things which was kinda tedious to revert later (Image shows the graph after all the random stuff was removed). Hide Shorts This feature was pretty simple to implement as I just used querySelectorAll to select the elements with the youtube shorts buttons then I just checked for the text “shorts” so the function doesn’t accidentally delete something else. Finally I used element.remove() to delete the buttons. Also added a mutation observer so the button stays deleted. Hiding unnecessary buttons I basically just did the same thing as above to hide other buttons that clutter up the screen like the create button and the voice search button. Branches This is the first time I learnt how to properly use branches in git. I made two separate branches for the two features I worked on so the variable names are not an issue for now."}, {"post_id": 16405, "ts": "2026-06-26T18:04:27Z", "hours": 2.8767, "text": "Improving file structure First off I fixed the mess of files that were just dropped into the project folder; this would become an issue in the future as I kept on creating new files. Creating the popup I stared off by creating popup.html popup.css and popup.js files after which I went back to the manifest.json to link the popup files but here I realized that the whole JSON file was broken because all the items were inside \"action\" this had not caused any issues so far but it could have led to many problems in the future. After fixing the JSON file I linked the popup files and added storage and scripting permissions to the extension which will be needed later. Next I read a blog post of how to write HTML. Then I created a toggle switch for which I borrowed copied the css from w3schools . Now for the toggle switch to work I had to make a few changes to youtweaks.js . Now it checks the browser storage to see if thumbnail blur is toggled on/off and also continuous checks to see if the toggle switch has been changed which accordingly turns on/off the blur. Other changes I started working on the next feature to stop the auto play of videos when you hover over them as the only purpose of this is to get you hooked onto a video before you even click on it. Which often results in wasted time. While working on that feature I also managed to fix the blur so now it works everywhere on youtube but as a side effect it also blurs youtubers profile pictures which ill fix later."}, {"post_id": 12135, "ts": "2026-06-19T20:37:08Z", "hours": 3.2972, "text": "Fixing the three issues: I first implemented a mutation observer which reapplies the blur every time something on the page changes, this solved issues 1 and 3 but did so in a very sloppy way as a “mutation” was only detected when you hover the mouse on a thumbnail. To fix the problems in a more optimal way I tried a lot of things: I started learning about intersection observers, scroll observers, and started a 3 hour crash course on js to understand what in the world I was doing. I spent a lot of time tinkering and then my problem was solved with a simple search on Mozilla’s developer docs . I used a scroll event listener which fixed the scrolling issue but the other issues still remain. At this point I was so tired I started setting up the gui for the extension which involved making some changes to the manifest.json file."}, {"post_id": 3002, "ts": "2026-06-05T22:40:05Z", "hours": 3.8056, "text": "So the aim of this project is to improve youtube’s usage experience through small tweaks. This is my first time doing anything related to websites I know nothing 😭 So I started off the project by creating a manifest.json file which contains all the data required to run the extension. For this the Mozilla docs were a huge help. Next, I started by creating the first feature of blurring thumbnails. I somehow managed to inspect element the youtube website and select the correct element id to select the thumbnails ig. But this came with three issues: The blur stops working after a refresh The blur only works on the home page The blur stops working after scrolling a lot To fix these Issues I first searched for the issue on w3schools but I dint understand anything I found; so after a bit more digging I came across someone facing a similar issue on stack overflow and after a very long while of trying to understand his code I managed to modify it to work for my extension. This fixed the third issue but not the other 2."}]...
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Title: YouTweaks by @kanavv | Stardance
Devlogs:
Title: YouTweaks by @kanavv | Stardance
Devlogs:
So the aim of this project is to improve youtube’s usage experience through small tweaks. This is my first time doing anything related to websites I know nothing 😭 So I started off the project by creating a manifest.json file which contains all the data required to run the extension. For this the Mozilla docs were a huge help. Next, I started by creating the first feature of blurring thumbnails. I somehow managed to inspect element the youtube website and select the correct element id to select the thumbnails ig. But this came with three issues: The blur stops working after a refresh The blur only works on the home page The blur stops working after scrolling a lot To fix these Issues I first searched for the issue on w3schools but I dint understand anything I found; so after a bit more digging I came across someone facing a similar issue on stack overflow and after a very long while of trying to understand his code I managed to modify it to work for my extension. This fixed the third issue but not the other 2.
Fixing the three issues: I first implemented a mutation observer which reapplies the blur every time something on the page changes, this solved issues 1 and 3 but did so in a very sloppy way as a “mutation” was only detected when you hover the mouse on a thumbnail. To fix the problems in a more optimal way I tried a lot of things: I started learning about intersection observers, scroll observers, and started a 3 hour crash course on js to understand what in the world I was doing. I spent a lot of time tinkering and then my problem was solved with a simple search on Mozilla’s developer docs . I used a scroll event listener which fixed the scrolling issue but the other issues still remain. At this point I was so tired I started setting up the gui for the extension which involved making some changes to the manifest.json file.
Improving file structure First off I fixed the mess of files that were just dropped into the project folder; this would become an issue in the future as I kept on creating new files. Creating the popup I stared off by creating popup.html popup.css and popup.js files after which I went back to the manifest.json to link the popup files but here I realized that the whole JSON file was broken because all the items were inside "action" this had not caused any issues so far but it could have led to many problems in the future. After fixing the JSON file I linked the popup files and added storage and scripting permissions to the extension which will be needed later. Next I read a blog post of how to write HTML. Then I created a toggle switch for which I borrowed copied the css from w3schools . Now for the toggle switch to work I had to make a few changes to youtweaks.js . Now it checks the browser storage to see if thumbnail blur is toggled on/off and also continuous checks to see if the toggle switch has been changed which accordingly turns on/off the blur. Other changes I started working on the next feature to stop the auto play of videos when you hover over them as the only purpose of this is to get you hooked onto a video before you even click on it. Which often results in wasted time. While working on that feature I also managed to fix the blur so now it works everywhere on youtube but as a side effect it also blurs youtubers profile pictures which ill fix later.
Major Progress Okay so a lot happened since the last devlog. I paused my progress on the auto play feature and instead moved on to some small changes. I also made a lot of random commits for testing small things which was kinda tedious to revert later (Image shows the graph after all the random stuff was removed). Hide Shorts This feature was pretty simple to implement as I just used querySelectorAll to select the elements with the youtube shorts buttons then I just checked for the text “shorts” so the function doesn’t accidentally delete something else. Finally I used element.remove() to delete the buttons. Also added a mutation observer so the button stays deleted. Hiding unnecessary buttons I basically just did the same thing as above to hide other buttons that clutter up the screen like the create button and the voice search button. Branches This is the first time I learnt how to properly use branches in git. I made two separate branches for the two features I worked on so the variable names are not an issue for now.
First time features actually work as intended!! The blur had a lot of bugs as mentioned in the first devlog I slowly managed to fix all of them in different ways and now its complete. The hardest issue was if you scrolled too fast then you would still get a glimpse of the thumbnail. I fixed this by creating a <style> element which applies the blur before the thumbnails load. So now there’s no need of a mutation or scroll observer either. Logo I created the logo for this project using free form on my ipad then I used claude to make different versions of it for all the resolutions (16,32,48,128) and for the project banner. New Features I added two new features to hide the create button and the notifications button because who ever clicks those. At first I made to separate functions for this but that was really stupid so then I made a generic function that just removes any element. Also I used el.style.display = hidden instead of el.remove since the element can instantly be unhidden if the user wants without needing a refresh.
Bugs The hide notification toggle worked visually but if you clicked in that spot the panel still opened so for now I came up with a temporary fix of using a new function to stop the button form working. Also the thumbnail blur still has issues 😭 . For some reason it blurs emojis now. I will fix that later. New Feature I added a feature so when you hover on video you don’t get that distracting ambient color around the thumbnail. This helps because the glow acts like a tiny visual reward before you’ve actually decided anything; it makes a thumbnail feel “chosen” the moment you hover over it. Without that glow, your judgement has to do the work the color was doing for them; so you can be a little more mindful about what you click on. Popup ui Added a background, added the logo, aligned all the elements, and tested out a few fonts before finally choosing Geist . I used this Article to understand css.
Fixed Blur Again Instead of sitting and excluding things from the thumbnail blur I changed the code to only blur thumbnails. This is so stupid idk how I came up with that nonsense earlier. Stopped auto play when you hover over videos This feature works along with the other hover feature to make you a little more mindful while choosing a video to watch. Time tracking Im working on a whole new set of features to actually add something new for once since this project has just been removing stuff till now. The feature will track your time on youtube and allow you to set limits so you don’t waste your whole day on youtube. The feature will look something like the image. The current image is just a mock up .
Everything is such a mess right now I’m working on so many features at once its getting to much too handle. And I dint even make separate branches or make commits per feature so its getting so messy . I’m working on Refactoring all the code to change the deleting elements code to use css instead of JS so it has better performance hopefully . A time tracking feature. Moving the view count and date of upload up to the like button. This feature has had so many random unexpected issues its pmo. hiding the annoying red little bar below videos on the homescreen. some good progress: I merged the stopAutoPlayOnHover and stopHoverEffects into one function and I also fixed all the bugs with the function such as it not working on pages other then the homepage. Next time I should work on things in order AND AT LEAST MAKE BRANCHES ALSO MY COMMITS RN ARE HUGE I SHOULD MAKE THEM SMALLER; ONE FOR EACH FEATURE.
Finished the time tracking feature!!! I haven’t gotten any time to update the project since my summer break ended. But I finally got some time to work on the project because of the time constraints I used AI to write code for this feature :( Im not proud of it but at least the feature works with no dumb bugs (for now at least) Daily limit So I added a daily limit and a bed time cut off so people dont waste the whole day on YouTube. I also added a snooze feature that appears when the YouTube limit has been reached since I often need YouTube for school work and it would become an issue if there was no way to bypass the limit. Time counter badge The concept time counter I made in a previous devlog works now and changes colors based on how much of the daily limit you have used. Stats And finally I also added a stats feature for fun since I love looking at my stats on leech block and wanted something similar for this project.
View count and Publish date I moved the view count and publish dates to be next to the like button instead of the stupid tiny text it was before. To do this I made a new file called videometa.js it uses two functions one to extract the abbreviated views/ publish date and another one to extract the full views/ publish date which shows up when you hover over the information. Additionally I also fixed some Issues with the stop autoplay on hover and stop effects on hover functions, which I merged into one function earlier.
Made the final commit before shipping Soo now the hide shorts feature works without bugs and I also finished adding the hide merch store feature. Now I just need to figure out how to publish my extension to the firefox and chrome store. Oh I also made a readme.
Whole lotta bugs I thought I was done with everything but I found so many bugs. The shorts blocker was broken, the blocking youtube games dint work, and there was a bug where the video you were watching just stopped playing when you went into full screen. Shorts and game blocker So first the shorts bug would just delete the whole fyp if it found a short. This was was quite an easy fix since I just had to change what got deleted. Next the youtube games blocker was searching for text with “youtube games” which I changed to work the same way as the shorts blocker and then it started working properly. Full screen bug I fixed the full screen bug by only stopping the effects on objects we know are video tiles and nothing else. Themes Finally I also started working on a themes feature which looks so cool!! but its such a pain to work on. Theres so many tiny things I need to sit and edit so it looks right.
Custom themes fixes I fixed some parts of the website that were not changing colors. I should have thought of this earlier but its going to be such a pain to keep the themes feature up to date with youtubes ui hence I am going to mark it as an experimental feature until I figure out how to change the themes in a better way. Playback speed controls without premium I am super happy with how this feature turned out it looks exactly like youtubes ui.
Bug Fixes I fixed another bug with the stop hover effects feature that used to show the effect if you hovered over the title of the video. Blur Slider I added a blur slider so people can adjust the amount of thumbnail blur. Feedback I incorporated the better readme feedback from the first ship where many people said I should explain why each feature is added. Sry for the camera photo I just reinstalled linux.
Ships:
YouTweaks is a quality of life extension made to improve your experience on youtube. I decided to build this project because I was super frustrated with how youtube has become. With this extension I made the youtube experience less annoying and also added some features so you are more mindful while choosing what to watch. Overall this has been a really fun project to work on. I never thought I would have fun coding in javascript.
YouTweaks is a quality of life extension made to improve your experience on youtube. I decided to build this project because I was super frustrated with how youtube has become. With this extension I made the youtube experience less annoying and also added some features so you are more mindful while choosing what to watch. For this Ship I added the color themes feature fixed a LOT of bugs and I also created a custom playback speed feature which im super proud of and finally I incorporated feedback from the first ship (fixing the readme). This project has been super fun and this is going to be my last ship for stardance but I will probably keep working on this! Also im super happy my extension got approved to be on the firefox store so if you like it you can add it here: https://addons.mozilla.org/en-US/firefox/addon/youtweaks/...
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1792853377.3051844
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1792939777.3051844
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65679
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3D Printer-based optical access tag cloning by @ra 3D Printer-based optical access tag cloning by @rares2 | Stardance...
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rares2
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1
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3.0
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16
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T15:40:12Z", "hours": 3.0, "multiplier": 6.27, "payout": 16, "blessing": "neutral", "text": "This is a tool made to generate optical cards for old Electra intercoms that are here in Romania, for easy cloning using a 3D printer. Using it, you can replace your old access cards that are worn out with new tough and eco-friendly (if printed with PLA) access cards.", "repo": "https://github.com/GigelHarbuz/electra-cloner", "demo": "https://gigelharbuz.github.io/electra-cloner/"}]...
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[{"post_id": 75209, "ts": "202 [{"post_id": 75209, "ts": "2026-09-29T14:20:50Z", "hours": 0.5781, "text": "Final devlog!! Fixed bugs, tweaked the 3D print settings, and made the test print. It works!"}, {"post_id": 74872, "ts": "2026-09-28T14:13:06Z", "hours": 1.0514, "text": "The code for STL generation is finally finished!! Until next devlog, I will make the UI a little better and do a test print. Next devlog will be the last one before shipping."}, {"post_id": 74840, "ts": "2026-09-28T12:39:00Z", "hours": 0.6711, "text": "Added English/Romanian language switching and preview card in which you can see the bits. (STL generation is not yet complete)"}, {"post_id": 73556, "ts": "2026-09-25T12:03:41Z", "hours": 0.2617, "text": "Added the interface (with basic features before I start making them) and CSS."}]...
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Title: 3D Printer-based optical access tag cloning Title: 3D Printer-based optical access tag cloning by @rares2 | Stardance
Devlogs:
Added the interface (with basic features before I start making them) and CSS.
Added English/Romanian language switching and preview card in which you can see the bits. (STL generation is not yet complete)
The code for STL generation is finally finished!! Until next devlog, I will make the UI a little better and do a test print. Next devlog will be the last one before shipping.
Final devlog!! Fixed bugs, tweaked the 3D print settings, and made the test print. It works!
Ships:
This is a tool made to generate optical cards for old Electra intercoms that are here in Romania, for easy cloning using a 3D printer. Using it, you can replace your old access cards that are worn out with new tough and eco-friendly (if printed with PLA) access cards....
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1792817263.289931
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1792903663.289931
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65440
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Weather Bot by @Frostymist | Stardance
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Frostymist
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1
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0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T15:38:54Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first slack bot which can tell the weather of a place", "repo": "https://github.com/0xAvaneesh/Slack-Bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
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[{"post_id": 75221, "ts": "202 [{"post_id": 75221, "ts": "2026-09-29T14:42:07Z", "hours": 0.3664, "text": "Shipping Bot to Nest"}]...
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Title: Weather Bot by @Frostymist | Stardance
Dev Title: Weather Bot by @Frostymist | Stardance
Devlogs:
Shipping Bot to Nest
Ships:
I made my first slack bot which can tell the weather of a place...
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1792817247.6099312
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1792903647.6099312
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57106
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Mini arduino car by @TheLemonEater | Stardance
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TheLemonEater
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1
|
1.25
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T15:31:16Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I tried to build a arduino based car with a ultra sonic sensor so it can detect objects in front of it. For the motors i reused some from a old drone but that is the problem about my project now because the motors where from a drone they were made just to spin with no resistence but when you put them on the ground they need a lot of power to even push the car a little and because i also used a step by step motor module, the motors arent getting enough power so thats why only 2 motors can spin at the same time even if they are in the air. I would have fixed the problem but stardance is almost ending and i have to ship the project.", "repo": "https://github.com/TheLemonEater312/arduino-obstacle-avoiding-car/blob/main/README.md", "demo": ""}]...
|
[{"post_id": 76187, "ts": "202 [{"post_id": 76187, "ts": "2026-10-02T16:53:09Z", "hours": 1.25, "text": "Im back and this time i dissasembled the car because im going to use 2 dc 6v motors so it can actually move now. I also soldered some wires to a dc motor module so i can connect it easier to the arduino and motors. I want to warn anybody that wants to dissasemble a water proof care that it would be so hard and messy because all of the components are covered in silicone(i think) and glue as you can see in the photo."}, {"post_id": 74470, "ts": "2026-09-27T13:29:11Z", "hours": 1.4028, "text": "i had to scrap the rc car idea beacus i dont know how but the ir receptor dosent work but i switched to the first idea that i had and i used a sensor and now when it sees a object in a range of 20cm it will try to go around( i chose 20cm beacus it turns right or left really hard). I mounted everything on the “case” of the car but i left the arduino out beacus i still dont have a way to power it."}, {"post_id": 71144, "ts": "2026-09-20T10:56:03Z", "hours": 1.0853, "text": "i made a wheel for the mototrs. It isnt the best design but i think it will work for a demo"}, {"post_id": 70564, "ts": "2026-09-19T11:31:28Z", "hours": 1.1836, "text": "i mounted everything on the “case” and now i just need to find a way to power the arduino nano beacus the battery that i have only has 3.7v and it isnt enough to power the module and the arduino nano"}, {"post_id": 66494, "ts": "2026-09-12T10:24:10Z", "hours": 1.4956, "text": "i made a case for the car but as you can see i am not that good at 3d modeling but it will do the job"}, {"post_id": 60840, "ts": "2026-09-03T13:48:28Z", "hours": 1.15, "text": "i tested it with more motor,made a battery holder so it can have more power and added a remote but i tested it with only one motor"}, {"post_id": 60340, "ts": "2026-09-02T16:52:48Z", "hours": 0.6544, "text": "tested the reused motors and combined them with a arduino nano and a stepper model module"}]...
|
Title: Mini arduino car by @TheLemonEater | Starda Title: Mini arduino car by @TheLemonEater | Stardance
Devlogs:
tested the reused motors and combined them with a arduino nano and a stepper model module
i tested it with more motor,made a battery holder so it can have more power and added a remote but i tested it with only one motor
i made a case for the car but as you can see i am not that good at 3d modeling but it will do the job
i mounted everything on the “case” and now i just need to find a way to power the arduino nano beacus the battery that i have only has 3.7v and it isnt enough to power the module and the arduino nano
i made a wheel for the mototrs. It isnt the best design but i think it will work for a demo
i had to scrap the rc car idea beacus i dont know how but the ir receptor dosent work but i switched to the first idea that i had and i used a sensor and now when it sees a object in a range of 20cm it will try to go around( i chose 20cm beacus it turns right or left really hard). I mounted everything on the “case” of the car but i left the arduino out beacus i still dont have a way to power it.
Im back and this time i dissasembled the car because im going to use 2 dc 6v motors so it can actually move now. I also soldered some wires to a dc motor module so i can connect it easier to the arduino and motors. I want to warn anybody that wants to dissasemble a water proof care that it would be so hard and messy because all of the components are covered in silicone(i think) and glue as you can see in the photo.
Ships:
I tried to build a arduino based car with a ultra sonic sensor so it can detect objects in front of it. For the motors i reused some from a old drone but that is the problem about my project now because the motors where from a drone they were made just to spin with no resistence but when you put them on the ground they need a lot of power to even push the car a little and because i also used a step by step motor module, the motors arent getting enough power so thats why only 2 motors can spin at the same time even if they are in the air. I would have fixed the problem but stardance is almost ending and i have to ship the project....
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1792853773.56432
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1792940173.56432
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50524
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OtterOS by @p1zZa | Stardance
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p1zZa
|
1
|
35.92
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T15:07:58Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Presenting to you — OTTEROS. It is a WebOS based on otters and it contains an app called Otterwiki and a calculator app. I would say the hardest thing for me was figuring out how the Javascript works becuz i’m a complete beginner /_ . I’m really proud of the Otterwiki app cuz it honestly took a lot of time and effort to gather all that information. (i actually felt like giving up cuz it was taking so long to complete) i’m happy i powered through anyway (/≧▽≦)/", "repo": "https://github.com/piZzA-175/OtterOS", "demo": "https://pizza-175.github.io/OtterOS/"}]...
|
[{"post_id": 82218, "ts": "202 [{"post_id": 82218, "ts": "2026-10-24T09:52:31Z", "hours": 4.3272, "text": "I made a new app- its a To-Do app ( ̄▽ ̄) * I’m almost done, i just need to make sure the todos get saved even when you close the website and open it again and also i need to work on the delete button."}, {"post_id": 81061, "ts": "2026-10-19T18:18:15Z", "hours": 3.7069, "text": "Sorry for the late update- I finished the Clicker game and added JS Paint asw (●ˇ∀ˇ●). Andd yeaaa thats about it. I’m still searching for more things to add to this OS but i genuinely can’t think of anything(┬┬﹏┬┬)"}, {"post_id": 80219, "ts": "2026-10-16T19:43:35Z", "hours": 2.7222, "text": "I added my first upgrade to the clicker game. I still need to work on the javascript for this upgrade but i shall do so tmrw. i also added a otter that follows the cursor and also leaves a trail >.< honestly i do not know how it took me almost 3 hours to design the first upgrade TwT but atleast now the rest of the upgrades will take lesser time."}, {"post_id": 79735, "ts": "2026-10-15T08:09:11Z", "hours": 3.16, "text": "I added a typing animation to the title of the webpage and also started working on A clicker game. hehe (¬‿¬)"}, {"post_id": 75206, "ts": "2026-09-29T14:16:29Z", "hours": 3.3836, "text": "I made a calculator!!!!!!!!!!!!!!!!! i think i can make it look better but im too busy rn so it’ll have to do T-T. i hope yall like it!! ALSO HAPPY SEA OTTER AWARENESS WEEK!!!"}, {"post_id": 72401, "ts": "2026-09-22T20:54:19Z", "hours": 4.7261, "text": "I’ve finished the first app in the OS (/≧▽≦)/. This app is called Otterwiki and it contains information about each of the 14 otter species. Making this took a very long time lol-cuz i had to gather a lot of information. I hope yall like it!!!"}, {"post_id": 70728, "ts": "2026-09-19T17:39:19Z", "hours": 10.2133, "text": "Almost done with my first app!! its called Otterwiki and i will update you on what it is when its done. till now i wrote 4 different sections and rn im gonna work on the javascript to hide the sections and only open it when u toggle it in the side bar. Will update yall soon!!(oh yea i also added an otter in the corner since this is an otteros but there was no otter in sight ( ̄▽ ̄)* )"}, {"post_id": 59768, "ts": "2026-09-01T18:17:20Z", "hours": 2.9067, "text": "I finished the 2nd and 3rd parts. I made the welcome window thingy a little bigger and also added a top bar along with making the window movable. When you click on the brown circle it closes and when u click on the “live laugh love otters”, it opens the welcome window. i might change it later so u can open it by clicking an ‘app’. But yea this is what i have so far. ^^"}, {"post_id": 50316, "ts": "2026-08-19T14:09:06Z", "hours": 0.7908, "text": "I finished the 1st and half of the second part of the guide. Instead of styling everything in the html file i put all the style elements in a css file cuz its hard to read when theyre in the same file. About the background- i dont really know if i should keep it or not but i’ll change it in the future if i want. Also i had no idea what to keep for the intro so i kept it simple, might also change that in the future. Now i’m gonna need to add the Javascript. I do not know javascript so i might learn it first and then add the javascript instead of just copying the guide. :P"}]...
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Title: OtterOS by @p1zZa | Stardance
Devlogs:
I f Title: OtterOS by @p1zZa | Stardance
Devlogs:
I finished the 1st and half of the second part of the guide. Instead of styling everything in the html file i put all the style elements in a css file cuz its hard to read when theyre in the same file. About the background- i dont really know if i should keep it or not but i’ll change it in the future if i want. Also i had no idea what to keep for the intro so i kept it simple, might also change that in the future. Now i’m gonna need to add the Javascript. I do not know javascript so i might learn it first and then add the javascript instead of just copying the guide. :P
I finished the 2nd and 3rd parts. I made the welcome window thingy a little bigger and also added a top bar along with making the window movable. When you click on the brown circle it closes and when u click on the “live laugh love otters”, it opens the welcome window. i might change it later so u can open it by clicking an ‘app’. But yea this is what i have so far. ^^
Almost done with my first app!! its called Otterwiki and i will update you on what it is when its done. till now i wrote 4 different sections and rn im gonna work on the javascript to hide the sections and only open it when u toggle it in the side bar. Will update yall soon!!(oh yea i also added an otter in the corner since this is an otteros but there was no otter in sight ( ̄▽ ̄)* )
I’ve finished the first app in the OS (/≧▽≦)/. This app is called Otterwiki and it contains information about each of the 14 otter species. Making this took a very long time lol-cuz i had to gather a lot of information. I hope yall like it!!!
I made a calculator!!!!!!!!!!!!!!!!! i think i can make it look better but im too busy rn so it’ll have to do T-T. i hope yall like it!! ALSO HAPPY SEA OTTER AWARENESS WEEK!!!
I added a typing animation to the title of the webpage and also started working on A clicker game. hehe (¬‿¬)
I added my first upgrade to the clicker game. I still need to work on the javascript for this upgrade but i shall do so tmrw. i also added a otter that follows the cursor and also leaves a trail >.< honestly i do not know how it took me almost 3 hours to design the first upgrade TwT but atleast now the rest of the upgrades will take lesser time.
Sorry for the late update- I finished the Clicker game and added JS Paint asw (●ˇ∀ˇ●). Andd yeaaa thats about it. I’m still searching for more things to add to this OS but i genuinely can’t think of anything(┬┬﹏┬┬)
I made a new app- its a To-Do app ( ̄▽ ̄) * I’m almost done, i just need to make sure the todos get saved even when you close the website and open it again and also i need to work on the delete button.
Ships:
Presenting to you — OTTEROS. It is a WebOS based on otters and it contains an app called Otterwiki and a calculator app. I would say the hardest thing for me was figuring out how the Javascript works becuz i’m a complete beginner /_ . I’m really proud of the Otterwiki app cuz it honestly took a lot of time and effort to gather all that information. (i actually felt like giving up cuz it was taking so long to complete) i’m happy i powered through anyway (/≧▽≦)/...
|
1792853622.6674516
|
1792940022.6674516
|
|
55938
|
Daydream Shader by @timon | Stardance
|
timon
|
1
|
14.0
|
105
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T14:35:46Z", "hours": 14.0, "multiplier": 7.33, "payout": 105, "blessing": "neutral", "text": "I made a tuff minecraft shader. Daydream is a lightweight Minecraft shader focused on making the vanilla world feel more atmospgeric without completely changing the look. WHY LIGHTWEIGHT: First of all the changes: I improved the lighting, colors, shadows and fog. And for that I used many vibrancy increases and exposure increases that look really good and stunning but dont take much code (basically just 1 line) and dont require much performance. Im proud of trying and learning something new. It started all with a video on my YouTube fy page talking about how to start a shader and when i saw another shader project here on stardance by a beginner i started too. I like that it is lightweight because of those visual vibrancy and exposure increases.", "repo": "https://github.com/Facticee/Daydream", "demo": "https://modrinth.com/shader/daydream-shader"}]...
|
[{"post_id": 75212, "ts": "202 [{"post_id": 75212, "ts": "2026-09-29T14:30:52Z", "hours": 0.8022, "text": "Last Devlog (as im finished) FINALLY 😁 Whats new: I tested alot with the vibrancy values and changed the sky color values to: baseSky.r *= 0.1;baseSky.g *= 0.45;baseSky.b *= 9.0; The 9.0 wont change anything at daytime, but makes the sky way more blue on night time. I used the same lighting setup for both day and night. Now I use seperate Light values making the night natively darker while keeping block lighting the same as before. float skyLight = day ? lm.y : lm.y * 0.45;vec3 lighting = skyLight * (vec3(0.5, 0.62, 0.75) + vec3(1.0, 0.92, 0.78) * sun * shadowCol)+ vec3(1.0, 0.6, 0.3) * lm.x * lm.x + 0.03; Also, before the entites were glowing very hard. This was because the lightmap was applied directly on the entities. I removed it: lmdata = vec4(lmcoord, 0.0, 1.0); (Picture of the glowing pig also here)"}, {"post_id": 75002, "ts": "2026-09-28T20:29:06Z", "hours": 1.905, "text": "I made some small and easy updates. I tested alot and wrote alot and deleted most things. Gemin had the Fog Idea :) First Change: I changed the gbuffers_skybasic.fsh color grading for the sky. It makes the sky way more light blue isntead of the dark blue I had before (image included) baseSky.r *= 0.1; baseSky.g *= 0.65; baseSky.b *= 1.8; Second Change: I added Exposure to the final.fsh. One Problem was that it got so bright, that lighter texutres like sand looked basically white. So i went in the composite.fsh and multiplied the lighting by 0.85 so it will get darker and compensates the Exposure (image included before and after): final.fsh: float exposure = 1.3;color.rgb *= exposure; composite.fsh: vec3 finalColor = albedo.rgb * lighting * 0.85; Third Change: I added a fog near the render distance. It was Geminis Idea to add fog. It was only 2 lines to add: float fog = smoothstep(far * 0.7, far, length(viewPos.xyz));finalColor = mix(finalColor, fogColor, fog);"}, {"post_id": 72832, "ts": "2026-09-23T20:41:26Z", "hours": 6.1117, "text": "This is a devlog with much time because first i forgot to devlog and second because i had one huge problem and i was working on it for like two and a half hour (also much with ai on that problem, ill admit that i was furious after 1,5 hours) So yeah. Whats new: Shadow Rewrite, Color Grading, Lighting, Wave update. Starting Small: I made Waves faster to make them more visible. Before: float wave = sin(p.x * 1.20 + frameTimeCounter * 2.50) * 0.01; Now: float wave = sin(p.x * 1.20 + frameTimeCounter * 2.50) * 0.05; Like seen in the last Devlogs, the shadow never really looked nice. Before i used like manual 5 samplig grid to soften the shadows which is okay for performance but it looks weird. In the new version i completely threw that out. Instead I decided to move over to PCF Percentage Closer FIltering (was claudes idea). It makes the shadow look soft and way smoother. vec3 pcf(vec4 clip) { ivec2 s = ivec2(texcoord * vec2(viewWidth, viewHeight)) % 64; float a = texelFetch(noisetex, s, 0).r * 6.2831853; mat2 r = mat2(cos(a), -sin(a), sin(a), cos(a)); vec3 sum = vec3(0.0); float n = 0.0; for (int x = -PCF_RANGE; x <= PCF_RANGE; x++) { for (int y = -PCF_RANGE; y <= PCF_RANGE; y++) { vec4 p = clip + vec4(r * (vec2(x, y) * (PCF_RADIUS / 8092.0)), -0.002, 0.0); p.xyz = warpShadowClipPos(p.xyz); p.xyz = p.xyz / p.w * 0.5 + 0.5; if (all(greaterThanEqual(p.xy, vec2(0.0))) && all(lessThanEqual(p.xy, vec2(1.0)))) { sum += sh(p.xyz); n += 1.0; } } } return n > 0.0 ? sum / n : vec3(1.0); } While rewriting the composite I had multiple transparent bugs (seen in the pictures below). Basically my palyer hand and mobs were see through. The mob bug was pretty easy fix. gbuffers_entities.vsh wasnt actually passing down normal vectors to the fragment shader. (This was also found by gemini not me) For the Hand fix, i ran into a problem becuase it was the fault of composite.fsh. I was doing some weird depth buffer checks that basically told the shader to ignore the hand and draw the world behind it. (And again this was found by gemini) In the composite shader, I had this depth check to filter out water and sky: if (d0 != d2) { color = albedo; return; } By using if (d0 == 1.0 || d0 < d1 || d0 != d2) the shader now correctly renders it. The Problem was becase how Miencraft renders the hand. The hand renders into depthtex2 but it usually doesnt render into depthtex0. Because the hand depth in d2 was different freom the sky block depthh in d0 it triggered and the composite shader skipped drawing the hand. ( I hope I understood it right). Then came the 2.5 hour problem 😩: Random blocky shadows appeated on water (seen in pictures). Because the problem didnt occured before and because I just reworked the composite i tried everything. I changed things back to old. asked AI nothing helped. In the end it was because gbuffers_water.vsh was calcuilating the shadow coordiantes without applying the shadow map distorion. It was trying to read warped shadow map using undistoreted coordinates. nce I added the #include “libs/distort.glsl” it worked… (again found by gemini, i troubleshooted ALOT with it). Lasty i addewd Color Grading tweaks in final.fsh. Just more vibrance and contras."}, {"post_id": 59077, "ts": "2026-08-31T18:05:00Z", "hours": 4.2739, "text": "I spent some time remaking the water. Before the Waves were pretty symmetrical. I added more randomness by adding more cos and sin waves with different speed and direction. Before: wavePos = floor(wavePos * 16.0) / 16.0; float wave = sin(wavePos.x * 1.5 + frameTimeCounter * 2.0) * 0.08 + cos(wavePos.z * 1.5 + frameTimeCounter * 1.8) * 0.08; After: float wave = 0.0; wave += sin(wavePos.x * 1.2 + frameTimeCounter * 1.6) * 0.07; wave += sin(wavePos.z * 1.4 + frameTimeCounter * 1.9) * 0.05; wave += sin((wavePos.x + wavePos.z) * 1.0 + frameTimeCounter * 1.1) * 0.04; wave += cos((wavePos.x - wavePos.z) * 1.1 + frameTimeCounter * 1.3) * 0.045; Then I went to the gbuffer_terrain.fsh and gbuffer_terrain.vsh. It is there fore the foundation for shadow mapping by calculating the shadow coordinates in the vertex shader and getting the shadow map. When i finnished that i went to the composite.fsh to actually getting the shadows to run. But first i began working on the overall lighting to make it feel much brighter and cooler. vec3 sunLight = vec3(1.0, 0.92, 0.78) * shadow * lm.y;vec3 skyAmbient = vec3(0.3, 0.42, 0.55) * lm.y;vec3 blocklight = vec3(1.0, 0.6, 0.3) * lm.x * lm.x;vec3 lighting = sunLight + skyAmbient + blocklight + 0.03; Now the shadows. The shadowSample() function takes the reconstructed player position and normal ( reconstructed player = 3d world position from a pixel, normal = where a surface is facing to) and transforms it into the shadow map. I also added 6 shadow samples around the pixel (geminis advice) to make the shadows softer instead of sharp (Though i might change that because as you will se in the picture the shadow is ugly… It might be because of that). float shadow = step(sp.z, texture2D(shadowtex0, sp.xy).r) * 0.4+ step(sp.z, texture2D(shadowtex0, sp.xy + vec2( r, r)).r) * 0.15+ step(sp.z, texture2D(shadowtex0, sp.xy + vec2(-r, r)).r) * 0.15+ step(sp.z, texture2D(shadowtex0, sp.xy + vec2( r, -r)).r) * 0.15+ step(sp.z, texture2D(shadowtex0, sp.xy + vec2(-r, -r)).r) * 0.15; The shadow itself is actiavated in main() with: float shadow = shadowSample(playerPos, normal); After all that though, the shadow didnt work and i was looking for it like 30 minutes and also troubleshootign with AI and after changeing the code like 10 times it also didnt work so I reverted the changes and noticed that: uniform float shadowDistance; is wrong because it of course needs a number :/ -> uniform float shadowDistance = 128.0;"}, {"post_id": 57547, "ts": "2026-08-29T18:39:44Z", "hours": 1.1972, "text": "Im making a shader for Minecraft and after upgrading the template from 1.21.5 to 26.2 I implemented waves to water.. It took long 😭 but it wasnt that difficult. I also added a pciture here. With mc_Entity i added blockID for specifically Water to the IDs 10034 and 10033. For the animation I used sine and cosine functions. After i styled the Water by blending its texture with a blue tint: vec3 waterColor = vec3(0.1, 0.4, 0.8); Though, because it was all the same color, you couldnt really see the waved that were further away than 3 blocks, so I implented a bit of shadow: shadow = texture(shadowtex0, shadowCoord.st).r;albedo.rgb *=mix(0.5, 1.0, shadow);"}]...
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Title: Daydream Shader by @timon | Stardance
Devl Title: Daydream Shader by @timon | Stardance
Devlogs:
Im making a shader for Minecraft and after upgrading the template from 1.21.5 to 26.2 I implemented waves to water.. It took long 😭 but it wasnt that difficult. I also added a pciture here. With mc_Entity i added blockID for specifically Water to the IDs 10034 and 10033. For the animation I used sine and cosine functions. After i styled the Water by blending its texture with a blue tint: vec3 waterColor = vec3(0.1, 0.4, 0.8); Though, because it was all the same color, you couldnt really see the waved that were further away than 3 blocks, so I implented a bit of shadow: shadow = texture(shadowtex0, shadowCoord.st).r;albedo.rgb *=mix(0.5, 1.0, shadow);
I spent some time remaking the water. Before the Waves were pretty symmetrical. I added more randomness by adding more cos and sin waves with different speed and direction. Before: wavePos = floor(wavePos * 16.0) / 16.0; float wave = sin(wavePos.x * 1.5 + frameTimeCounter * 2.0) * 0.08 + cos(wavePos.z * 1.5 + frameTimeCounter * 1.8) * 0.08; After: float wave = 0.0; wave += sin(wavePos.x * 1.2 + frameTimeCounter * 1.6) * 0.07; wave += sin(wavePos.z * 1.4 + frameTimeCounter * 1.9) * 0.05; wave += sin((wavePos.x + wavePos.z) * 1.0 + frameTimeCounter * 1.1) * 0.04; wave += cos((wavePos.x - wavePos.z) * 1.1 + frameTimeCounter * 1.3) * 0.045; Then I went to the gbuffer_terrain.fsh and gbuffer_terrain.vsh. It is there fore the foundation for shadow mapping by calculating the shadow coordinates in the vertex shader and getting the shadow map. When i finnished that i went to the composite.fsh to actually getting the shadows to run. But first i began working on the overall lighting to make it feel much brighter and cooler. vec3 sunLight = vec3(1.0, 0.92, 0.78) * shadow * lm.y;vec3 skyAmbient = vec3(0.3, 0.42, 0.55) * lm.y;vec3 blocklight = vec3(1.0, 0.6, 0.3) * lm.x * lm.x;vec3 lighting = sunLight + skyAmbient + blocklight + 0.03; Now the shadows. The shadowSample() function takes the reconstructed player position and normal ( reconstructed player = 3d world position from a pixel, normal = where a surface is facing to) and transforms it into the shadow map. I also added 6 shadow samples around the pixel (geminis advice) to make the shadows softer instead of sharp (Though i might change that because as you will se in the picture the shadow is ugly… It might be because of that). float shadow = step(sp.z, texture2D(shadowtex0, sp.xy).r) * 0.4+ step(sp.z, texture2D(shadowtex0, sp.xy + vec2( r, r)).r) * 0.15+ step(sp.z, texture2D(shadowtex0, sp.xy + vec2(-r, r)).r) * 0.15+ step(sp.z, texture2D(shadowtex0, sp.xy + vec2( r, -r)).r) * 0.15+ step(sp.z, texture2D(shadowtex0, sp.xy + vec2(-r, -r)).r) * 0.15; The shadow itself is actiavated in main() with: float shadow = shadowSample(playerPos, normal); After all that though, the shadow didnt work and i was looking for it like 30 minutes and also troubleshootign with AI and after changeing the code like 10 times it also didnt work so I reverted the changes and noticed that: uniform float shadowDistance; is wrong because it of course needs a number :/ -> uniform float shadowDistance = 128.0;
This is a devlog with much time because first i forgot to devlog and second because i had one huge problem and i was working on it for like two and a half hour (also much with ai on that problem, ill admit that i was furious after 1,5 hours) So yeah. Whats new: Shadow Rewrite, Color Grading, Lighting, Wave update. Starting Small: I made Waves faster to make them more visible. Before: float wave = sin(p.x * 1.20 + frameTimeCounter * 2.50) * 0.01; Now: float wave = sin(p.x * 1.20 + frameTimeCounter * 2.50) * 0.05; Like seen in the last Devlogs, the shadow never really looked nice. Before i used like manual 5 samplig grid to soften the shadows which is okay for performance but it looks weird. In the new version i completely threw that out. Instead I decided to move over to PCF Percentage Closer FIltering (was claudes idea). It makes the shadow look soft and way smoother. vec3 pcf(vec4 clip) { ivec2 s = ivec2(texcoord * vec2(viewWidth, viewHeight)) % 64; float a = texelFetch(noisetex, s, 0).r * 6.2831853; mat2 r = mat2(cos(a), -sin(a), sin(a), cos(a)); vec3 sum = vec3(0.0); float n = 0.0; for (int x = -PCF_RANGE; x <= PCF_RANGE; x++) { for (int y = -PCF_RANGE; y <= PCF_RANGE; y++) { vec4 p = clip + vec4(r * (vec2(x, y) * (PCF_RADIUS / 8092.0)), -0.002, 0.0); p.xyz = warpShadowClipPos(p.xyz); p.xyz = p.xyz / p.w * 0.5 + 0.5; if (all(greaterThanEqual(p.xy, vec2(0.0))) && all(lessThanEqual(p.xy, vec2(1.0)))) { sum += sh(p.xyz); n += 1.0; } } } return n > 0.0 ? sum / n : vec3(1.0); } While rewriting the composite I had multiple transparent bugs (seen in the pictures below). Basically my palyer hand and mobs were see through. The mob bug was pretty easy fix. gbuffers_entities.vsh wasnt actually passing down normal vectors to the fragment shader. (This was also found by gemini not me) For the Hand fix, i ran into a problem becuase it was the fault of composite.fsh. I was doing some weird depth buffer checks that basically told the shader to ignore the hand and draw the world behind it. (And again this was found by gemini) In the composite shader, I had this depth check to filter out water and sky: if (d0 != d2) { color = albedo; return; } By using if (d0 == 1.0 || d0 < d1 || d0 != d2) the shader now correctly renders it. The Problem was becase how Miencraft renders the hand. The hand renders into depthtex2 but it usually doesnt render into depthtex0. Because the hand depth in d2 was different freom the sky block depthh in d0 it triggered and the composite shader skipped drawing the hand. ( I hope I understood it right). Then came the 2.5 hour problem 😩: Random blocky shadows appeated on water (seen in pictures). Because the problem didnt occured before and because I just reworked the composite i tried everything. I changed things back to old. asked AI nothing helped. In the end it was because gbuffers_water.vsh was calcuilating the shadow coordiantes without applying the shadow map distorion. It was trying to read warped shadow map using undistoreted coordinates. nce I added the #include “libs/distort.glsl” it worked… (again found by gemini, i troubleshooted ALOT with it). Lasty i addewd Color Grading tweaks in final.fsh. Just more vibrance and contras.
I made some small and easy updates. I tested alot and wrote alot and deleted most things. Gemin had the Fog Idea :) First Change: I changed the gbuffers_skybasic.fsh color grading for the sky. It makes the sky way more light blue isntead of the dark blue I had before (image included) baseSky.r *= 0.1; baseSky.g *= 0.65; baseSky.b *= 1.8; Second Change: I added Exposure to the final.fsh. One Problem was that it got so bright, that lighter texutres like sand looked basically white. So i went in the composite.fsh and multiplied the lighting by 0.85 so it will get darker and compensates the Exposure (image included before and after): final.fsh: float exposure = 1.3;color.rgb *= exposure; composite.fsh: vec3 finalColor = albedo.rgb * lighting * 0.85; Third Change: I added a fog near the render distance. It was Geminis Idea to add fog. It was only 2 lines to add: float fog = smoothstep(far * 0.7, far, length(viewPos.xyz));finalColor = mix(finalColor, fogColor, fog);
Last Devlog (as im finished) FINALLY 😁 Whats new: I tested alot with the vibrancy values and changed the sky color values to: baseSky.r *= 0.1;baseSky.g *= 0.45;baseSky.b *= 9.0; The 9.0 wont change anything at daytime, but makes the sky way more blue on night time. I used the same lighting setup for both day and night. Now I use seperate Light values making the night natively darker while keeping block lighting the same as before. float skyLight = day ? lm.y : lm.y * 0.45;vec3 lighting = skyLight * (vec3(0.5, 0.62, 0.75) + vec3(1.0, 0.92, 0.78) * sun * shadowCol)+ vec3(1.0, 0.6, 0.3) * lm.x * lm.x + 0.03; Also, before the entites were glowing very hard. This was because the lightmap was applied directly on the entities. I removed it: lmdata = vec4(lmcoord, 0.0, 1.0); (Picture of the glowing pig also here)
Ships:
I made a tuff minecraft shader. Daydream is a lightweight Minecraft shader focused on making the vanilla world feel more atmospgeric without completely changing the look. WHY LIGHTWEIGHT: First of all the changes: I improved the lighting, colors, shadows and fog. And for that I used many vibrancy increases and exposure increases that look really good and stunning but dont take much code (basically just 1 line) and dont require much performance. Im proud of trying and learning something new. It started all with a video on my YouTube fy page talking about how to start a shader and when i saw another shader project here on stardance by a beginner i started too. I like that it is lightweight because of those visual vibrancy and exposure increases....
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1792853640.8890615
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1792940040.8890615
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66471
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archpheus by @Erox | Stardance
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Erox
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1
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1.38
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T14:34:30Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Archpheus is a slack bot , based on node.js , it is a arch user version of orpheus thts roasts errs , segfaults and says I use arch btw", "repo": "https://github.com/Erox-02/archpheus", "demo": "https://app.slack.com/client/E09V59WQY1E/C0C4WJWP3HU"}]...
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[{"post_id": 75479, "ts": "202 [{"post_id": 75479, "ts": "2026-09-30T06:31:05Z", "hours": 0.3789, "text": "Bruh they literally returned it because it wasnt a ing frm working bot but the pfp of the bot , ok i respect your decision hereby i change the banner"}, {"post_id": 75207, "ts": "2026-09-29T14:19:52Z", "hours": 0.2667, "text": "done hosted on nest and it works fine on slack too . o n the way it wasnt working , i tried all sorts of methods , systemd , the one it etc , pm2 but it didnt work and at last i saw in ssh idh the .env . next is to ship it and write a good enough readme ."}, {"post_id": 74971, "ts": "2026-09-28T18:50:46Z", "hours": 0.3467, "text": "asked for ssh in nest , tried the bot a lot of times , it works fine now waitin for review of nest ."}, {"post_id": 74828, "ts": "2026-09-28T12:03:06Z", "hours": 0.3592, "text": "successfully got its first run good , now gonna add some more things"}, {"post_id": 74817, "ts": "2026-09-28T11:36:11Z", "hours": 0.3903, "text": "followed the guide and made the bot work atleast , next gonna make it troll people"}]...
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Title: archpheus by @Erox | Stardance
Devlogs:
fo Title: archpheus by @Erox | Stardance
Devlogs:
followed the guide and made the bot work atleast , next gonna make it troll people
successfully got its first run good , now gonna add some more things
asked for ssh in nest , tried the bot a lot of times , it works fine now waitin for review of nest .
done hosted on nest and it works fine on slack too . o n the way it wasnt working , i tried all sorts of methods , systemd , the one it etc , pm2 but it didnt work and at last i saw in ssh idh the .env . next is to ship it and write a good enough readme .
Bruh they literally returned it because it wasnt a ing frm working bot but the pfp of the bot , ok i respect your decision hereby i change the banner
Ships:
Archpheus is a slack bot , based on node.js , it is a arch user version of orpheus thts roasts errs , segfaults and says I use arch btw...
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1792817337.3252196
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1792903737.3252196
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55516
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rock paper scissors by @usmanbatman | Stardance
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usmanbatman
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1
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3.0
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4
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T14:19:55Z", "hours": 3.0, "multiplier": 1.51, "payout": 4, "blessing": "neutral", "text": "makeee a terminal based rock paper scissors game so when u came back from a break its a nice way to lock in again", "repo": "https://github.com/batman990-bit/ROCK-PAPER-SCISSORS", "demo": "https://github.com/batman990-bit/ROCK-PAPER-SCISSORS/releases/tag/v1.0.0"}]...
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[{"post_id": 75198, "ts": "202 [{"post_id": 75198, "ts": "2026-09-29T13:46:01Z", "hours": 2.8411, "text": "yayyy"}]...
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Title: rock paper scissors by @usmanbatman | Stard Title: rock paper scissors by @usmanbatman | Stardance
Devlogs:
yayyy
Ships:
makeee a terminal based rock paper scissors game so when u came back from a break its a nice way to lock in again...
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1792853309.2209837
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1792939709.2209837
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65660
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My very own WebOS by @Voxel21 | Stardance
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Voxel21
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T14:12:46Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built my first web-based OS, VoxelOS. It contains a desktop with 3 applications and multiple draggable windows. The apps are Notes, Browser, and Calculator. The browser searches by clicking the arrow button in the top-right corner.", "repo": "https://github.com/GamerDJ21/WebOS", "demo": "https://gamerdj21.github.io/WebOS/"}]...
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[{"post_id": 75203, "ts": "202 [{"post_id": 75203, "ts": "2026-09-29T14:02:40Z", "hours": 0.8019, "text": "Added a browser app and a calculator app."}, {"post_id": 74809, "ts": "2026-09-28T10:13:26Z", "hours": 1.7578, "text": "Added a base ui and a notes app"}, {"post_id": 73546, "ts": "2026-09-25T11:14:06Z", "hours": 0.3072, "text": "a webOS"}]...
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Title: My very own WebOS by @Voxel21 | Stardance
Title: My very own WebOS by @Voxel21 | Stardance
Devlogs:
a webOS
Added a base ui and a notes app
Added a browser app and a calculator app.
Ships:
I built my first web-based OS, VoxelOS. It contains a desktop with 3 applications and multiple draggable windows. The apps are Notes, Browser, and Calculator. The browser searches by clicking the arrow button in the top-right corner....
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1792817260.1453786
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1792903660.1453786
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66721
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My own site! by @Icexfire | Stardance
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Icexfire
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T14:02:02Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a web page, which i explained im learning web development again, i did some in the past but i forgot so i am doing it again, it has another section in which i will update (if i remember) of the next projects i will be doing, and lastly a button that sends you to github. I asked AI for help with the fonts and the “polaroid effect” on the cat image", "repo": "https://github.com/Icexfire098-cpu/Website", "demo": "https://icexfire098-cpu.github.io/Website/"}]...
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[{"post_id": 75194, "ts": "202 [{"post_id": 75194, "ts": "2026-09-29T13:29:23Z", "hours": 0.4178, "text": "I implemented CSS to the html and later i will add more stuff, i used some ai to help me create the “polaroid effect” on the cat image and also used it for the font."}, {"post_id": 75143, "ts": "2026-09-29T09:03:57Z", "hours": 0.3267, "text": "Finished my first project,"}]...
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Title: My own site! by @Icexfire | Stardance
Devl Title: My own site! by @Icexfire | Stardance
Devlogs:
Finished my first project,
I implemented CSS to the html and later i will add more stuff, i used some ai to help me create the “polaroid effect” on the cat image and also used it for the font.
Ships:
I made a web page, which i explained im learning web development again, i did some in the past but i forgot so i am doing it again, it has another section in which i will update (if i remember) of the next projects i will be doing, and lastly a button that sends you to github. I asked AI for help with the fonts and the “polaroid effect” on the cat image...
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1792817355.1687214
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1792903755.1687214
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65917
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ResNet Implementation by @Muhammad_Ahmad | Stardan ResNet Implementation by @Muhammad_Ahmad | Stardance...
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Muhammad_Ahmad
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1
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8.49
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T13:57:30Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made a image classifier model based on the resnet-18 architecture. I trained it on cifar-10 (which is a dataset for 10 classes of images airplanes, cars, trucks, ships, cats, dogs, horses, birds, frogs, deer). The hardest part was to understand the why behind the model’s inductive bias and translating the maths into code I guess. You can check the code out on github and try out the deployed wrapper around the model on hugging face spaces :>", "repo": "https://github.com/ahmad777x86/ResNet-Implementation", "demo": "https://github.com/ahmad777x86/ResNet-Implementation/releases/tag/release"}]...
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[{"post_id": 79100, "ts": "202 [{"post_id": 79100, "ts": "2026-10-12T17:37:55Z", "hours": 2.4942, "text": "After debugging for a week. It’s finally done. There’s a whole story behind this though. 1. Bundling a python project with pyinstaller To ship my project I had to create an exe file out of my project, and for that I used pyinstaller. Ran into multiple micro-dependencies issues like groovy and safehttpx. And the exe file was over 6 GBs 2. Pytorch CPU hell To reduce the exe file size, I had to use the cpu only torch packages. But when pyinstaller bundled those, I ran into some dependency issue by c10.dll file. And no matter how many workarounds and things I tried I just couldn’t fix it. I just knew at that moment that this is just not the way. There were also some issues regarding Intel OpenMP thread collision, I don’t even know what that means! :( 3. ONNX the savior Researching a bit I stumbled upon onnx runtime engine for pytorch models. So, I created another app script this time with onnx model loading and numpy based preprocessing (sadly I couldn’t even use the preprocessing pipeline from pytorch). But this was simply the beginning…. 4. ONNX dependency hell and incompatibility with other packages When I tried building the onnx based app, the first issue was a silent failure, no log, no warning just exe file not running at all… It was some silent C level crash that python couldn’t detect, so I changed my app script again and added fault_handler. There was a raw memory collision between gradio and onnx for dll space. I changed the import order for onnx first but pyinstaller still hooked up onnx runtime dll’s to some third party package’s dll files. Finally after that, I manually wrote a hook script and grabbed the dll files manually myself to inject into pyinstaller analysis object."}, {"post_id": 75199, "ts": "2026-09-29T13:53:26Z", "hours": 0.2844, "text": "Devlog 1.5 Wrote readme Had to commit a couple of times cuz I kept misspelling/misformatting my file names xD."}, {"post_id": 75190, "ts": "2026-09-29T13:26:27Z", "hours": 0.4164, "text": "Devlog 1.4 Added app usage description Added examples for quick testing Chose a better theme"}, {"post_id": 74976, "ts": "2026-09-28T19:15:01Z", "hours": 1.005, "text": "Devlog 1.3 Made a gradio based wrapper around the model Debugged the app deployment on hugging face Handled edge cases and refactored the code"}, {"post_id": 74919, "ts": "2026-09-28T16:26:53Z", "hours": 0.5239, "text": "Devlog 1.2 I mainly focused on profiling the model’s performance, and I found the model’s inference to be taking ~200 ms on GTX 1650. But I compiled the model with torch.compile() which basically fuses all the cuda operations in one big monolithic kernel and my jaw dropped seeing 20x performance boost taking only ~8 ms. Oh and I also profiled the compiled model wrong the first time and also recorded the lazy jit compilation of the model during the first pass. The solution of it was to synchronise cuda with CPU and then run the profiler. (This took wayyy more than just 31 mins, I had to install and set up WSL to run torch.compile because pytorch’s backend uses triton which doesn’t support windows)."}, {"post_id": 74368, "ts": "2026-09-27T08:01:48Z", "hours": 1.6375, "text": "DevLog 1.1 Fixed Bugs Wrote a training ipynb file so I can train the model on google colab or kaggle Tried different hyperparameters for better generalization and training efficiency Edited .gitignore"}, {"post_id": 73878, "ts": "2026-09-26T07:30:40Z", "hours": 2.1508, "text": "First off, I needed to understand how ResNet worked so I read the paper: https://arxiv.org/abs/1512.03385 After reading made a plan and visual to follow and implement in the code, starting off simple I choose to implement ResNet-18. In code: Downloaded Cifar-10 (this took a long time somewhy) Defined the Residual Blocks Encapsulated the Resnet Model Wrote training script and some utility functions Tested inference and shape match"}]...
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Title: ResNet Implementation by @Muhammad_Ahmad | Title: ResNet Implementation by @Muhammad_Ahmad | Stardance
Devlogs:
First off, I needed to understand how ResNet worked so I read the paper: https://arxiv.org/abs/1512.03385 After reading made a plan and visual to follow and implement in the code, starting off simple I choose to implement ResNet-18. In code: Downloaded Cifar-10 (this took a long time somewhy) Defined the Residual Blocks Encapsulated the Resnet Model Wrote training script and some utility functions Tested inference and shape match
DevLog 1.1 Fixed Bugs Wrote a training ipynb file so I can train the model on google colab or kaggle Tried different hyperparameters for better generalization and training efficiency Edited .gitignore
Devlog 1.2 I mainly focused on profiling the model’s performance, and I found the model’s inference to be taking ~200 ms on GTX 1650. But I compiled the model with torch.compile() which basically fuses all the cuda operations in one big monolithic kernel and my jaw dropped seeing 20x performance boost taking only ~8 ms. Oh and I also profiled the compiled model wrong the first time and also recorded the lazy jit compilation of the model during the first pass. The solution of it was to synchronise cuda with CPU and then run the profiler. (This took wayyy more than just 31 mins, I had to install and set up WSL to run torch.compile because pytorch’s backend uses triton which doesn’t support windows).
Devlog 1.3 Made a gradio based wrapper around the model Debugged the app deployment on hugging face Handled edge cases and refactored the code
Devlog 1.4 Added app usage description Added examples for quick testing Chose a better theme
Devlog 1.5 Wrote readme Had to commit a couple of times cuz I kept misspelling/misformatting my file names xD.
After debugging for a week. It’s finally done. There’s a whole story behind this though. 1. Bundling a python project with pyinstaller To ship my project I had to create an exe file out of my project, and for that I used pyinstaller. Ran into multiple micro-dependencies issues like groovy and safehttpx. And the exe file was over 6 GBs 2. Pytorch CPU hell To reduce the exe file size, I had to use the cpu only torch packages. But when pyinstaller bundled those, I ran into some dependency issue by c10.dll file. And no matter how many workarounds and things I tried I just couldn’t fix it. I just knew at that moment that this is just not the way. There were also some issues regarding Intel OpenMP thread collision, I don’t even know what that means! :( 3. ONNX the savior Researching a bit I stumbled upon onnx runtime engine for pytorch models. So, I created another app script this time with onnx model loading and numpy based preprocessing (sadly I couldn’t even use the preprocessing pipeline from pytorch). But this was simply the beginning…. 4. ONNX dependency hell and incompatibility with other packages When I tried building the onnx based app, the first issue was a silent failure, no log, no warning just exe file not running at all… It was some silent C level crash that python couldn’t detect, so I changed my app script again and added fault_handler. There was a raw memory collision between gradio and onnx for dll space. I changed the import order for onnx first but pyinstaller still hooked up onnx runtime dll’s to some third party package’s dll files. Finally after that, I manually wrote a hook script and grabbed the dll files manually myself to inject into pyinstaller analysis object.
Ships:
Made a image classifier model based on the resnet-18 architecture. I trained it on cifar-10 (which is a dataset for 10 classes of images airplanes, cars, trucks, ships, cats, dogs, horses, birds, frogs, deer). The hardest part was to understand the why behind the model’s inductive bias and translating the maths into code I guess. You can check the code out on github and try out the deployed wrapper around the model on hugging face spaces :>...
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1792817283.6641488
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1792903683.6641488
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66763
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Gargi (Generally A Really Good Interface) by @Tech Gargi (Generally A Really Good Interface) by @Techiral | Stardance...
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Techiral
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1
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8.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T13:30:44Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made this with a basic problem in my mind, “Each AI terminal agent is built for developers, not teenagers”. The teenagers need something fun, personal, so I built this terminal agent. And, second motivation is to get credits in Stardance to earn & claim some hardware.", "repo": "https://github.com/lakshyabuilds/gargi", "demo": "https://github.com/lakshyabuilds/gargi/releases/tag/v1.2.0"}]...
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[{"post_id": 75188, "ts": "202 [{"post_id": 75188, "ts": "2026-09-29T13:05:27Z", "hours": 7.6611, "text": "Hello Everyone! I have built this cute Waifu terminal AI with similar acronym to JARVIS. This isn’t any web app, it’s a TERMINAL app, so install exe, run it, test it, and enjoy it. I have added several features like voice changes, mood changes, conversation maintaining, etc. My MOTIVATION for building this- Getting more credits on Hackclub to get hardware for myself. So, support this one. Thanks All."}]...
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Title: Gargi (Generally A Really Good Interface) b Title: Gargi (Generally A Really Good Interface) by @Techiral | Stardance
Devlogs:
Hello Everyone! I have built this cute Waifu terminal AI with similar acronym to JARVIS. This isn’t any web app, it’s a TERMINAL app, so install exe, run it, test it, and enjoy it. I have added several features like voice changes, mood changes, conversation maintaining, etc. My MOTIVATION for building this- Getting more credits on Hackclub to get hardware for myself. So, support this one. Thanks All.
Ships:
I made this with a basic problem in my mind, “Each AI terminal agent is built for developers, not teenagers”. The teenagers need something fun, personal, so I built this terminal agent. And, second motivation is to get credits in Stardance to earn & claim some hardware....
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1792817359.530737
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1792903759.530737
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12747
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Hack-A-Gent by @to_aarav_g | Stardance
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to_aarav_g
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1
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177.01
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T13:09:15Z", "hours": 141.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? Hack-A-Gent — an AI coding agent that can plan, write, test and fix code for a hackathon project. What was challenging? Getting the agent to fix its own mistakes without breaking existing code. Cross-file dependencies and keeping shared code safe were probably the hardest parts. What are you proud of? I got it to go beyond just generating code and actually test and repair what it creates. How do I run it? Clone the repo, run npm install , create a .env with your Gemini API key, then run npm run dev . Start with a small coding task and let the agent work through it.", "repo": "https://github.com/Theuser1211/Hack-A-Gent", "demo": "https://github.com/Theuser1211/Hack-A-Gent/releases/"}]...
|
[{"post_id": 77987, "ts": "202 [{"post_id": 77987, "ts": "2026-10-09T03:55:17Z", "hours": 3.6219, "text": "Greeting! I have made 1 bid decision and ported the whole hag to python scipt using external libraries instead of building every agent myself. But for this we need gemini-cli configured with a paid account(which I dont have!). Sad, but I am happy rest all of hag works without any issues"}, {"post_id": 76687, "ts": "2026-10-04T10:37:59Z", "hours": 3.055, "text": "Got 208/208 tests to pass. Also I have implemented the providor for LLM as Gemini(Primary) -> Openrouter -> NVIDIA. So that maximum success rates can be achived. Also for anyone to test out HAG, just use README.md from github to install HAG, then setup up your API keys in the .env (don’t worry it’s all local), and you are ready to go."}, {"post_id": 76124, "ts": "2026-10-02T12:50:50Z", "hours": 3.5364, "text": "Heyyy, I have updated my README.md and also fixed my failing tests by now. I guess I am ready to ship Hack-A-Gent for Ship#1"}, {"post_id": 75504, "ts": "2026-09-30T09:17:25Z", "hours": 25.7925, "text": "I have realised that using NVIDIA NIMS is the issue, my app is almost working. , but the providors is failing at this point. I will try using gemini and openrouter to chek if it will work or not. I guess I will not be able to. And I also need to update my README.md for some reason it looks like AI written, I will write it in a funny way now."}, {"post_id": 72689, "ts": "2026-09-23T14:43:47Z", "hours": 20.6364, "text": "Fixed a pretty annoying bug today. HAG can now actually reach Nemotron during auto-repair after NVIDIA 503s. One step closer to a full successful run."}, {"post_id": 42039, "ts": "2026-08-06T16:28:40Z", "hours": 8.8503, "text": "Major progress today! I completed the Phase 1 stabilization of Hack-A-Gent by resolving all remaining test and build issues (1721/1721 tests passing, clean TypeScript build). I also performed a deep forensic investigation into the AI generation pipeline and discovered a critical issue where the router was rejecting recoverable LLM responses before they reached the JSON extraction layer. With the core architecture now stable, the focus shifts to eliminating unnecessary template fallbacks and improving the quality of AI-generated hackathon projects."}, {"post_id": 41361, "ts": "2026-08-05T15:03:39Z", "hours": 13.7719, "text": "Today’s work focused on stabilizing Hack-A-Gent for a production-ready release. I fixed the Improvement Pass so it now completes the full critique -> patch -> build -> judge cycle with measurable score improvements, strengthened template fallback generation with complete project scaffolding and improved styling, added automatic generation of deployment assets like LICENSE and vercel.json, and implemented comprehensive child-process lifecycle management to ensure the CLI exits cleanly after execution. I also streamlined the interview flow by removing unnecessary prompts, improved validation, and verified the project with a clean TypeScript build and extensive unit and feature test coverage."}, {"post_id": 39997, "ts": "2026-08-03T10:51:49Z", "hours": 8.8792, "text": "This is session I added a better parser so I get almost 99% accuracy and also made many improvements in the code generation. Almost done and drained out from all this"}, {"post_id": 39011, "ts": "2026-08-01T17:39:57Z", "hours": 14.4528, "text": "Spent this session improving Hack-A-Gent’s reliability and generation pipeline. Fixed a major architectural issue where generated apps were being overwritten by fallback templates, allowing AI-generated pages to be preserved correctly. Also resolved several runtime and build issues, improved validation, and verified the full pipeline by generating, building, and running a real hackathon project successfully. The next focus is improving project quality so the generated apps are more original, context-aware, and competitive in real hackathons."}, {"post_id": 35101, "ts": "2026-07-26T09:58:01Z", "hours": 11.1589, "text": "Today was mostly about making Hack-A-Gent more reliable instead of adding new features. I finally tracked down a long-standing parser issue that turned out to be an architectural problem: the CLI and the analysis pipeline were using two completely different parsers. I merged everything into a single parser, updated the production build to include it, and verified that all parser regression tests and the full test suite still pass. After that, I confirmed the CLI now extracts real judging criteria like Impact and Innovation instead of mistakenly treating navigation links as judging criteria. With parsing in a much better place, I shifted focus toward hardening the overall pipeline by planning phased reliability work around generation, auto-repair, validation, and recovery so the goal is no longer just generating code, but consistently producing projects that typecheck, build, run, and are ready for submission."}, {"post_id": 33322, "ts": "2026-07-23T04:04:01Z", "hours": 8.9597, "text": "This week I focused on making Hack-A-Gent stable and release-ready instead of adding new features. I cleaned up dead code, removed unused files, improved CLI logging and error messages, and verified the project with a full build and test pass. The CLI now parses real hackathon pages, plans projects, and gracefully falls back when AI providers are unavailable. I also ran end-to-end tests on real hackathon URLs to identify the final issues before release. The remaining work is improving template fallback and validation so every generated project is immediately usable, bringing Hack-A-Gent closer to its first stable release."}, {"post_id": 27158, "ts": "2026-07-12T13:41:30Z", "hours": 6.4664, "text": "Might be on final stages, making sure the agent doesn’t blows up in users hands. Taking time but needs to be done, Hope I can ship it by this week"}, {"post_id": 26029, "ts": "2026-07-10T16:39:54Z", "hours": 22.7653, "text": "Spent today improving Hack-A-Gent’s long-term direction instead of just fixing bugs. I mapped out a roadmap to turn it into a real Devpost hackathon agent, including a hackathon qualification engine, real Devpost benchmark suite, autonomous repair loop, browser validation, and organizational learning. Also audited the current architecture to identify what already exists, what needs refactoring, and what should be built next before writing more code."}, {"post_id": 21958, "ts": "2026-07-04T05:04:47Z", "hours": 25.1944, "text": "Hack-A-Gent I built Hack-A-Gent , a CLI-based AI agent that helps developers turn a Devpost hackathon challenge into a working project in minutes. Simply paste a Devpost competition URL into the terminal, and Hack-A-Gent analyzes the challenge, extracts the judging criteria and submission requirements, plans an appropriate architecture, and generates a production-ready project scaffold. You bring your own LLM API key (Anthropic, OpenAI, Google Gemini, NVIDIA NIMs, Ollama, and more), and Hack-A-Gent orchestrates the rest—from understanding the hackathon prompt to generating code, documentation, and a submission-ready starting point. The goal isn’t to replace developers, but to eliminate the repetitive setup work so builders can spend more time refining their ideas, polishing their projects, and creating a great demo."}]...
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Title: Hack-A-Gent by @to_aarav_g | Stardance
Dev Title: Hack-A-Gent by @to_aarav_g | Stardance
Devlogs:
Hack-A-Gent I built Hack-A-Gent , a CLI-based AI agent that helps developers turn a Devpost hackathon challenge into a working project in minutes. Simply paste a Devpost competition URL into the terminal, and Hack-A-Gent analyzes the challenge, extracts the judging criteria and submission requirements, plans an appropriate architecture, and generates a production-ready project scaffold. You bring your own LLM API key (Anthropic, OpenAI, Google Gemini, NVIDIA NIMs, Ollama, and more), and Hack-A-Gent orchestrates the rest—from understanding the hackathon prompt to generating code, documentation, and a submission-ready starting point. The goal isn’t to replace developers, but to eliminate the repetitive setup work so builders can spend more time refining their ideas, polishing their projects, and creating a great demo.
Spent today improving Hack-A-Gent’s long-term direction instead of just fixing bugs. I mapped out a roadmap to turn it into a real Devpost hackathon agent, including a hackathon qualification engine, real Devpost benchmark suite, autonomous repair loop, browser validation, and organizational learning. Also audited the current architecture to identify what already exists, what needs refactoring, and what should be built next before writing more code.
Might be on final stages, making sure the agent doesn’t blows up in users hands. Taking time but needs to be done, Hope I can ship it by this week
This week I focused on making Hack-A-Gent stable and release-ready instead of adding new features. I cleaned up dead code, removed unused files, improved CLI logging and error messages, and verified the project with a full build and test pass. The CLI now parses real hackathon pages, plans projects, and gracefully falls back when AI providers are unavailable. I also ran end-to-end tests on real hackathon URLs to identify the final issues before release. The remaining work is improving template fallback and validation so every generated project is immediately usable, bringing Hack-A-Gent closer to its first stable release.
Today was mostly about making Hack-A-Gent more reliable instead of adding new features. I finally tracked down a long-standing parser issue that turned out to be an architectural problem: the CLI and the analysis pipeline were using two completely different parsers. I merged everything into a single parser, updated the production build to include it, and verified that all parser regression tests and the full test suite still pass. After that, I confirmed the CLI now extracts real judging criteria like Impact and Innovation instead of mistakenly treating navigation links as judging criteria. With parsing in a much better place, I shifted focus toward hardening the overall pipeline by planning phased reliability work around generation, auto-repair, validation, and recovery so the goal is no longer just generating code, but consistently producing projects that typecheck, build, run, and are ready for submission.
Spent this session improving Hack-A-Gent’s reliability and generation pipeline. Fixed a major architectural issue where generated apps were being overwritten by fallback templates, allowing AI-generated pages to be preserved correctly. Also resolved several runtime and build issues, improved validation, and verified the full pipeline by generating, building, and running a real hackathon project successfully. The next focus is improving project quality so the generated apps are more original, context-aware, and competitive in real hackathons.
This is session I added a better parser so I get almost 99% accuracy and also made many improvements in the code generation. Almost done and drained out from all this
Today’s work focused on stabilizing Hack-A-Gent for a production-ready release. I fixed the Improvement Pass so it now completes the full critique -> patch -> build -> judge cycle with measurable score improvements, strengthened template fallback generation with complete project scaffolding and improved styling, added automatic generation of deployment assets like LICENSE and vercel.json, and implemented comprehensive child-process lifecycle management to ensure the CLI exits cleanly after execution. I also streamlined the interview flow by removing unnecessary prompts, improved validation, and verified the project with a clean TypeScript build and extensive unit and feature test coverage.
Major progress today! I completed the Phase 1 stabilization of Hack-A-Gent by resolving all remaining test and build issues (1721/1721 tests passing, clean TypeScript build). I also performed a deep forensic investigation into the AI generation pipeline and discovered a critical issue where the router was rejecting recoverable LLM responses before they reached the JSON extraction layer. With the core architecture now stable, the focus shifts to eliminating unnecessary template fallbacks and improving the quality of AI-generated hackathon projects.
Fixed a pretty annoying bug today. HAG can now actually reach Nemotron during auto-repair after NVIDIA 503s. One step closer to a full successful run.
I have realised that using NVIDIA NIMS is the issue, my app is almost working. , but the providors is failing at this point. I will try using gemini and openrouter to chek if it will work or not. I guess I will not be able to. And I also need to update my README.md for some reason it looks like AI written, I will write it in a funny way now.
Heyyy, I have updated my README.md and also fixed my failing tests by now. I guess I am ready to ship Hack-A-Gent for Ship#1
Got 208/208 tests to pass. Also I have implemented the providor for LLM as Gemini(Primary) -> Openrouter -> NVIDIA. So that maximum success rates can be achived. Also for anyone to test out HAG, just use README.md from github to install HAG, then setup up your API keys in the .env (don’t worry it’s all local), and you are ready to go.
Greeting! I have made 1 bid decision and ported the whole hag to python scipt using external libraries instead of building every agent myself. But for this we need gemini-cli configured with a paid account(which I dont have!). Sad, but I am happy rest all of hag works without any issues
Ships:
What did you make? Hack-A-Gent — an AI coding agent that can plan, write, test and fix code for a hackathon project. What was challenging? Getting the agent to fix its own mistakes without breaking existing code. Cross-file dependencies and keeping shared code safe were probably the hardest parts. What are you proud of? I got it to go beyond just generating code and actually test and repair what it creates. How do I run it? Clone the repo, run npm install , create a .env with your Gemini API key, then run npm run dev . Start with a small coding task and let the agent work through it....
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1792856879.2042353
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1792943279.2042353
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22643
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station-siege by @Abbos | Stardance
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Abbos
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1
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90.0
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1130
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T11:46:37Z", "hours": 90.0, "multiplier": 15.55, "payout": 1130, "blessing": "neutral", "text": "I made Station Siege, a first-person zombie shooter set on an abandoned space station. You fight through 10 waves of zombies, earn gold for kills, and spend it on weapons, ammo, and unlocking doors to different rooms. It’s built in Godot 4.7 and runs in the browser. The hardest part was zombie pathfinding. Zombies kept getting stuck in their spawn rooms, and one stuck zombie was enough to stop the next wave from starting. It turned out the doors were baked into the navigation mesh as closed, so even with a door open, the zombies had no path out. I rebuilt the navmesh without doors and barricades, and added a backup that despawns any zombie that makes no progress for 20 seconds. Getting it onto the web was the other big challenge. The first export was 2.3 GB, so I cut unused models and switched textures to a web-safe format to get it under itch’s 200 MB limit. I’m proudest of the atmosphere: the dark corridors, the barricades zombies tear through, and the moment a wave starts pouring in from several directions at once. How to test: Open the itch link in Chrome or Edge on a desktop computer. It doesn’t work on phones. Click Start, then click inside the game window to lock the mouse. Controls: WASD to move, Shift to sprint, left click to shoot, R to reload, 1-3 to switch weapons, E to interact or buy, hold F to repair a barricade, Esc to pause. They’re also on the Controls screen in the main menu. The first load can take a little while because the game is about 150 MB. Read the note near the spawn. It tells you where to find the shotgun, machine gun and gives a small backstory.", "repo": "https://github.com/Madyarov27/station-siege", "demo": "https://madyarov27.itch.io/station-siege-web"}]...
|
[{"post_id": 75174, "ts": "202 [{"post_id": 75174, "ts": "2026-09-29T11:36:11Z", "hours": 2.5928, "text": "Devlog #10 - my last devlog. Done: Removed jumping (it had no purpose) Repairing is now done via the F button. Shipped the game to itch.io. This took me a while. The export was 2.3 gigabytes, so itch.io flat-out rejected it due to size limits. I removed a pile of unused models from the export. GPU texture compression came out garbled in WebGL, so I switched the textures to WebP capped at 2048px. That got the build down to about 150 MB, well under itch’s 200 MB per-file limit. You can play it here: https://madyarov27.itch.io/station-siege-web . I also cleaned up the repo, rewrote the README, and pushed everything to GitHub, including the zombie model through Git LFS."}, {"post_id": 74902, "ts": "2026-09-28T15:52:46Z", "hours": 16.2392, "text": "#9th devlog. Station Siege. Achieved: Added acid puddle as an environmental threat. Can be used to kite zombies and kill them or likewise, end up hurting yourself if you step on it. Messages in HUD when interacting with barricades, vending machine, and acid puddle. Improved zombie navigation. Now it’s completely foolproof to sharp corner turns. Added sound effect when reloading. I had the mp3 and wav files lying there doing nothing for a while but now i finally wired them in. Added like a dozen new props. Took everything from SketchFab, and used them to decorate medical bay, engineering, and cargo. Replaced almost all existing AI generated 3d models to the ones took from sketchfab. Mainly because they had like a trillion faces which was frying my CPU but also they kinda looked soulless and low effort. Added an interior wall in the spawn chamber so zombies dont look like they appear out of thin air when they spawn. Also redesigned the barricade slightly. Good for realism Changed the game map extensively. The ring part is gone. That part made sense in the beginning but the more I tested, the more I realized that shape is not ideal for my game. It’s too big and you can kite zombies forever. Now, the map looks more like spaceship themed family home interior and it’s actualyl challenging here now. You can get cornered and slimed unexpectedly."}, {"post_id": 71096, "ts": "2026-09-20T09:08:46Z", "hours": 10.3072, "text": "Devlog #wa8 I’ll just keep it short Added: Sprinting Added male zombie (finally) Overhauled wave manager. Now zombies in rooms that are locked will not spawn until you unlock them yourself. Switched to open only doors so players can’t just go to empty room to heal forever Replaced wooden plank in barricades for rusty slab of metal with sound effect when fixing. Fixed a bug where zombies broke barricades unreliably. A dozen zombies took a whole minute to break 2 barricades due to a timing mismatch Built main menu screen Built pause menu Added ammo reserve system so weapons finally stop having infinite ammo except for default pistol"}, {"post_id": 67979, "ts": "2026-09-14T09:40:17Z", "hours": 12.8564, "text": "**Devlog #7 ** A lot of stuff added so this time I’ll try to keep it short and concise. Gun model kickback on firing. Muzzle smoke on every shot Real travelling bullet projectile instead of yellow ray Bullet shell ejected every time you fire Fixed the weird bug with zombie not spawning at all. Fixed an unexpepcted bug where corridor lights worked facing one way but not the other. It was because of too many lights crowded into one area after duplicating the lights node to new added areas. Fixed the bug with bullets sometimes passing through the zombies without hitting Fixed the bug with the gun accidentally damaging the player Added extra damage for headshot Added head bob to player POV so it feels more natural Fixed the crosshair not being perfectly centered on screen Added a sliding door"}, {"post_id": 61005, "ts": "2026-09-03T18:19:05Z", "hours": 10.0069, "text": "Station siege - Devlog #6 This time I spent my hours optimizing the game, mainly because the game was borderline unplayable to work on. The map had ~90 live CSG collision shapes constantly recalculating in real time. I baked them into static geometry. Also, I swapped out the majority of 3D models in the map, which were absurdly overbuilt. Most had over a million faces, while one was sitting at ~3 million faces for a single 1x1 meter window. The editor is noticeably faster now. Another huge change was the map. Now it is a tube-like corridor connected to a polygon with 18 sides. There is also a small room connected to the ring. This ate up most of my hours. A small yet meaningful thing was the lighting overhaul. I pivoted from flat, evenly lit corridors to nearly dark chambers with higher contrast and isolated pools of light. Moreover, I added flickering animation to some of the lights so there’s some variety. Last thing is the new HUD. It’s not final yet; I will likely iterate multiple times before settling on the ideal one. However, it’s a noticeable upgrade from the previous flat white text on the screen. What I’m most happy about is still the optimization. My laptop isn’t particularly a RAM titan, so this is really important for me. I think this will ripple into other areas of the development and speed things up a lot."}, {"post_id": 52856, "ts": "2026-08-23T06:59:58Z", "hours": 13.4275, "text": "Devlog #5 - The station finally looks like a station. Last time, the place was simply a box with some texture, fog and good lighting. Now it actually has real objects, and smoothher gameplay. Biggest thing: I built out a full Tripo3D asset pipeline and used it to generate a whole set of props. Window, metal junk, archways, tubes, a metal fence, vent, door, and a vending machine used for weapon purchasing, all are wired up. The place, at least the corridor, can larp as an abandoned space station and not just a box. Another small update for immersiveness: I added creepy ambient background music. Small, but does a lot of work when you are in an empty hallway and hear nothing but that song. Took me expensive 13 hours but it was all worth it."}, {"post_id": 19506, "ts": "2026-06-30T20:37:05Z", "hours": 14.3875, "text": "This one’s huge. 14 hours logged and the game is totally not the same game anymore. Biggest news first: I pivoted the whole thing. It used to be a generic zombie shooter on Earth. Now it’s Station Siege - a dark horror-survival game set on n abandoned space station. And no, this wasn’t a random. Three reasons: Earth zombies are overdone and generic, my 2018 Intel Mac physically cannot handle realistic Earth environments without dying, and a pitch-black abandoned space station justifies the oppressive lighting and lore for free. I even did actual homework, studied why Lethal Company, R.E.P.O. and PEAK blew up (turns out: co-op survival horror, simple visuals, mood over graphics). So the direction is locked now, backed by real reasoning instead of vibes. The zombies got a massive glow-up. They now groan at you in the dark (positional audio on random timers. Honestly the single biggest horror upgrade I’ve made), they wind up an attack animation when they reach you or a barricade, and they play a death animation before crumpling and disappearing instead of just vanishing. I also generated a custom horror zombie with Tripo3D, retopologized it from 1.9 million triangles down to ~11k so my Mac doesn’t catch fire, and rigged it through Mixamo. The struggle award goes to the AnimationPlayer. Getting multiple Mixamo animations onto one model in Godot is way more painful than it sounds, name collisions everywhere (everything Mixamo exports is named “mixamo_com”), two AnimationPlayers fighting over one skeleton, and getting the death animation to actually finish before the body gets deleted. I spent hours in that menu. But it works now. Btw thanks to @sol4r_on_hackclub for suggesting using mixamo assets. Atmosphere-wise: black space void background, cold dark lighting, fog retuned to feel like a morgue. Added screen shake when you get hit and a blood overlay that gets heavier the lower your health drops. Also solved a nasty FPS hitch where the whole map stuttered the first time it rendered, fixed it with a black loading screen that spins the camera in a full circle while hidden, so all the shaders compile before the player ever sees anything. Pretty proud of that one. And of course, the Intel GPU texture curse struck again (devlog #3 readers know the grass saga). Every single model I imported rendered as a black blob until I remembered my own golden rule: compress everything Lossless or it won’t decode. Nearly lost my mind a second time before it clicked. One design decision I’m happy about: I’m keeping real gun sounds instead of sci-fi laser noises. Grounded firearms fit horror way better, and they make sense for a human station that got overrun. Next up: Finish wiring the male zombie (texture + animations) Reskin barricades into hull breaches / blast doors Build out the 4-room map (Airlock → Hangar → Reactor / Med Bay) Per-room zombie spawning (only spawn in rooms you’ve unlocked) Props to fill the empty rooms - consoles, crates, corpses - so the station feels lived-in and abandoned"}, {"post_id": 14666, "ts": "2026-06-23T21:04:15Z", "hours": 6.9606, "text": "Devlog #3 - A lot of updates on the zombie-game. Whooh, where do I even start? I made a functional barricade that repairs when pressing shift and that zombies can break to escape. I added crosshair, gold and health labels on screen. I added actual grass texture instead of grey floor I added shotgun - a second weapon - and a real shop where you can buy it using gold. I added jumping mechanics I changed the map from 2 platforms connected by a bridge to a single large platform. The biggest struggle was the grass although it sounds kinda ridiculous. I added it for the first time and it rendered either extreme green or extreme grey, nothing in between. It resembled nothing in the actual grass texture that I used. Turns out my Intel Mac can’t decode DXT-compressed textures so anything I imported rendered as weird slop. Fixed it with one setting - compress: losless. Nearly ragequit but then reimported and worked perfectly. A lot of stuff out of my to-do list in just 7 hours. Next, I will focus on adding more weapons (e.g sniper), expanding the map, adding actual buidings (e.g bunker), dedicated zombie spawning spots, and real sound effects."}, {"post_id": 13034, "ts": "2026-06-21T09:59:49Z", "hours": 0.9778, "text": "Made some progress on my zombie game! the map is a larger now with a corridor connecting 2 platforms. I also added 3 more zombies and obstacles to the map. Next step is to make them spawn continuously and give them actual body instead of green cube :/"}, {"post_id": 12664, "ts": "2026-06-20T18:06:58Z", "hours": 2.1242, "text": "Working on a cool zombie game :). Just made the first map, working gun and zombie (that little green cube on the screen). So far smooth, never had so much fun. Next step is to give shape to the player and the zombie"}]...
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Title: station-siege by @Abbos | Stardance
Devlog Title: station-siege by @Abbos | Stardance
Devlogs:
Working on a cool zombie game :). Just made the first map, working gun and zombie (that little green cube on the screen). So far smooth, never had so much fun. Next step is to give shape to the player and the zombie
Made some progress on my zombie game! the map is a larger now with a corridor connecting 2 platforms. I also added 3 more zombies and obstacles to the map. Next step is to make them spawn continuously and give them actual body instead of green cube :/
Devlog #3 - A lot of updates on the zombie-game. Whooh, where do I even start? I made a functional barricade that repairs when pressing shift and that zombies can break to escape. I added crosshair, gold and health labels on screen. I added actual grass texture instead of grey floor I added shotgun - a second weapon - and a real shop where you can buy it using gold. I added jumping mechanics I changed the map from 2 platforms connected by a bridge to a single large platform. The biggest struggle was the grass although it sounds kinda ridiculous. I added it for the first time and it rendered either extreme green or extreme grey, nothing in between. It resembled nothing in the actual grass texture that I used. Turns out my Intel Mac can’t decode DXT-compressed textures so anything I imported rendered as weird slop. Fixed it with one setting - compress: losless. Nearly ragequit but then reimported and worked perfectly. A lot of stuff out of my to-do list in just 7 hours. Next, I will focus on adding more weapons (e.g sniper), expanding the map, adding actual buidings (e.g bunker), dedicated zombie spawning spots, and real sound effects.
This one’s huge. 14 hours logged and the game is totally not the same game anymore. Biggest news first: I pivoted the whole thing. It used to be a generic zombie shooter on Earth. Now it’s Station Siege - a dark horror-survival game set on n abandoned space station. And no, this wasn’t a random. Three reasons: Earth zombies are overdone and generic, my 2018 Intel Mac physically cannot handle realistic Earth environments without dying, and a pitch-black abandoned space station justifies the oppressive lighting and lore for free. I even did actual homework, studied why Lethal Company, R.E.P.O. and PEAK blew up (turns out: co-op survival horror, simple visuals, mood over graphics). So the direction is locked now, backed by real reasoning instead of vibes. The zombies got a massive glow-up. They now groan at you in the dark (positional audio on random timers. Honestly the single biggest horror upgrade I’ve made), they wind up an attack animation when they reach you or a barricade, and they play a death animation before crumpling and disappearing instead of just vanishing. I also generated a custom horror zombie with Tripo3D, retopologized it from 1.9 million triangles down to ~11k so my Mac doesn’t catch fire, and rigged it through Mixamo. The struggle award goes to the AnimationPlayer. Getting multiple Mixamo animations onto one model in Godot is way more painful than it sounds, name collisions everywhere (everything Mixamo exports is named “mixamo_com”), two AnimationPlayers fighting over one skeleton, and getting the death animation to actually finish before the body gets deleted. I spent hours in that menu. But it works now. Btw thanks to @sol4r_on_hackclub for suggesting using mixamo assets. Atmosphere-wise: black space void background, cold dark lighting, fog retuned to feel like a morgue. Added screen shake when you get hit and a blood overlay that gets heavier the lower your health drops. Also solved a nasty FPS hitch where the whole map stuttered the first time it rendered, fixed it with a black loading screen that spins the camera in a full circle while hidden, so all the shaders compile before the player ever sees anything. Pretty proud of that one. And of course, the Intel GPU texture curse struck again (devlog #3 readers know the grass saga). Every single model I imported rendered as a black blob until I remembered my own golden rule: compress everything Lossless or it won’t decode. Nearly lost my mind a second time before it clicked. One design decision I’m happy about: I’m keeping real gun sounds instead of sci-fi laser noises. Grounded firearms fit horror way better, and they make sense for a human station that got overrun. Next up: Finish wiring the male zombie (texture + animations) Reskin barricades into hull breaches / blast doors Build out the 4-room map (Airlock → Hangar → Reactor / Med Bay) Per-room zombie spawning (only spawn in rooms you’ve unlocked) Props to fill the empty rooms - consoles, crates, corpses - so the station feels lived-in and abandoned
Devlog #5 - The station finally looks like a station. Last time, the place was simply a box with some texture, fog and good lighting. Now it actually has real objects, and smoothher gameplay. Biggest thing: I built out a full Tripo3D asset pipeline and used it to generate a whole set of props. Window, metal junk, archways, tubes, a metal fence, vent, door, and a vending machine used for weapon purchasing, all are wired up. The place, at least the corridor, can larp as an abandoned space station and not just a box. Another small update for immersiveness: I added creepy ambient background music. Small, but does a lot of work when you are in an empty hallway and hear nothing but that song. Took me expensive 13 hours but it was all worth it.
Station siege - Devlog #6 This time I spent my hours optimizing the game, mainly because the game was borderline unplayable to work on. The map had ~90 live CSG collision shapes constantly recalculating in real time. I baked them into static geometry. Also, I swapped out the majority of 3D models in the map, which were absurdly overbuilt. Most had over a million faces, while one was sitting at ~3 million faces for a single 1x1 meter window. The editor is noticeably faster now. Another huge change was the map. Now it is a tube-like corridor connected to a polygon with 18 sides. There is also a small room connected to the ring. This ate up most of my hours. A small yet meaningful thing was the lighting overhaul. I pivoted from flat, evenly lit corridors to nearly dark chambers with higher contrast and isolated pools of light. Moreover, I added flickering animation to some of the lights so there’s some variety. Last thing is the new HUD. It’s not final yet; I will likely iterate multiple times before settling on the ideal one. However, it’s a noticeable upgrade from the previous flat white text on the screen. What I’m most happy about is still the optimization. My laptop isn’t particularly a RAM titan, so this is really important for me. I think this will ripple into other areas of the development and speed things up a lot.
**Devlog #7 ** A lot of stuff added so this time I’ll try to keep it short and concise. Gun model kickback on firing. Muzzle smoke on every shot Real travelling bullet projectile instead of yellow ray Bullet shell ejected every time you fire Fixed the weird bug with zombie not spawning at all. Fixed an unexpepcted bug where corridor lights worked facing one way but not the other. It was because of too many lights crowded into one area after duplicating the lights node to new added areas. Fixed the bug with bullets sometimes passing through the zombies without hitting Fixed the bug with the gun accidentally damaging the player Added extra damage for headshot Added head bob to player POV so it feels more natural Fixed the crosshair not being perfectly centered on screen Added a sliding door
Devlog #wa8 I’ll just keep it short Added: Sprinting Added male zombie (finally) Overhauled wave manager. Now zombies in rooms that are locked will not spawn until you unlock them yourself. Switched to open only doors so players can’t just go to empty room to heal forever Replaced wooden plank in barricades for rusty slab of metal with sound effect when fixing. Fixed a bug where zombies broke barricades unreliably. A dozen zombies took a whole minute to break 2 barricades due to a timing mismatch Built main menu screen Built pause menu Added ammo reserve system so weapons finally stop having infinite ammo except for default pistol
#9th devlog. Station Siege. Achieved: Added acid puddle as an environmental threat. Can be used to kite zombies and kill them or likewise, end up hurting yourself if you step on it. Messages in HUD when interacting with barricades, vending machine, and acid puddle. Improved zombie navigation. Now it’s completely foolproof to sharp corner turns. Added sound effect when reloading. I had the mp3 and wav files lying there doing nothing for a while but now i finally wired them in. Added like a dozen new props. Took everything from SketchFab, and used them to decorate medical bay, engineering, and cargo. Replaced almost all existing AI generated 3d models to the ones took from sketchfab. Mainly because they had like a trillion faces which was frying my CPU but also they kinda looked soulless and low effort. Added an interior wall in the spawn chamber so zombies dont look like they appear out of thin air when they spawn. Also redesigned the barricade slightly. Good for realism Changed the game map extensively. The ring part is gone. That part made sense in the beginning but the more I tested, the more I realized that shape is not ideal for my game. It’s too big and you can kite zombies forever. Now, the map looks more like spaceship themed family home interior and it’s actualyl challenging here now. You can get cornered and slimed unexpectedly.
Devlog #10 - my last devlog. Done: Removed jumping (it had no purpose) Repairing is now done via the F button. Shipped the game to itch.io. This took me a while. The export was 2.3 gigabytes, so itch.io flat-out rejected it due to size limits. I removed a pile of unused models from the export. GPU texture compression came out garbled in WebGL, so I switched the textures to WebP capped at 2048px. That got the build down to about 150 MB, well under itch’s 200 MB per-file limit. You can play it here: https://madyarov27.itch.io/station-siege-web . I also cleaned up the repo, rewrote the README, and pushed everything to GitHub, including the zombie model through Git LFS.
Ships:
I made Station Siege, a first-person zombie shooter set on an abandoned space station. You fight through 10 waves of zombies, earn gold for kills, and spend it on weapons, ammo, and unlocking doors to different rooms. It’s built in Godot 4.7 and runs in the browser. The hardest part was zombie pathfinding. Zombies kept getting stuck in their spawn rooms, and one stuck zombie was enough to stop the next wave from starting. It turned out the doors were baked into the navigation mesh as closed, so even with a door open, the zombies had no path out. I rebuilt the navmesh without doors and barricades, and added a backup that despawns any zombie that makes no progress for 20 seconds. Getting it onto the web was the other big challenge. The first export was 2.3 GB, so I cut unused models and switched textures to a web-safe format to get it under itch’s 200 MB limit. I’m proudest of the atmosphere: the dark corridors, the barricades zombies tear through, and the moment a wave starts pouring in from several directions at once. How to test: Open the itch link in Chrome or Edge on a desktop computer. It doesn’t work on phones. Click Start, then click inside the game window to lock the mouse. Controls: WASD to move, Shift to sprint, left click to shoot, R to reload, 1-3 to switch weapons, E to interact or buy, hold F to repair a barricade, Esc to pause. They’re also on the Controls screen in the main menu. The first load can take a little while because the game is about 150 MB. Read the note near the spawn. It tells you where to find the shotgun, machine gun and gives a small backstory....
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1792853701.2621484
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1792940101.2621484
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50393
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Frictionless by @misbahgauri9 | Stardance
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misbahgauri9
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1
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10.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T11:38:54Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a note taking website, so this is basically the Web version of good notes [ well we are not quite there yet] and I made it as a free and accessible. the most challenging part more than coding for me as someone who is doing it for the first time was to figure things and set up things:}", "repo": "https://github.com/misbahgauri/BeeMark", "demo": "https://misbahgauri.github.io/BeeMark/"}]...
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[{"post_id": 75172, "ts": "202 [{"post_id": 75172, "ts": "2026-09-29T11:32:58Z", "hours": 0.4397, "text": "guys I added a readme and fixed the errors I was getting w GitHub, its shipped now so please check it out and leave honest revieww so happy RN!!!"}, {"post_id": 74460, "ts": "2026-09-27T12:51:19Z", "hours": 0.3867, "text": "it’s doneeee yayyyy try it ouut yall"}, {"post_id": 73570, "ts": "2026-09-25T12:40:07Z", "hours": 1.4192, "text": "things I did: 1. added new fonts, increased the storage & added grid. 2. change the whole css cuz i wanted to change the colour pallet and layout so it kinda fits the futuristic biophilic aesthetics and for that I added some unnatural shapes and textures. 3. worked on making the already existing features work better. [ AKA the hardest part]"}, {"post_id": 69674, "ts": "2026-09-17T15:31:28Z", "hours": 1.0711, "text": "after so many days of working its still glitching and storage sucks!!"}, {"post_id": 61445, "ts": "2026-09-04T11:26:04Z", "hours": 0.9364, "text": "dev log #3 ok i know it’s been a while that’s cuz i’ve been figuring out a few things in the code aswell as my life :) so far i have worked on the stylus writting feauture and adding more bg options. but I am yet to add a better storage system, more fonts , text editing optin and integrate AI feautures also improve th UI, Any tips?"}, {"post_id": 53747, "ts": "2026-08-24T12:40:04Z", "hours": 0.3094, "text": "devlog 2 guys I worked on my HTML, CSS and java and today I added a handwritten notes feature where users can write through stylus as well as type and also added a feature through which 3d models and images can be uploaded on the page and some more basic features."}, {"post_id": 53110, "ts": "2026-08-23T15:22:32Z", "hours": 5.3506, "text": "this my note taking app ‘bee mark’ I am working on this as my first ever coding project since I’m a newbie but the reason I chose to make an actual note taking app rather than a ‘quick notes’ web cuz I actually wanted to create a cutesy and Pinterest coded version that is actually function and has features that can help students make note taking process a bit easier and is free to use also I’ll explain more about my web in next post and if you have suggestions or features that you would personally like to see in such plsssss do let me know. here’s my HTML progress as of now. there is more but i could only upload one about 128 lines."}]...
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Title: Frictionless by @misbahgauri9 | Stardance
Title: Frictionless by @misbahgauri9 | Stardance
Devlogs:
this my note taking app ‘bee mark’ I am working on this as my first ever coding project since I’m a newbie but the reason I chose to make an actual note taking app rather than a ‘quick notes’ web cuz I actually wanted to create a cutesy and Pinterest coded version that is actually function and has features that can help students make note taking process a bit easier and is free to use also I’ll explain more about my web in next post and if you have suggestions or features that you would personally like to see in such plsssss do let me know. here’s my HTML progress as of now. there is more but i could only upload one about 128 lines.
devlog 2 guys I worked on my HTML, CSS and java and today I added a handwritten notes feature where users can write through stylus as well as type and also added a feature through which 3d models and images can be uploaded on the page and some more basic features.
dev log #3 ok i know it’s been a while that’s cuz i’ve been figuring out a few things in the code aswell as my life :) so far i have worked on the stylus writting feauture and adding more bg options. but I am yet to add a better storage system, more fonts , text editing optin and integrate AI feautures also improve th UI, Any tips?
after so many days of working its still glitching and storage sucks!!
things I did: 1. added new fonts, increased the storage & added grid. 2. change the whole css cuz i wanted to change the colour pallet and layout so it kinda fits the futuristic biophilic aesthetics and for that I added some unnatural shapes and textures. 3. worked on making the already existing features work better. [ AKA the hardest part]
it’s doneeee yayyyy try it ouut yall
guys I added a readme and fixed the errors I was getting w GitHub, its shipped now so please check it out and leave honest revieww so happy RN!!!
Ships:
I made a note taking website, so this is basically the Web version of good notes [ well we are not quite there yet] and I made it as a free and accessible. the most challenging part more than coding for me as someone who is doing it for the first time was to figure things and set up things:}...
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1792853603.0383928
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1792940003.0383928
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57589
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Neptune 🔵 by @ibrahimthegoat | Stardance
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ibrahimthegoat
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T11:19:03Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Built Neptune-2.0, an AI-powered Slack bot integrated with Groq API and run 24/7 on a Hack Club Nest container via PM2. Configuring secure environment variables and managing persistent background process uptime on the server. Achieving stable 24/7 deployment with instant, lightning-fast AI responses inside Slack.It uses Socket Mode for real-time event handling and dynamic Groq models for instant developer assistance.", "repo": "https://github.com/ibrahimahsan954-eng/Neptune-2.0", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
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[{"post_id": 72613, "ts": "202 [{"post_id": 72613, "ts": "2026-09-23T10:55:24Z", "hours": 2.3314, "text": "the bot wasnt responding to slash commands and just completely wasnt working so i did so much modifications and now its finally working!"}, {"post_id": 70057, "ts": "2026-09-18T11:22:45Z", "hours": 1.0522, "text": "the bot didnt respond to me no matter what i typed and now its finally responding (yayy!) so now im adding the slash commands."}, {"post_id": 64124, "ts": "2026-09-08T10:11:41Z", "hours": 0.5056, "text": "im posting the bot in nest so i can run it 24/7! i was running through some issues but now they are good and the bot is ready to go!"}, {"post_id": 61446, "ts": "2026-09-04T11:28:33Z", "hours": 0.5508, "text": "currently running through some errors so when a user says: “hello” it tells the user its intro and if a user says i dont like your ideas it again, tells its intro."}, {"post_id": 61026, "ts": "2026-09-03T18:42:30Z", "hours": 0.39, "text": "I’m currently building this bot (not just any bot) his name is Neptune. he suggests ideas for your projects which will win you hackathons, I generated a free API key from Groq and pasted it into the code and used Claude Code to refine it further"}]...
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Title: Neptune 🔵 by @ibrahimthegoat | Stardance
D Title: Neptune 🔵 by @ibrahimthegoat | Stardance
Devlogs:
I’m currently building this bot (not just any bot) his name is Neptune. he suggests ideas for your projects which will win you hackathons, I generated a free API key from Groq and pasted it into the code and used Claude Code to refine it further
currently running through some errors so when a user says: “hello” it tells the user its intro and if a user says i dont like your ideas it again, tells its intro.
im posting the bot in nest so i can run it 24/7! i was running through some issues but now they are good and the bot is ready to go!
the bot didnt respond to me no matter what i typed and now its finally responding (yayy!) so now im adding the slash commands.
the bot wasnt responding to slash commands and just completely wasnt working so i did so much modifications and now its finally working!
Ships:
Built Neptune-2.0, an AI-powered Slack bot integrated with Groq API and run 24/7 on a Hack Club Nest container via PM2. Configuring secure environment variables and managing persistent background process uptime on the server. Achieving stable 24/7 deployment with instant, lightning-fast AI responses inside Slack.It uses Socket Mode for real-time event handling and dynamic Groq models for instant developer assistance....
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1792853835.2498114
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1792940235.2498114
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61259
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DevLens by @Noben_Nobi | Stardance
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Noben_Nobi
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1
|
17.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T11:02:07Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a website which is like a tool for people. we can upload any project folder (it is for large folders), then it analysis it and then show all the info about the files and folders. it solves the problem which many people face, the people who want to know about any project, website, or any code folders, we have to open the files or run it to understand it, see which files are connected to which, and some people don’t know from which file to start, so this website solves that. I faced some issues in some parts of javascript and css but I did it. I took some help from ai for javascript parts to understand it, and then I typed the code.", "repo": "https://github.com/Niraj2013/DevLens", "demo": "https://devlenss.netlify.app/"}]...
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[{"post_id": 75147, "ts": "202 [{"post_id": 75147, "ts": "2026-09-29T09:12:11Z", "hours": 1.3736, "text": "Completed Javascript, I had took a new laptop a few days ago and when I started to complete the remaining code, time didn’t got tracked and I lost my hours ! I have tested it on this stardance, I had downloaded the project folder from github stardance official. here are the results of it:"}, {"post_id": 71070, "ts": "2026-09-20T08:17:28Z", "hours": 0.5883, "text": "completed the inspector and finished palette, it is for jumping to any file, nvigate, open, or close. not much."}, {"post_id": 71046, "ts": "2026-09-20T07:40:23Z", "hours": 0.9842, "text": "started with the inspector screen, this is the screen which shows info about each fie, just click on the file and you can see the info about it, yet no info as ofcourse folder or any file is not there yet."}, {"post_id": 69602, "ts": "2026-09-17T12:13:49Z", "hours": 0.7503, "text": "Two newses: 1. Completed the history section (page) css too, it was a little big but as compared to other pages, it was like medium small and less hard. 2. I have crossed 1000 lines in css, won’t be very big for coders who regularly code huge, but for me it is like very less time I hit above 1000 lines, sooo !"}, {"post_id": 69575, "ts": "2026-09-17T10:33:59Z", "hours": 0.3394, "text": "Completed warning screen (section) toooooo!! the css for this was not hard, means it was easy, nothing so much was there, just wrote css for body, title, content, hover, etc. you can’t see so much n the image yet as after js when I will upload any folder, that time it will show warnings of the folder, files, etc."}, {"post_id": 69554, "ts": "2026-09-17T09:34:26Z", "hours": 0.7103, "text": "I finished my graph section css. I took some help of AI for understanding how to make that graph box in between and the circles of it and a little more, but I wrote the code myself, I used AI only to know about it and understand it as I haven’t made any css for graph."}, {"post_id": 69538, "ts": "2026-09-17T08:02:49Z", "hours": 0.7117, "text": "I startd with the graph screen CSS!!!!!!!!! agggaaaaiiin the same, buttons are hover reacctive, colours are pastel, and nothing more, just font size color, alignment, shadows, hover, etc etc; not yet finished but at least it looks good. you would be thinking how am I able to see the graph screen before writing js (as we can see graph screen by using navigation bar)? the answer is simple, the div of overview section had “class=“view active” “ and others had view, so I made overview’s class to view, and graph’s class to “view active”. simple. so for every thing untill css finishes, I will do this, and after all the things are done in css, I will make it correct again, and then write the perfect js for it (which could get wrong, don’t know yet)."}, {"post_id": 69128, "ts": "2026-09-16T13:12:07Z", "hours": 2.0486, "text": "Finally completed the main dashboard (overview) css. everything is hover reactive, and the best look which gives my style to it is the messiness off all things, the pastel colours, the tapes, etc. it looks super cool. No data is there as after the css and js finishes, while testing or anything, when we upload the folder to it, it will analyse it and give the results. when you will click on the file, it should show everything about the file like data, type, and all.rest depends if my code succeeds to work (which it will after different attempts, could be less, could be more, don’t know, but I will try my best to finish this project completely working and help other people, coders, office people through it."}, {"post_id": 68716, "ts": "2026-09-15T16:29:59Z", "hours": 0.8792, "text": "completed completely with scanning screen and started writing css for the main screen. I have wrote the css for the buttons and the file navigation box at the lleft side, then also for the top main navigation bar, the buttons arre reactive with mouse hover and click, and has a dashed border or highlighting the main thing at top right corner: 🔒 Local — files never leave your machine. I used the ‘& hashtag128274;’ (hashtag should be replaced with hashtag sign, when I put hashtag sign here, it converted it to the same lock sign) for making the lock logo (it is in html). I removed the class=hidden for a while from the main app division and header section, later I will agaiin make them hidden and remove class=hidden from the main landing page section/division."}, {"post_id": 68621, "ts": "2026-09-15T12:35:56Z", "hours": 2.0742, "text": "I finished the scanniing screen, it is plain but looks good, I tried making it look more good, but some errors were there so I made it simple and started with the main dshboard styling."}, {"post_id": 68512, "ts": "2026-09-15T07:31:29Z", "hours": 1.0822, "text": "Completed with the landing/main page!! 🅰️ Y! All the cards which are randomly placed everywhere are hover sensitive, means when you will hover over it, it will react to it and change it’s shadow giving the effect of being pressed, same for the 2 main buttons for selecting the folder. now I have started with the scanning screen which you can also tell loading screen."}, {"post_id": 68135, "ts": "2026-09-14T15:54:31Z", "hours": 1.5644, "text": "I have now made it look even more beautiful!! A half transparency box in center for uploading or dropping files and folders (or you can say codebase) for devlens to analyze it and give you the report. then made its borders rotate which was a little tricky work but I did it. The codeblock for the rotating border is in the code image below and also you can see the image of my launch/main starting page. also it has some colour boxes randomly placed around with dashed border around it and also the pastel colour, brown colour shade, etc looks very pretty."}, {"post_id": 67935, "ts": "2026-09-14T07:55:33Z", "hours": 0.3167, "text": "Wrote more css, now the starting page or landing page llooks very good, not completed yet but still it is like around 60% is done, now the title colour, stlye of writing, the tagline, the points about devlens, and background, all looks like excellent. I used ink, ink-soft, butter, etc; colours. then for the font style I used these font families: 1st is named mono: “SFMono-Regular”, Consolas, “Liberation Mono”, Menlo, monospape; and second is named serif: Gorgia, “Iowan Old Style”, “Palatino Linotype”, serif; both are wonderful styles according to me. I had described these font families and colours in start itself inside ‘:root{}’ so it is easy to directly use it wherever we want inside the css file."}, {"post_id": 67902, "ts": "2026-09-14T06:28:00Z", "hours": 0.4156, "text": "Now it has started looking good, not completely but partially, I have wrote css for navigation button, the main title of DEVLENS, then also for the feature lines which tells what DevLens can do, yet css for the select folder button and the box in which it will be there, then for the main dashboard and other navigated buttons like history, graph, etc; is remaining."}, {"post_id": 67259, "ts": "2026-09-13T10:10:11Z", "hours": 0.9203, "text": "Started with css and added one mre button in html which I had forgot, the button is for adding or using DEVLENS for new folder or code base. in css I have added so many colours in start itself using variables, colours like: Kraft, mint, ink, blue, lavendar, butter, deep colours of many colours, etc. the made colour families in starting itself. so by defining and using 20 to 22 colours and 3 font families in start itself, it will be very helpful throughout the css coding."}, {"post_id": 67172, "ts": "2026-09-13T07:38:34Z", "hours": 0.7417, "text": "Wrote the first version of html, it has tabs or sections for overview, graph, warnings, History, export for whole analysis."}, {"post_id": 66666, "ts": "2026-09-12T15:05:22Z", "hours": 0.4883, "text": "Made the scanning screen which will come when the file is being analyzed and a the main scene which comes after it, it has all the features and the main outputs and workings like it will show everything about the codebase or the folder which we uploaded, it will show all the files, their content type, relation with other files like css file is connected to html and js is also connected to html, then css is connected to js, etc. then the importance of each file, etc. till now only Project health section and architecture section"}, {"post_id": 66619, "ts": "2026-09-12T13:53:15Z", "hours": 0.3, "text": "Added new section which contains the lines which will show the button to upload the folder of codes and explain the features of DevLens such as: Where the project starts, how files are connected, etc."}, {"post_id": 66481, "ts": "2026-09-12T10:08:15Z", "hours": 0.5972, "text": "I have started making my frictionless project, which is DevLens! it helps you to upload any folder in it and then it will tell everything about each and every file in it, like what is connected to which file, what is importance of each file, you can view the whole file, and many more features. When developers open a codebase which is new or they don’t know about it, they often don’t know: Where to start, How files are connected, Which files are important, What might be problematic, Why certain files/code exist. This project turns a confusing codebase into an interactive explanation. I have made the navigation bar, the title and some details."}]...
|
Title: DevLens by @Noben_Nobi | Stardance
Devlogs Title: DevLens by @Noben_Nobi | Stardance
Devlogs:
I have started making my frictionless project, which is DevLens! it helps you to upload any folder in it and then it will tell everything about each and every file in it, like what is connected to which file, what is importance of each file, you can view the whole file, and many more features. When developers open a codebase which is new or they don’t know about it, they often don’t know: Where to start, How files are connected, Which files are important, What might be problematic, Why certain files/code exist. This project turns a confusing codebase into an interactive explanation. I have made the navigation bar, the title and some details.
Added new section which contains the lines which will show the button to upload the folder of codes and explain the features of DevLens such as: Where the project starts, how files are connected, etc.
Made the scanning screen which will come when the file is being analyzed and a the main scene which comes after it, it has all the features and the main outputs and workings like it will show everything about the codebase or the folder which we uploaded, it will show all the files, their content type, relation with other files like css file is connected to html and js is also connected to html, then css is connected to js, etc. then the importance of each file, etc. till now only Project health section and architecture section
Wrote the first version of html, it has tabs or sections for overview, graph, warnings, History, export for whole analysis.
Started with css and added one mre button in html which I had forgot, the button is for adding or using DEVLENS for new folder or code base. in css I have added so many colours in start itself using variables, colours like: Kraft, mint, ink, blue, lavendar, butter, deep colours of many colours, etc. the made colour families in starting itself. so by defining and using 20 to 22 colours and 3 font families in start itself, it will be very helpful throughout the css coding.
Now it has started looking good, not completely but partially, I have wrote css for navigation button, the main title of DEVLENS, then also for the feature lines which tells what DevLens can do, yet css for the select folder button and the box in which it will be there, then for the main dashboard and other navigated buttons like history, graph, etc; is remaining.
Wrote more css, now the starting page or landing page llooks very good, not completed yet but still it is like around 60% is done, now the title colour, stlye of writing, the tagline, the points about devlens, and background, all looks like excellent. I used ink, ink-soft, butter, etc; colours. then for the font style I used these font families: 1st is named mono: “SFMono-Regular”, Consolas, “Liberation Mono”, Menlo, monospape; and second is named serif: Gorgia, “Iowan Old Style”, “Palatino Linotype”, serif; both are wonderful styles according to me. I had described these font families and colours in start itself inside ‘:root{}’ so it is easy to directly use it wherever we want inside the css file.
I have now made it look even more beautiful!! A half transparency box in center for uploading or dropping files and folders (or you can say codebase) for devlens to analyze it and give you the report. then made its borders rotate which was a little tricky work but I did it. The codeblock for the rotating border is in the code image below and also you can see the image of my launch/main starting page. also it has some colour boxes randomly placed around with dashed border around it and also the pastel colour, brown colour shade, etc looks very pretty.
Completed with the landing/main page!! 🅰️ Y! All the cards which are randomly placed everywhere are hover sensitive, means when you will hover over it, it will react to it and change it’s shadow giving the effect of being pressed, same for the 2 main buttons for selecting the folder. now I have started with the scanning screen which you can also tell loading screen.
I finished the scanniing screen, it is plain but looks good, I tried making it look more good, but some errors were there so I made it simple and started with the main dshboard styling.
completed completely with scanning screen and started writing css for the main screen. I have wrote the css for the buttons and the file navigation box at the lleft side, then also for the top main navigation bar, the buttons arre reactive with mouse hover and click, and has a dashed border or highlighting the main thing at top right corner: 🔒 Local — files never leave your machine. I used the ‘& hashtag128274;’ (hashtag should be replaced with hashtag sign, when I put hashtag sign here, it converted it to the same lock sign) for making the lock logo (it is in html). I removed the class=hidden for a while from the main app division and header section, later I will agaiin make them hidden and remove class=hidden from the main landing page section/division.
Finally completed the main dashboard (overview) css. everything is hover reactive, and the best look which gives my style to it is the messiness off all things, the pastel colours, the tapes, etc. it looks super cool. No data is there as after the css and js finishes, while testing or anything, when we upload the folder to it, it will analyse it and give the results. when you will click on the file, it should show everything about the file like data, type, and all.rest depends if my code succeeds to work (which it will after different attempts, could be less, could be more, don’t know, but I will try my best to finish this project completely working and help other people, coders, office people through it.
I startd with the graph screen CSS!!!!!!!!! agggaaaaiiin the same, buttons are hover reacctive, colours are pastel, and nothing more, just font size color, alignment, shadows, hover, etc etc; not yet finished but at least it looks good. you would be thinking how am I able to see the graph screen before writing js (as we can see graph screen by using navigation bar)? the answer is simple, the div of overview section had “class=“view active” “ and others had view, so I made overview’s class to view, and graph’s class to “view active”. simple. so for every thing untill css finishes, I will do this, and after all the things are done in css, I will make it correct again, and then write the perfect js for it (which could get wrong, don’t know yet).
I finished my graph section css. I took some help of AI for understanding how to make that graph box in between and the circles of it and a little more, but I wrote the code myself, I used AI only to know about it and understand it as I haven’t made any css for graph.
Completed warning screen (section) toooooo!! the css for this was not hard, means it was easy, nothing so much was there, just wrote css for body, title, content, hover, etc. you can’t see so much n the image yet as after js when I will upload any folder, that time it will show warnings of the folder, files, etc.
Two newses: 1. Completed the history section (page) css too, it was a little big but as compared to other pages, it was like medium small and less hard. 2. I have crossed 1000 lines in css, won’t be very big for coders who regularly code huge, but for me it is like very less time I hit above 1000 lines, sooo !
started with the inspector screen, this is the screen which shows info about each fie, just click on the file and you can see the info about it, yet no info as ofcourse folder or any file is not there yet.
completed the inspector and finished palette, it is for jumping to any file, nvigate, open, or close. not much.
Completed Javascript, I had took a new laptop a few days ago and when I started to complete the remaining code, time didn’t got tracked and I lost my hours ! I have tested it on this stardance, I had downloaded the project folder from github stardance official. here are the results of it:
Ships:
I have made a website which is like a tool for people. we can upload any project folder (it is for large folders), then it analysis it and then show all the info about the files and folders. it solves the problem which many people face, the people who want to know about any project, website, or any code folders, we have to open the files or run it to understand it, see which files are connected to which, and some people don’t know from which file to start, so this website solves that. I faced some issues in some parts of javascript and css but I did it. I took some help from ai for javascript parts to understand it, and then I typed the code....
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1792813817.629193
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1792900217.629193
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66206
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Simon says by @rounaknayak17649 | Stardance
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rounaknayak17649
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1
|
16.0
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16
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T10:50:43Z", "hours": 16.0, "multiplier": 1.02, "payout": 16, "blessing": "neutral", "text": "I built a classic Simon Says memory game using HTML, CSS, and JavaScript!. Getting the game deployed correctly and making sure the file structure lined up seamlessly with Vercel and GitHub.I’m super proud of pulling everything together from scratch, styling it with custom gradients and layouts, and getting the live deployment working smoothly.Just click the “Try project” button, press any key to start, and watch the sequence closely to see how high of a score you can get", "repo": "https://github.com/crazyboy118/Simon-says", "demo": "https://simon-says-mauve.vercel.app"}]...
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[{"post_id": 75162, "ts": "202 [{"post_id": 75162, "ts": "2026-09-29T10:45:20Z", "hours": 6.7075, "text": "debuging the codes"}, {"post_id": 74351, "ts": "2026-09-27T06:54:56Z", "hours": 9.3747, "text": "I have created logic, structure, design"}]...
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Title: Simon says by @rounaknayak17649 | Stardance Title: Simon says by @rounaknayak17649 | Stardance
Devlogs:
I have created logic, structure, design
debuging the codes
Ships:
I built a classic Simon Says memory game using HTML, CSS, and JavaScript!. Getting the game deployed correctly and making sure the file structure lined up seamlessly with Vercel and GitHub.I’m super proud of pulling everything together from scratch, styling it with custom gradients and layouts, and getting the live deployment working smoothly.Just click the “Try project” button, press any key to start, and watch the sequence closely to see how high of a score you can get...
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1792817317.594193
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1792903717.594193
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53894
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What's It Worth by @capyblaze | Stardance
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capyblaze
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1
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8.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T09:59:04Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? A mini web game where you have to guess the price of random Amazon products and get as close as you can What was challenging? Finding the data and cleaning it up to keep only the good info What are you proud of? That it saves your score in local storage so even if you close the page, you don’t lose your progress What should people know so they can test your project? Just head to the site and start playing", "repo": "https://github.com/CapyBlaze/What-is-It-Worth", "demo": "https://capyblaze.github.io/What-is-It-Worth/"}]...
|
[{"post_id": 75152, "ts": "202 [{"post_id": 75152, "ts": "2026-09-29T09:43:05Z", "hours": 7.57, "text": "Hey everyone, just wanted to make a quick little game. It’s super simple: the app shows a random Amazon product and you gotta guess the price. The closer you get, the more points you score.The whole game was built in this devlog (fetching Amazon data, sorting it, and coding the site)"}]...
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Title: What's It Worth by @capyblaze | Stardan Title: What's It Worth by @capyblaze | Stardance
Devlogs:
Hey everyone, just wanted to make a quick little game. It’s super simple: the app shows a random Amazon product and you gotta guess the price. The closer you get, the more points you score.The whole game was built in this devlog (fetching Amazon data, sorting it, and coding the site)
Ships:
What did you make? A mini web game where you have to guess the price of random Amazon products and get as close as you can What was challenging? Finding the data and cleaning it up to keep only the good info What are you proud of? That it saves your score in local storage so even if you close the page, you don’t lose your progress What should people know so they can test your project? Just head to the site and start playing...
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1792856918.5726817
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1792943318.5726817
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66457
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Docs - A Premium Draggable Notes & Todo Web Ap Docs - A Premium Draggable Notes & Todo Web App by @pandityashkaushik4963 | Stardance...
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pandityashkaushik4963
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1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T09:43:35Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have built Docs, a premium dark-themed draggable notes and todo web app using React and Vite. The most challenging part was resolving the Netlify single-page application refresh routing bug and building an advanced layout that is completely responsive from desktop to mobile screens. I am incredibly proud of implementing a seamless, fluid draggable interface that works flawlessly across all devices. Users can test it live immediately via the deployment link to manage their workflow with custom note organization and dynamic todo states.", "repo": "https://github.com/pandityashkaushik4963-cmyk/Docs", "demo": "https://docs-draggable-app.netlify.app/"}]...
|
[{"post_id": 75145, "ts": "202 [{"post_id": 75145, "ts": "2026-09-29T09:10:20Z", "hours": 4.6694, "text": "📝 Project Update: Docs is Officially Live & Fully Responsive! I have successfully built, optimized, and completed the core functionality of “Docs”, a premium draggable notes and todo web app. ✨ Key Features Built: => “Dynamic Note Creation:” Users can seamlessly create custom notes on the fly. => “Premium Draggable Interface:” Cards can be dragged around freely for custom workflow organization. => “Smart Task Management:” Seamlessly track tasks using distinct Pending and Completed state filters. => “100% Responsive UI:” Optimized using advanced styling layouts so that the entire interface adapts beautifully from desktop down to mobile viewports without any breakages! 📱 🛠️ Development & Optimization: “Time Invested”: Spent 4 hours and 40 minutes refining the interactive user experience. “Performance”: Handled dynamic item sorting and ensured a lightning-fast experience using Vite and React . “Deployment”: The application is hosted on Netlify and officially ready for use! 🚀"}]...
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Title: Docs - A Premium Draggable Notes & Todo Title: Docs - A Premium Draggable Notes & Todo Web App by @pandityashkaushik4963 | Stardance
Devlogs:
📝 Project Update: Docs is Officially Live & Fully Responsive! I have successfully built, optimized, and completed the core functionality of “Docs”, a premium draggable notes and todo web app. ✨ Key Features Built: => “Dynamic Note Creation:” Users can seamlessly create custom notes on the fly. => “Premium Draggable Interface:” Cards can be dragged around freely for custom workflow organization. => “Smart Task Management:” Seamlessly track tasks using distinct Pending and Completed state filters. => “100% Responsive UI:” Optimized using advanced styling layouts so that the entire interface adapts beautifully from desktop down to mobile viewports without any breakages! 📱 🛠️ Development & Optimization: “Time Invested”: Spent 4 hours and 40 minutes refining the interactive user experience. “Performance”: Handled dynamic item sorting and ensured a lightning-fast experience using Vite and React . “Deployment”: The application is hosted on Netlify and officially ready for use! 🚀
Ships:
I have built Docs, a premium dark-themed draggable notes and todo web app using React and Vite. The most challenging part was resolving the Netlify single-page application refresh routing bug and building an advanced layout that is completely responsive from desktop to mobile screens. I am incredibly proud of implementing a seamless, fluid draggable interface that works flawlessly across all devices. Users can test it live immediately via the deployment link to manage their workflow with custom note organization and dynamic todo states....
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1792817336.4379199
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1792903736.4379199
|
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42942
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PikaOS by @notvedansh | Stardance
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notvedansh
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1
|
29.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T08:32:02Z", "hours": 29.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The main idea behind this project was to make an operating system with a virtual assistant, so I chose Pikachu as the main theme. Now, for the cool features: the Pikachu assistant can move on your screen. Clicking it will make it stop, and it will open a panel where you can type things from a selected range of inputs that will make Pikachu do the certain things I have written about in my devlogs; you can see those. Well, it also has a terminal and a file manager which are fully functional. The main thing I see from this project is a base for version 2 of the project. I have a set of goals which I would complete in the next version. I think I learned a lot from handling the CMake errors; at least, I think almost every time I compiled the code, I had at least atleast one error. And yh i think that’s it.", "repo": "https://github.com/vedansh201/PikaOS", "demo": "https://github.com/vedansh201/PikaOS/releases/tag/Version-1"}]...
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[{"post_id": 74985, "ts": "202 [{"post_id": 74985, "ts": "2026-09-28T19:35:22Z", "hours": 1.5372, "text": "#Final Devlog Alright so yeah you all haven’t heard from me in a while now, and I am very,, very sorry for that like I couldn’t manage a project of this level with my daily life and there were some family complications. But long story short, I created version 1 of this operating system. Now it’s not fancy and does not have all the desired features i promised it would have, but it’s version 1 so yeah. There will be new versions of this, and I think the next version will be the final version of it. I am proud of it what i have made, like, most of my time was wasted in handling the cmake errors so yeah, but still I think it has the perfect base for upcoming features. And for what i did to complete it - i did all the wiring of the system like i completed the main base and did the panel work so like now when we click the start button it opens a panel with two options file manager and terminal. So yeah, that’s it, guys: version 1 of PikaOS is finally complete."}, {"post_id": 60166, "ts": "2026-09-02T11:43:24Z", "hours": 8.6597, "text": "Devlog 6 Well, every Operating system needs a file manager, so I completed one. It now has folder navigation, sidebar locations, creating files and folders, renaming, deleting, properties, right-click menus, multi-selection, and multi-file copy/cut/paste. I have added it to the assistant so that typing “open files” will open the file manager. Now I will add more features to this, but I want to complete the base of the whole O.S. first. I had to handle so many CMake errors; handling them took most of my time."}, {"post_id": 52281, "ts": "2026-08-22T12:01:52Z", "hours": 5.48, "text": "Devlog 5 Well sorry for the late devlog i was little busy with my school life. The good thing is the terminal is now finally ready in the operating system. I initially had the terminal running Bash through QProcess, which worked for simple commands, but it had limitations. Things like Ctrl+C, interactive programs, terminal formatting, and commands such as ping weren’t behaving like they would in a real terminal. So I switched to a PTY (pseudo-terminal) approach using Linux’s forkpty(). Last time u saw the assistant working, I also connected my assistant to this terminal, not the Konsole which I was using earlier. Also sorry for the vid quality and voice"}, {"post_id": 44732, "ts": "2026-08-10T17:52:16Z", "hours": 3.9169, "text": "Devlog 4 So I don’t think I have mentioned why I’m tinkering with a Pikachu image. So I think it’s time to reveal to you my plan for this operating system. I wanted my operating system to have an assistant that would help with small tasks such as creating folders open terminal. So, like now, when you click Pikachu, you will open a dialogue box in which you can type things. ** FEW FUNCTIONS IT CAN DO RIGHT NOW ** –> It can open the terminal. –> It can tell the battery status. –> It can tell the date and time. –> It can create files and folders. –> It has a help command too, so that if you want to know what things it can do. Now, what happens when you type something it doesn’t understand? It says, “I don’t know this command”. I will be improving the assistant more in the upcoming days, but setting up the logic for this much part only is exhausting."}, {"post_id": 42787, "ts": "2026-08-07T17:52:08Z", "hours": 3.2186, "text": "Devlog 3 So, over the last two days, I spent making Pikachu move left to right; I mean, now Pikachu can move a random distance in a random time. He can move 50 pixels in the left direction and then wait for some random time and then start moving again in random directions. Also, it flips the image, so if it moves left, the image gets flipped, and up and down motion is as it is. Now this may seem very little, but trust me, the level of errors I have encountered is crazy. Here is a video attached. ignore the vid quality."}, {"post_id": 41232, "ts": "2026-08-05T09:40:04Z", "hours": 2.2336, "text": "Devlog 2 So after spending a considerable amount of time thinking about which thing to start from, I went with polishing the Pikachu transparent image I have on the desktop. So now it is draggable!! And you can drag it from one place to another. I also added a simple up-and-down animation to it. So now the image moves up and down, and once you drag it to some other place, it will do the same at that place too. My plan for it is that after this, I will add walking, sleeping and idle motion. PS - sorry for the video quality."}, {"post_id": 40806, "ts": "2026-08-04T15:53:23Z", "hours": 3.6608, "text": "#Devlog 1 So I planned to build an operating system that is built around my favourite Pokémon, Pikachu. I am building it in Oracle VirtualBox. I will mainly use C++ for this because they are faster and also because I want to build something using my C++ skills. So what I did is not that interesting: I set up my vbox, installed git and connected hackatime to it. What I actually coded: Created a dedicated Pikachuwidget Loaded the sprite through Qt’s resource system Fixed resource loading issues and CMake errors I downloaded an image from browser that is transparent and added it to the desktop layer of pikashell. I also added functions so that it shows the time in the panel. Now I know it sounds simple, but it took me lots of time to figure out why the image is not showing up on the desktop layer."}]...
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Title: PikaOS by @notvedansh | Stardance
Devlogs: Title: PikaOS by @notvedansh | Stardance
Devlogs:
#Devlog 1 So I planned to build an operating system that is built around my favourite Pokémon, Pikachu. I am building it in Oracle VirtualBox. I will mainly use C++ for this because they are faster and also because I want to build something using my C++ skills. So what I did is not that interesting: I set up my vbox, installed git and connected hackatime to it. What I actually coded: Created a dedicated Pikachuwidget Loaded the sprite through Qt’s resource system Fixed resource loading issues and CMake errors I downloaded an image from browser that is transparent and added it to the desktop layer of pikashell. I also added functions so that it shows the time in the panel. Now I know it sounds simple, but it took me lots of time to figure out why the image is not showing up on the desktop layer.
Devlog 2 So after spending a considerable amount of time thinking about which thing to start from, I went with polishing the Pikachu transparent image I have on the desktop. So now it is draggable!! And you can drag it from one place to another. I also added a simple up-and-down animation to it. So now the image moves up and down, and once you drag it to some other place, it will do the same at that place too. My plan for it is that after this, I will add walking, sleeping and idle motion. PS - sorry for the video quality.
Devlog 3 So, over the last two days, I spent making Pikachu move left to right; I mean, now Pikachu can move a random distance in a random time. He can move 50 pixels in the left direction and then wait for some random time and then start moving again in random directions. Also, it flips the image, so if it moves left, the image gets flipped, and up and down motion is as it is. Now this may seem very little, but trust me, the level of errors I have encountered is crazy. Here is a video attached. ignore the vid quality.
Devlog 4 So I don’t think I have mentioned why I’m tinkering with a Pikachu image. So I think it’s time to reveal to you my plan for this operating system. I wanted my operating system to have an assistant that would help with small tasks such as creating folders open terminal. So, like now, when you click Pikachu, you will open a dialogue box in which you can type things. ** FEW FUNCTIONS IT CAN DO RIGHT NOW ** –> It can open the terminal. –> It can tell the battery status. –> It can tell the date and time. –> It can create files and folders. –> It has a help command too, so that if you want to know what things it can do. Now, what happens when you type something it doesn’t understand? It says, “I don’t know this command”. I will be improving the assistant more in the upcoming days, but setting up the logic for this much part only is exhausting.
Devlog 5 Well sorry for the late devlog i was little busy with my school life. The good thing is the terminal is now finally ready in the operating system. I initially had the terminal running Bash through QProcess, which worked for simple commands, but it had limitations. Things like Ctrl+C, interactive programs, terminal formatting, and commands such as ping weren’t behaving like they would in a real terminal. So I switched to a PTY (pseudo-terminal) approach using Linux’s forkpty(). Last time u saw the assistant working, I also connected my assistant to this terminal, not the Konsole which I was using earlier. Also sorry for the vid quality and voice
Devlog 6 Well, every Operating system needs a file manager, so I completed one. It now has folder navigation, sidebar locations, creating files and folders, renaming, deleting, properties, right-click menus, multi-selection, and multi-file copy/cut/paste. I have added it to the assistant so that typing “open files” will open the file manager. Now I will add more features to this, but I want to complete the base of the whole O.S. first. I had to handle so many CMake errors; handling them took most of my time.
#Final Devlog Alright so yeah you all haven’t heard from me in a while now, and I am very,, very sorry for that like I couldn’t manage a project of this level with my daily life and there were some family complications. But long story short, I created version 1 of this operating system. Now it’s not fancy and does not have all the desired features i promised it would have, but it’s version 1 so yeah. There will be new versions of this, and I think the next version will be the final version of it. I am proud of it what i have made, like, most of my time was wasted in handling the cmake errors so yeah, but still I think it has the perfect base for upcoming features. And for what i did to complete it - i did all the wiring of the system like i completed the main base and did the panel work so like now when we click the start button it opens a panel with two options file manager and terminal. So yeah, that’s it, guys: version 1 of PikaOS is finally complete.
Ships:
The main idea behind this project was to make an operating system with a virtual assistant, so I chose Pikachu as the main theme. Now, for the cool features: the Pikachu assistant can move on your screen. Clicking it will make it stop, and it will open a panel where you can type things from a selected range of inputs that will make Pikachu do the certain things I have written about in my devlogs; you can see those. Well, it also has a terminal and a file manager which are fully functional. The main thing I see from this project is a base for version 2 of the project. I have a set of goals which I would complete in the next version. I think I learned a lot from handling the CMake errors; at least, I think almost every time I compiled the code, I had at least atleast one error. And yh i think that’s it....
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1792853390.5577152
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1792939790.5577152
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65403
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AVIAN FILES! by @vashi_21 | Stardance
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vashi_21
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1
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3.41
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T06:59:05Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my personal website about aviary . the main challenge was css part but as the guide given on the website it made easy for me .", "repo": "https://github.com/wizard21-sudo/first-html", "demo": "https://wizard21-sudo.github.io/first-html/"}]...
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[{"post_id": 81480, "ts": "202 [{"post_id": 81480, "ts": "2026-10-21T12:46:35Z", "hours": 0.6408, "text": "Today, I finally fixed my image gallery by organizing all my bird photos into a local folder. I renamed the image files and updated the HTML paths so every single picture loads cleanly on the page. After that I committed the progress and pushed to GitHub. It feels great to see all the six birds showing up properly now."}, {"post_id": 76118, "ts": "2026-10-02T11:04:31Z", "hours": 1.7681, "text": "Had fun time doing it <3 ."}, {"post_id": 75127, "ts": "2026-09-29T06:49:05Z", "hours": 1.4139, "text": "Built the website layout for THE BACKYARD AVIARY using HTML5 and CSS3 ! Added birdwatching tips , styled the navigation menu , and set up an image gallery with colorful songbirds .Deployed the site live using GitHub Pages . It was an amazing experience to create this."}]...
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Title: AVIAN FILES! by @vashi_21 | Stardance
Devl Title: AVIAN FILES! by @vashi_21 | Stardance
Devlogs:
Built the website layout for THE BACKYARD AVIARY using HTML5 and CSS3 ! Added birdwatching tips , styled the navigation menu , and set up an image gallery with colorful songbirds .Deployed the site live using GitHub Pages . It was an amazing experience to create this.
Had fun time doing it <3 .
Today, I finally fixed my image gallery by organizing all my bird photos into a local folder. I renamed the image files and updated the HTML paths so every single picture loads cleanly on the page. After that I committed the progress and pushed to GitHub. It feels great to see all the six birds showing up properly now.
Ships:
I made my personal website about aviary . the main challenge was css part but as the guide given on the website it made easy for me ....
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1792817243.2522254
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1792903643.2522254
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66091
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websos by @sapu | Stardance
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sapu
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1
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4.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T06:20:39Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "web os to play my game in scratch, I use a cute theme and the challenging part was translating the normal css to tailwind", "repo": "https://github.com/savwicak/WebSOs", "demo": "https://savwicak.github.io/WebSOs/"}]...
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[{"post_id": 75123, "ts": "202 [{"post_id": 75123, "ts": "2026-09-29T06:18:33Z", "hours": 0.9031, "text": "FINISSHH!!! Yes it can run everything added positions if you click in header and fix the code line"}, {"post_id": 75101, "ts": "2026-09-29T04:33:37Z", "hours": 0.855, "text": "ADDING GAMESS"}, {"post_id": 75070, "ts": "2026-09-29T01:56:49Z", "hours": 1.4864, "text": "i used kirby theme for this, looking really good, been designing for the UI Form"}, {"post_id": 74759, "ts": "2026-09-28T04:54:14Z", "hours": 0.6869, "text": "I’m making a webos that has a lot of exclusive games (my game) but the diffrent from the tutorial i used tailwind for the css :D"}]...
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Title: websos by @sapu | Stardance
Devlogs:
I’m m Title: websos by @sapu | Stardance
Devlogs:
I’m making a webos that has a lot of exclusive games (my game) but the diffrent from the tutorial i used tailwind for the css :D
i used kirby theme for this, looking really good, been designing for the UI Form
ADDING GAMESS
FINISSHH!!! Yes it can run everything added positions if you click in header and fix the code line
Ships:
web os to play my game in scratch, I use a cute theme and the challenging part was translating the normal css to tailwind...
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1792817306.1004367
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1792903706.1004367
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51584
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Prompt Injection: 101 by @parth_ida13 | Stardance
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parth_ida13
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1
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8.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T05:39:21Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a cybersecurity based game, It was really frustrating to lose all my good work so things might be scuffed or corrupted, (but still works) all the systems and functions are saved and foolproof, (check devlogs)", "repo": "https://github.com/parthida13/promptinjection101", "demo": "https://github.com/parthida13/promptinjection101/blob/main/README.md"}]...
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[{"post_id": 74138, "ts": "202 [{"post_id": 74138, "ts": "2026-09-26T19:03:19Z", "hours": 0.9375, "text": "Lost all my work from OS issues, dont feel much motivated only on track to get 30 hours"}, {"post_id": 60758, "ts": "2026-09-03T10:22:13Z", "hours": 1.2622, "text": "Decided on uploading to pypi library as that would be easier for everyone. Coding left libraries for efficient token usage"}, {"post_id": 56390, "ts": "2026-08-28T04:29:14Z", "hours": 1.1939, "text": "Deciding wheter or not to integrate flask or keep it simple. Creating frontend and deciding if my workload would be excessive or not. Checking back in a few minutes"}, {"post_id": 51778, "ts": "2026-08-21T16:49:53Z", "hours": 0.6269, "text": "Added dual-api crosschecking + reframed blocked_words list. Added stricter XML tags to take user inputs as questions and not commands. I’d be surprised if someone completed the 5th level."}, {"post_id": 51729, "ts": "2026-08-21T15:43:27Z", "hours": 1.1086, "text": "Created all the levels in python. Researched for an hour or so and discovered methods used to protect AI systems from prompt injections. Added base64 scanners and pattern recognizers for making levels 3-5 from hard to near impossible. Next steps are to add dual api verification and a timing system to make sure you can play the entire game without burning out all your api credits. When I get a better pc I’ll recreate this project when the next hackclub event starts but I’ll use ollama so I can make more better systems."}, {"post_id": 51541, "ts": "2026-08-21T09:33:34Z", "hours": 1.0642, "text": "Shifted over to gemini-3.5 flash as it gives you more tokens/more requests per day. The AI finally has perception but since this AI model has built in features for prompt injection I might have to dumb it down to still make the game engaging. I will also be making it much harder in the next levels surpassing the already existing safety filters/features in gemini 3.5 flash"}, {"post_id": 51062, "ts": "2026-08-20T15:23:05Z", "hours": 0.5325, "text": "Created the base/structure of level 1. I am using a framework called OpenAI in python to handle API requests from grok. The first level is supposed to be easy so I didn’t code anything crazy to prevent the user in logging in. To not spoil the upcoming level this is all the code I can show right now"}, {"post_id": 50864, "ts": "2026-08-20T09:53:41Z", "hours": 1.5253, "text": "Created prompt injection:101 as an interactive game from which you try to manipulate the AI into giving you unrestricted access to private information given to the AI by the system. There will be 5 levels initially and then I will ship my project. I tried to use ollama but my system can’t download it :( thats why i’m going to use an API key sadly. Haven’t written much spent the first 20 minutes gathering nessecary libraries and researching about the openAI framework"}]...
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Title: Prompt Injection: 101 by @parth_ida13 | Sta Title: Prompt Injection: 101 by @parth_ida13 | Stardance
Devlogs:
Created prompt injection:101 as an interactive game from which you try to manipulate the AI into giving you unrestricted access to private information given to the AI by the system. There will be 5 levels initially and then I will ship my project. I tried to use ollama but my system can’t download it :( thats why i’m going to use an API key sadly. Haven’t written much spent the first 20 minutes gathering nessecary libraries and researching about the openAI framework
Created the base/structure of level 1. I am using a framework called OpenAI in python to handle API requests from grok. The first level is supposed to be easy so I didn’t code anything crazy to prevent the user in logging in. To not spoil the upcoming level this is all the code I can show right now
Shifted over to gemini-3.5 flash as it gives you more tokens/more requests per day. The AI finally has perception but since this AI model has built in features for prompt injection I might have to dumb it down to still make the game engaging. I will also be making it much harder in the next levels surpassing the already existing safety filters/features in gemini 3.5 flash
Created all the levels in python. Researched for an hour or so and discovered methods used to protect AI systems from prompt injections. Added base64 scanners and pattern recognizers for making levels 3-5 from hard to near impossible. Next steps are to add dual api verification and a timing system to make sure you can play the entire game without burning out all your api credits. When I get a better pc I’ll recreate this project when the next hackclub event starts but I’ll use ollama so I can make more better systems.
Added dual-api crosschecking + reframed blocked_words list. Added stricter XML tags to take user inputs as questions and not commands. I’d be surprised if someone completed the 5th level.
Deciding wheter or not to integrate flask or keep it simple. Creating frontend and deciding if my workload would be excessive or not. Checking back in a few minutes
Decided on uploading to pypi library as that would be easier for everyone. Coding left libraries for efficient token usage
Lost all my work from OS issues, dont feel much motivated only on track to get 30 hours
Ships:
I made a cybersecurity based game, It was really frustrating to lose all my good work so things might be scuffed or corrupted, (but still works) all the systems and functions are saved and foolproof, (check devlogs)...
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1792853741.0108893
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1792940141.0108893
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62947
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WarioWare game by @Tom1234 | Stardance
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Tom1234
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1
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4.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T04:52:02Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a warioware style game where consisting of 3 minigames that you have to beat.", "repo": "https://github.com/Timmyaintit12/WariowareGame", "demo": "https://toma12345.itch.io/warioware-game"}]...
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[{"post_id": 75103, "ts": "202 [{"post_id": 75103, "ts": "2026-09-29T04:34:38Z", "hours": 1.2197, "text": "I made a 3rd minigame where you have to dodge the falling mushrooms. I also fixed bugs with the level switching and win/loss screens"}, {"post_id": 69847, "ts": "2026-09-17T21:56:52Z", "hours": 0.5567, "text": "Made the clicker minigame, also fixed some bugs with the mushroom collection in the platformer, due to them not being linked properly. Also fixed bugs in level switching and what scene it changed to"}, {"post_id": 69436, "ts": "2026-09-17T01:41:54Z", "hours": 1.3306, "text": "I have made and coded the platformer minigame, had some issues trying to get the mushrooms to work but fixed them in the end"}, {"post_id": 69381, "ts": "2026-09-16T22:52:05Z", "hours": 0.5072, "text": "I created the level screen and added the code to go alongside it"}, {"post_id": 69368, "ts": "2026-09-16T22:14:16Z", "hours": 0.2883, "text": "I have designed and coded the menu screen for my game, the settings button currently doesn’t work. It’s not really WarioWare themed, but isn’t the whole point to be unique"}]...
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Title: WarioWare game by @Tom1234 | Stardance
Dev Title: WarioWare game by @Tom1234 | Stardance
Devlogs:
I have designed and coded the menu screen for my game, the settings button currently doesn’t work. It’s not really WarioWare themed, but isn’t the whole point to be unique
I created the level screen and added the code to go alongside it
I have made and coded the platformer minigame, had some issues trying to get the mushrooms to work but fixed them in the end
Made the clicker minigame, also fixed some bugs with the mushroom collection in the platformer, due to them not being linked properly. Also fixed bugs in level switching and what scene it changed to
I made a 3rd minigame where you have to dodge the falling mushrooms. I also fixed bugs with the level switching and win/loss screens
Ships:
I made a warioware style game where consisting of 3 minigames that you have to beat....
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1792813988.225495
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1792900388.225495
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66105
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Web OS by @VoiDDR5 | Stardance
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VoiDDR5
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T04:49:14Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "VoidOS is a web based operating system I built with HTML, CSS, and Java Script. The desktop has a taskbar with the apps like the welcome page and the random cat generator that can be dragged around, opened, and closed like a reall app window. Their is also a live clock that updates every second on the task bar.", "repo": "https://github.com/charlesidk/Web-OS", "demo": "https://charlesidk.github.io/Web-OS/"}]...
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[{"post_id": 75099, "ts": "202 [{"post_id": 75099, "ts": "2026-09-29T04:23:06Z", "hours": 1.5383, "text": "I added a random cat generator app"}, {"post_id": 75078, "ts": "2026-09-29T02:35:57Z", "hours": 2.4814, "text": "I added a background and a dragable window that can be opened and closed. There is also a task bar with the time and date on it."}, {"post_id": 74150, "ts": "2026-09-26T19:38:40Z", "hours": 0.5933, "text": "My Web OS I added my cat"}]...
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Title: Web OS by @VoiDDR5 | Stardance
Devlogs:
My Title: Web OS by @VoiDDR5 | Stardance
Devlogs:
My Web OS I added my cat
I added a background and a dragable window that can be opened and closed. There is also a task bar with the time and date on it.
I added a random cat generator app
Ships:
VoidOS is a web based operating system I built with HTML, CSS, and Java Script. The desktop has a taskbar with the apps like the welcome page and the random cat generator that can be dragged around, opened, and closed like a reall app window. Their is also a live clock that updates every second on the task bar....
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1792817308.3697011
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1792903708.3697011
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54518
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SudoSchool - interactive linux learning site by @M SudoSchool - interactive linux learning site by @Maxye4655 | Stardance...
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Maxye4655
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2
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24.0
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434
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T04:24:00Z", "hours": 4.0, "multiplier": 15.55, "payout": 57, "blessing": "neutral", "text": "I have built an interactive way to learn the basics of the linux terminal, all without requiring you to install a VM, Distro or terminal emulator, it all happens from your browser. Now with smoother scrolling animations, fully working commands and all features complete.", "repo": "https://github.com/Maxye4655/LinuxLearnSite", "demo": "https://maxye4655.github.io/LinuxLearnSite/pages/Homepage.html"}, {"ship_num": 2, "ts": "2026-09-20T07:55:23Z", "hours": 20.0, "multiplier": 18.76, "payout": 377, "blessing": "neutral", "text": "I have built an interactive way to learn the basics of the linux terminal, all without requiring you to install a VM, Distro or terminal emulator, it all happens from your browser.", "repo": "https://github.com/Maxye4655/LinuxLearnSite", "demo": "https://maxye4655.github.io/LinuxLearnSite/pages/Homepage.html"}]...
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[{"post_id": 75098, "ts": "202 [{"post_id": 75098, "ts": "2026-09-29T04:22:39Z", "hours": 1.1333, "text": "Made the scrolling noticeably smoother, tidied up the code for the next ship and pushed to a new demo."}, {"post_id": 72119, "ts": "2026-09-22T06:28:31Z", "hours": 1.7047, "text": "This is the final devlog before I ship, here is what I added/changed: Changed the background from an 8.9MB PNG to a 128KB WebP Removed the jQuery + jQuery Terminal CDN block and terminal.js from pages/LessonLanding.html Added and to pages/LessonLanding.html and all 6 lesson pages Added to all 11 pages Changed the title on index.html and pages/Homepage.html from “Interactive Educational Website” to “SudoSchool - Interactive Linux Command Line Lessons”"}, {"post_id": 72090, "ts": "2026-09-22T04:32:53Z", "hours": 0.8319, "text": "re-wrote the README so it uses no AI, also realized that the background image was 5k, so i downscaled it to ~1.2k"}, {"post_id": 70818, "ts": "2026-09-19T20:18:19Z", "hours": 2.7611, "text": "Wrote the documentation, fixed any file path errors in my code leading to depecrated or non-existent files and launched it as a demo on Github, you can try it at: “ https://maxye4655.github.io/LinuxLearnSite/pages/Homepage.html ”"}, {"post_id": 70375, "ts": "2026-09-19T02:12:27Z", "hours": 1.8922, "text": "Finished the content for lesson 6, and updated the quiz and lesson teacking feature."}, {"post_id": 69534, "ts": "2026-09-17T07:42:58Z", "hours": 2.7575, "text": "Wrote the content for lesson 5, finished the LessonLanding page and updated the terminal javascript for hopefully the last time."}, {"post_id": 68798, "ts": "2026-09-15T19:28:54Z", "hours": 2.8989, "text": "I started and finished working on Lesson 5, added emulated ping command, Ip command, curl command and scp command."}, {"post_id": 67977, "ts": "2026-09-14T09:38:38Z", "hours": 1.4, "text": "Found a massive bug in my terminal code, the virtual file-system’s directory layout wouldn’t register when using ls, grep or any other file related commands, I had to completely rewrite the file-system and it now works."}, {"post_id": 67928, "ts": "2026-09-14T07:34:09Z", "hours": 0.6419, "text": "Finished Lesson 4, made the file for lesson 5. Just 2 more to go until I ship. Cleaned up some files."}, {"post_id": 67890, "ts": "2026-09-14T05:57:49Z", "hours": 1.1186, "text": "Finished Lesson 3, added more commands to the terminal Sim, and created the file for lesson 4. I still have to update LessonLanding.HTML to add Lessons 3 and 4. I’m planning to do my first ship after I finish lesson 6. I also want to optimise the SVG filter."}, {"post_id": 60513, "ts": "2026-09-02T22:06:38Z", "hours": 0.5522, "text": "Added Quiz Categories, and styled the quiz function. Next I will finish adding all the topics."}, {"post_id": 60109, "ts": "2026-09-02T08:20:05Z", "hours": 1.8481, "text": "Added a Quiz Yourself function. Fixed my Hackatime Config. Next I’ll work on styling the quiz as currently only the text and button are styled."}, {"post_id": 59428, "ts": "2026-09-01T08:31:56Z", "hours": 0.6739, "text": "Created Lesson 2 and expanded the virtual terminal logic."}, {"post_id": 58715, "ts": "2026-08-31T08:03:18Z", "hours": 0.3894, "text": "Finished the first lesson, next, I will either begin work on the next few lessons or a “Quiz yourself” function"}, {"post_id": 58682, "ts": "2026-08-31T06:02:15Z", "hours": 0.7981, "text": "Devlog - 5 I added more content to lesson 1, as well as added a progress bar and “Next section “ button."}, {"post_id": 57114, "ts": "2026-08-29T06:46:22Z", "hours": 0.6592, "text": "Devlog 4 - Began working on Lesson 1 and added the basic functionality of a terminal emulator."}, {"post_id": 57081, "ts": "2026-08-29T05:18:25Z", "hours": 0.6894, "text": "Devlog 3 - Began Working on the lessons page, I’ve decided to start with 6 lessons but might expand it later."}, {"post_id": 57058, "ts": "2026-08-29T04:25:05Z", "hours": 0.4089, "text": "Devlog 2 - I made the SVG HTML filter use a smaller file string, Improving performance while keeping the visuals the same."}, {"post_id": 56490, "ts": "2026-08-28T08:57:55Z", "hours": 0.5953, "text": "Began work on the continuation of a project I started before this competition began, in the time recorded in this Devlog I added the termianl emulator (Not fully complete) into my website. The premise of the website is to allow windows/mac users to get familiar with basic Linux commands through interactive lessons before they hopefully make the full time switch to Linux."}]...
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Title: SudoSchool - interactive linux learning sit Title: SudoSchool - interactive linux learning site by @Maxye4655 | Stardance
Devlogs:
Began work on the continuation of a project I started before this competition began, in the time recorded in this Devlog I added the termianl emulator (Not fully complete) into my website. The premise of the website is to allow windows/mac users to get familiar with basic Linux commands through interactive lessons before they hopefully make the full time switch to Linux.
Devlog 2 - I made the SVG HTML filter use a smaller file string, Improving performance while keeping the visuals the same.
Devlog 3 - Began Working on the lessons page, I’ve decided to start with 6 lessons but might expand it later.
Devlog 4 - Began working on Lesson 1 and added the basic functionality of a terminal emulator.
Devlog - 5 I added more content to lesson 1, as well as added a progress bar and “Next section “ button.
Finished the first lesson, next, I will either begin work on the next few lessons or a “Quiz yourself” function
Created Lesson 2 and expanded the virtual terminal logic.
Added a Quiz Yourself function. Fixed my Hackatime Config. Next I’ll work on styling the quiz as currently only the text and button are styled.
Added Quiz Categories, and styled the quiz function. Next I will finish adding all the topics.
Finished Lesson 3, added more commands to the terminal Sim, and created the file for lesson 4. I still have to update LessonLanding.HTML to add Lessons 3 and 4. I’m planning to do my first ship after I finish lesson 6. I also want to optimise the SVG filter.
Finished Lesson 4, made the file for lesson 5. Just 2 more to go until I ship. Cleaned up some files.
Found a massive bug in my terminal code, the virtual file-system’s directory layout wouldn’t register when using ls, grep or any other file related commands, I had to completely rewrite the file-system and it now works.
I started and finished working on Lesson 5, added emulated ping command, Ip command, curl command and scp command.
Wrote the content for lesson 5, finished the LessonLanding page and updated the terminal javascript for hopefully the last time.
Finished the content for lesson 6, and updated the quiz and lesson teacking feature.
Wrote the documentation, fixed any file path errors in my code leading to depecrated or non-existent files and launched it as a demo on Github, you can try it at: “ https://maxye4655.github.io/LinuxLearnSite/pages/Homepage.html ”
re-wrote the README so it uses no AI, also realized that the background image was 5k, so i downscaled it to ~1.2k
This is the final devlog before I ship, here is what I added/changed: Changed the background from an 8.9MB PNG to a 128KB WebP Removed the jQuery + jQuery Terminal CDN block and terminal.js from pages/LessonLanding.html Added and to pages/LessonLanding.html and all 6 lesson pages Added to all 11 pages Changed the title on index.html and pages/Homepage.html from “Interactive Educational Website” to “SudoSchool - Interactive Linux Command Line Lessons”
Made the scrolling noticeably smoother, tidied up the code for the next ship and pushed to a new demo.
Ships:
I have built an interactive way to learn the basics of the linux terminal, all without requiring you to install a VM, Distro or terminal emulator, it all happens from your browser.
I have built an interactive way to learn the basics of the linux terminal, all without requiring you to install a VM, Distro or terminal emulator, it all happens from your browser. Now with smoother scrolling animations, fully working commands and all features complete....
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1792856991.8125
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1792943391.8125
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66138
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Self-webOS by @blowupthenoobs | Stardance
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blowupthenoobs
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T03:21:12Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I got the basic stuff done. Namely draggable windows, opening and closing em, as well as the time on the task bar. Tried to fulfill the reqs for the webOS 1 mission as fast as I could given the fixed payout, but my decision to put it on a Vite React project made it take longer than it should’ve, so I think I can count that as my non-tutorial feature (though I didn’t even get to use the tutorial that much since I had to change so much of the code to make it work in the way I wanted it to.)", "repo": "https://github.com/blowupthenoobs/WebbingAnOS", "demo": "https://webbinganos.netlify.app/"}]...
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[{"post_id": 75056, "ts": "202 [{"post_id": 75056, "ts": "2026-09-29T00:49:04Z", "hours": 1.7292, "text": "Got the basic idea done, should be able to qualify for WebOS 1 given that I made this in React which made it kinda a doozy to figure out how to translate the code to here."}, {"post_id": 74805, "ts": "2026-09-28T09:53:33Z", "hours": 3.2192, "text": "Through some trial and error, I got the window to be draggable"}, {"post_id": 74261, "ts": "2026-09-27T02:55:08Z", "hours": 0.5042, "text": "took way too long to figure out, but I figured out why tailwind wasn’t working. Now it’s time to actually start on the project."}]...
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Title: Self-webOS by @blowupthenoobs | Stardance
Title: Self-webOS by @blowupthenoobs | Stardance
Devlogs:
took way too long to figure out, but I figured out why tailwind wasn’t working. Now it’s time to actually start on the project.
Through some trial and error, I got the window to be draggable
Got the basic idea done, should be able to qualify for WebOS 1 given that I made this in React which made it kinda a doozy to figure out how to translate the code to here.
Ships:
I got the basic stuff done. Namely draggable windows, opening and closing em, as well as the time on the task bar. Tried to fulfill the reqs for the webOS 1 mission as fast as I could given the fixed payout, but my decision to put it on a Vite React project made it take longer than it should’ve, so I think I can count that as my non-tutorial feature (though I didn’t even get to use the tutorial that much since I had to change so much of the code to make it work in the way I wanted it to.)...
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1792817312.154688
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1792903712.154688
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19050
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PennyWise by @DinoLife | Stardance
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DinoLife
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2
|
34.0
|
466
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T02:44:32Z", "hours": 0.0, "multiplier": 14.54, "payout": 7, "blessing": "neutral", "text": "I fixed some more of my screen size bug. Like on mobile the baseboard was kinda weird so I fixed it. I also added a like better thing to the dashboard when there was no budgets.", "repo": "https://github.com/karwals/PennyWise", "demo": "https://penny-wise-pu256a31d-karwals-projects.vercel.app/"}, {"ship_num": 2, "ts": "2026-09-23T09:57:21Z", "hours": 34.0, "multiplier": 13.52, "payout": 459, "blessing": "neutral", "text": "I made a Money Management website. That is targeted at 15-19 year old. I made this to solve the problem of people spending money on things they can’t afford and ending up in debt without realizing. So, I wanted to create a product that helped them view and visualize their money in one place. I would love for you to try out signing up and try to create budget and expenses.", "repo": "https://github.com/karwals/PennyWise", "demo": "https://penny-wise-pu256a31d-karwals-projects.vercel.app/"}]...
|
[{"post_id": 73910, "ts": "202 [{"post_id": 73910, "ts": "2026-09-26T09:40:16Z", "hours": 0.4942, "text": "Fixed some different device size display bugs."}, {"post_id": 72595, "ts": "2026-09-23T09:41:20Z", "hours": 3.6022, "text": "I did some testing to make sure everything was nice and worked well on different screen sizes. I also hosted it on vercel. I also made some over all improvement to the layout of the code. I also made my own logo in illustrator"}, {"post_id": 70414, "ts": "2026-09-19T04:30:28Z", "hours": 1.2528, "text": "I found out that if you changed the number and the end of the link when you were in one of the budget’s expenses tab you can access other peoples’ data and edit it. This is a big privacy breach and makes my website not very secure so I fixed it."}, {"post_id": 70029, "ts": "2026-09-18T10:06:05Z", "hours": 0.8919, "text": "I also came across the bug that if you had no budgets created the skeleton loader would still show. This happen because the code was just checking if there was more then 0 budget or not. I changed it to stop after the website had connected with the data base."}, {"post_id": 70019, "ts": "2026-09-18T09:04:59Z", "hours": 2.8569, "text": "Finished the dashboard page on the website. I decided to make it display the Total Budgets, Total Spent, No. of Budgets, Activity, Budgets, and Expenses. If you have any suggestions I would love to hear them."}, {"post_id": 69029, "ts": "2026-09-16T07:48:28Z", "hours": 4.3497, "text": "Did more of the budget tab and learn more. In the budgets tab I made the animation for the graph and looks of the graph a lot better. I also did some Boundary testing for the graph. I also went through and made sure that everything was smaller screen compatible/ easily usable. Love to hear your thoughts."}, {"post_id": 67073, "ts": "2026-09-13T03:47:50Z", "hours": 1.9522, "text": "I started to do the learn more section. and make some improvements to the landing page and other part of the website."}, {"post_id": 64647, "ts": "2026-09-09T06:42:35Z", "hours": 2.2644, "text": "Bid some testing. Started to make the dashboard page."}, {"post_id": 64072, "ts": "2026-09-08T06:56:52Z", "hours": 3.2106, "text": "I added edit and delete buttons to delete or edit budgets. I also made it so you can press enter in the input sections to make it so that if every thing is right it will add the budget or expense. I also make it so that you can only add numbers and not letter and the number has to be above 0."}, {"post_id": 61416, "ts": "2026-09-04T09:57:26Z", "hours": 5.6731, "text": "Testing and improvement. I did some test on the budget and expense creation and found out that I had not really made it that full from like you were able to enter negative number and stuff. I also did some testing on how i was going host the website."}, {"post_id": 21364, "ts": "2026-07-03T08:07:00Z", "hours": 0.3925, "text": "Made the logo"}, {"post_id": 14961, "ts": "2026-06-24T09:21:58Z", "hours": 3.0328, "text": "I made the create expense thing work. I also made them diplay in a table at the bottom. I found that after creating an expense, the text remained in the input boxes. To fix this, I cleared the input field state values after the expense was successfully added to the database. By add setName(“”); setAmount(“”); when with the toast. The date part is nto working right now but that is want i am going to do next."}, {"post_id": 12800, "ts": "2026-06-20T22:40:19Z", "hours": 1.4611, "text": "Started to make the create expenses thing does not work right now. making it work is the next step."}, {"post_id": 11177, "ts": "2026-06-18T08:45:46Z", "hours": 1.4839, "text": "Started on the expenses tab. Made it so that when you click on one of the budgets you get set to the expenses tab for that budget."}, {"post_id": 9821, "ts": "2026-06-16T08:33:43Z", "hours": 1.0094, "text": "I made the text in the background liek more to my liking and i would love to have soem feedback on what you guys think about it. The images also have my current budgets tab and the create budgets popup. I also made it so that when the budgets are still loading there is like a loading animation the gray boxes also like pulse."}, {"post_id": 9566, "ts": "2026-06-15T22:50:55Z", "hours": 0.5014, "text": "Making the login look better."}]...
|
Title: PennyWise by @DinoLife | Stardance
Devlogs Title: PennyWise by @DinoLife | Stardance
Devlogs:
Making the login look better.
I made the text in the background liek more to my liking and i would love to have soem feedback on what you guys think about it. The images also have my current budgets tab and the create budgets popup. I also made it so that when the budgets are still loading there is like a loading animation the gray boxes also like pulse.
Started on the expenses tab. Made it so that when you click on one of the budgets you get set to the expenses tab for that budget.
Started to make the create expenses thing does not work right now. making it work is the next step.
I made the create expense thing work. I also made them diplay in a table at the bottom. I found that after creating an expense, the text remained in the input boxes. To fix this, I cleared the input field state values after the expense was successfully added to the database. By add setName(“”); setAmount(“”); when with the toast. The date part is nto working right now but that is want i am going to do next.
Made the logo
Testing and improvement. I did some test on the budget and expense creation and found out that I had not really made it that full from like you were able to enter negative number and stuff. I also did some testing on how i was going host the website.
I added edit and delete buttons to delete or edit budgets. I also made it so you can press enter in the input sections to make it so that if every thing is right it will add the budget or expense. I also make it so that you can only add numbers and not letter and the number has to be above 0.
Bid some testing. Started to make the dashboard page.
I started to do the learn more section. and make some improvements to the landing page and other part of the website.
Did more of the budget tab and learn more. In the budgets tab I made the animation for the graph and looks of the graph a lot better. I also did some Boundary testing for the graph. I also went through and made sure that everything was smaller screen compatible/ easily usable. Love to hear your thoughts.
Finished the dashboard page on the website. I decided to make it display the Total Budgets, Total Spent, No. of Budgets, Activity, Budgets, and Expenses. If you have any suggestions I would love to hear them.
I also came across the bug that if you had no budgets created the skeleton loader would still show. This happen because the code was just checking if there was more then 0 budget or not. I changed it to stop after the website had connected with the data base.
I found out that if you changed the number and the end of the link when you were in one of the budget’s expenses tab you can access other peoples’ data and edit it. This is a big privacy breach and makes my website not very secure so I fixed it.
I did some testing to make sure everything was nice and worked well on different screen sizes. I also hosted it on vercel. I also made some over all improvement to the layout of the code. I also made my own logo in illustrator
Fixed some different device size display bugs.
Ships:
I made a Money Management website. That is targeted at 15-19 year old. I made this to solve the problem of people spending money on things they can’t afford and ending up in debt without realizing. So, I wanted to create a product that helped them view and visualize their money in one place. I would love for you to try out signing up and try to create budget and expenses.
I fixed some more of my screen size bug. Like on mobile the baseboard was kinda weird so I fixed it. I also added a like better thing to the dashboard when there was no budgets....
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1792853659.1546574
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1792940059.1546574
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43568
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Look Up | Astronomy Observation Helper by @ASTRY | Look Up | Astronomy Observation Helper by @ASTRY | Stardance...
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ASTRY
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1
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61.49
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T01:22:20Z", "hours": 57.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "H1 Find planets & stars with your phone !! I’m ASTRY , and I proudly present to you my 2nd real coding project that I made this summer (: It is called “Look UP” , the idea ? With real astronomical datas / weather datas / light pollution etc… LookUp can show you what objects of the celestial catalogue (that will grow ( ; ) you can see. For example if you have good conditions for astronomical observation , LookUp can then help you target with the orientation of your phone the object that you desire to look at. If you chose to target Saturn , once on the target page that is a 3d environement made with Three.JS , you’ll have an arrow that will guide you to the object with you moving you phone IRL !! I was motivated to do this project to learn how to manage bigger projects and learn many new things regarding coding. Also space is KINDA one of my passion , so when I discovered Stardance I went all in. I’m not going to lie , this was pretty hard and made me use IA multiple times without any kind of abuses , each time I brainstormed with GPT , this ended up beneficial with me finding better solution (even tho I think a majority of my code is meh lol) But this was worth all the time and effort ( those 50hr + of work doesn’t reflect the real time that went into this project (x ) I really liked seeing all thoses lines of code that I wrote coming little by little together to form this type of instrument , I’m VERRY HAPPY with it. PS : TRY IT ON PHONE , without “deviceorientation” of it the site will be pretty useless… , thx ! & This project will result in a youtube video on my channel ASTRY ! Eitherway , thanks to all the Stardance admins and people that contribute to this wonderful community that inspired me to also hit my head against walls to figure out solution for some scripts. Take care and I now cross my fingers for a 3d printer hehe (; (couldn’t put a video to show in shipping sorry…) -ASTRY", "repo": "https://github.com/Rukkoa17/LookUp2", "demo": "https://lookup2-1d9v.vercel.app"}]...
|
[{"post_id": 82004, "ts": "202 [{"post_id": 82004, "ts": "2026-10-23T12:37:50Z", "hours": 4.49, "text": "After Changes requested Log (; I don’t want to elaborate to much on what was made because I don’t find it very fun etc… But to simplify : -Change the backend and frontend from Render & Github Pages to Vercel. -Debugged many things related to that -Worked my way to make the webapp work loccally and being able to provide the instructions in order to do it -Changed the README to fill in the conditions of shipping. I wish this will be the last step please lol (:"}, {"post_id": 75058, "ts": "2026-09-29T00:51:15Z", "hours": 3.2325, "text": "H1 LAST DEVLOG !!!!! Finally it’s here , LookUp V2 , the coding project that makes me the most proud of this journey ! So I’m making this quick because it is actually almost 3:00AM where I live……. From last time the most notable features that where added : -Being able to email me from settings suggestions -Making my own way to get the infos regarding light pollution and rating it -Giving a score for tonight observability (nothing too serious I rushed that understanding that making something precise is way too hard for my situation.) -Ugly display of that score (made today around 00:00 ) -Getting displayed what you can see with eyes / bino / telescope (regarding that , I need to add more celestials objects into the catalogue because they seems to all be visible even by eyes in the proper conditions.) That’s pretty much it very summarized , thanks for reading this last devlog , now come submitting (;"}, {"post_id": 74644, "ts": "2026-09-27T20:44:18Z", "hours": 10.0178, "text": "H1 NEXT THING IS SHIPPING !!! Ok so many features and improvements have been made but I will keep it “secret” for now. I’m currently on my deadline to ship this project. So when it will be shipped I’ll elaborate on what’s new and a overall review of LookUP v2 !!! Right now I’m working on the lightpollution rating , that’s the last “complex” thing that I have to make , after that the rest SEEMS pretty simple but we’ll see (; Tommorow is my deadline , please dev/admin have some pity for me … Cya (:"}, {"post_id": 69832, "ts": "2026-09-17T21:23:54Z", "hours": 10.4528, "text": "Hey (; Been a little while ! So from last time I worked in things that are pretty much behind the scene for now. As an example of what I am saying , I worked on some api call , and refining my backend. But basicaly , without trying to list everything the main new things are : -A guiding arrow for the user to be able to spot / target the wanted celestial object much quicker. -Settings menu that can be accesed from the home page , for now the only available action is to change the “main color” of the web app , but I find it pretty cool and also liked coding it (I did it without any google or anything , just the IDE and my brain hehe) -Got back to work with APIs , goals : refine rating of the weather related to the position of the user , add changes to the overall rating with moon phase , atmosphere turbulances ( if I can do that , idk) and lastly light pollution ( this one will be special to do , there is no direct API that suits my criterias , so I’ll do something myself). For some the progress from last time while seem pathetic because there is nothing really fancy FOR NOW , this coming week is the rush for me don’t worry I’ll try my best to get it done ! Good luck to everybody for the final days of stardance (="}, {"post_id": 60981, "ts": "2026-09-03T17:42:30Z", "hours": 9.9806, "text": "HERE AGAIN !!!!! Okay so few days passed , school started for me but STILL working on my LookUp website (I want to get a gift with stardust for my girlfriend but I don’t think it’s possible to work this many hours now…….). Many littles features and improvements have been made as you can see in the video compared to the last one. (Please don’t focus on the top degrees display it’s BROKEN /:) Mainly I focused on adding all the celestial objects from the catalogue into the 3d space ! Everything seems to work fine now for the looking up part (; MANY things are still to be done but I’m going to get there because I want to post a video about this project in about 20 days hehe (believe will maybe make it possible..) I don’t want to get to much into listing what I have done neither what is still left but to summerize : -Overall esthetic of the webapp -Features for better 3d space -Weather/Observabilty part related to astronomical observation -Some settings features (; Please leave a like or a comment to support me , last post was …. yeah lol Love y’all , keep up the good work !"}, {"post_id": 51945, "ts": "2026-08-21T21:57:04Z", "hours": 12.3083, "text": "BACK BABY !!! Okay so I’m going to try to summerize what I’ve done in a few days (didn’t know that when +10hr logged the rest aren’t taken for the payout calculation…. MY BAD) So in the last devlog I was at the step of acquiring the SIMBAD database positions of the celestials objects that I wanted. So I was able to figure that out and let yall with the results of having things like => Sirius , RA/DEC of 101 / -16. During this period this is pretty much all I did in “order” : -First I converted the RA / DEC into Az/Alt coords , that allows to locate the object for the user by him being the anchor point of this , so for example a Az of 90° is at East and a Alt of 70° in addition with the Az means the object is at East pretty high up in the sky because it’s 70° from the horizon.This step took some time because I really tried to understand the logic behind it , at some point I understood all the steps / elements needed for the mathematical trick that was needed , from there I cherched forums for astronomical formulas and magic from there hehe. (Screenshot of the js script for that) -From there after some esthetical adjustements I went into brefly learning Three.Js , an beautiful webdev tool that makes us devs able to Create / Display / Render some 3D for our websites !!!! I for now learned pretty much the basic and didn’t really put much effort into the esthetic (FOR NOW) , as you can see in the screenshot ( = . -2 days ago I started working on the backend (with Render thx) that was needed for my app to hide the APIs Key. This step wasn’t something I really enjoyed because even tho I understood all the logical thing behing every requirement and action , I still remained stuck for long moments without any idea. This lead to Claude helping me , sorry ); BUT it was only minor bugs that would’ve took me SO MANY TIME to see , like wow… Now my only issue is that I am currently using a free plan for my server so after a little time without request , it will go to sleep and when the first request after that comes , it will take a pretty long time to load (Around 40s/1min … making the first Loading for some user TOO LONG) -AND NOW here we are ! So in the last hours logged what I did is add the scope for the 3d page and also position a pink sphere representing the selected object at his ACTUAL POSITION (like in Stellarium hehe). Today I also got in Raycasting method to click on a mesh and trigger an event. Yes in 3d like three.js adding a simple EventListener(“click”…) can’t be done. So the Idea is casting a ray from a point like your mouse and this ray (A mathematical Vector) will INTERSECT with the mesh if correctly orientated and THIS will prove to us that the usre clicked on the object. That is for me useful for a feature : I want that when the user succesfuly place the object in his LookUp scope , my JS detect this with a ray casted from the center of the scope and is then able to show a little info pannel like you can see in the 2nd screenshot again ! So yeah that’s it ! I find letting multiple logged days more enjoyable to devlog so Imma keep it like that I think (; Next step is really being able to control the 3D camera with the deviceorientationabsolute of the user’s phone. (For now I have been able with Quaternion (set with Euler for now) , to make a cube rotate with the phone being physically rotated IRL) If someone READ all that , please tell me in the comments what do you think , that would MAKE MY DAY , for real ! Love to yall <3"}, {"post_id": 46185, "ts": "2026-08-13T07:11:07Z", "hours": 1.7561, "text": "DAY 8 ! Made some progress hehe (; Okay so YESTERDAY , my goal was pretty clear , I wanted to get to a point where my python program for writing a .txt with all the datas for the celestial objects will be good. So I changed somethings because I feel like I was running towards a wall that I could simply dodge. So the big change was that instead of using a sort of celestial_objects_list.txt , I instead took the names of the objects that I wanted directly from my datas.js in order to after fill them. In the Afternoon , with this first part accomplished , I went into trying to understand how I could convert my Ra and Dec astronomical positions into Az / Alt ones with the help of the location of the User and their precise time according to their location. So right now I know that I could simply copy a script like that with all that I needed but I will try before correcting it with others examples online to seek understanding myself and writing it like I UNDERSTAND. Right now I know that I need to calculate the GMST (Greenwich Mean Sidereal Time) , this time with what I understood is something that will help me deal with the rotation of earth on itself by correcting it to have something “fixed”? THX FOR READING , <333"}, {"post_id": 45437, "ts": "2026-08-11T21:34:22Z", "hours": 1.2208, "text": "Hm hm , Day 7.. Yeah so today I don’t got much to tell , I spent all the coding time trying to figure out myself solutions for somes issues that I have. I pretty much went by the previous devlog plan today for having referenced names of data.js. But couldn’t figure all out today , will try to finish everything with the python script tommorow so I can get to more exciting stuff… Sorry for today being kinda “bad”. Love !!!!"}, {"post_id": 44807, "ts": "2026-08-10T20:40:51Z", "hours": 0.5775, "text": "Day …… 6 , hehe. Okay so today worked a really tiny time on this bcs last day of vacantions for me ); (all good tho). So I spend the time refining the python script for the .txt , I wanted to gather some others name from the SIMBAD database for each objects. After sometime I endded up with this code BUT as you can see adding all the others names of the objects is implying hundreds of new lines. The issue ? : to put each objects data in my data.js I will need an name that I want to find in all this other names but if there are SO MUCH to check , I’ll feel bad for this lack of performance. SO , I will try to do something like : -data.js will have all the objects with names already instaured (for ex : Andromeda) -I’ll put that into a .txt -then in my python script I will try to select for the name(s).? , the corresponding one. As you can see my mind is still pretty sketchy about this so time will tell us… I’ll seriously get into putting more hours to this from tomorrow , love yall !!!!!"}, {"post_id": 44209, "ts": "2026-08-09T20:23:08Z", "hours": 1.6989, "text": "DAY 5 , yeahhhh! Okay so today I did what I wanted to do. I’ve succeded at making the request with SIMBAD TAP for the position of objects in space (Ra & Deg) and then tranfering this in a JSON form inside of a .txt , from there I picked it up with JS and console.log the datas ! Maybe it seems pretty chill but it wasn’t intuitive for the request part because of a bug explained in the last devlog. Now the next step is with all thoses infos on objects , being able to calculate the Alt & Az from the user POV to make them able for a display in my website! Also I will soon need to dig a little about backend because I can’t publish this on Github bcs of some API keys… So yeah one day ! THANK YOU FOR READING !!!!!"}, {"post_id": 43752, "ts": "2026-08-09T05:23:37Z", "hours": 2.1511, "text": "Day 4 !!… of torturing myself with coding. Okay so I’m posting this devlog a little late because the day passed but still. Yesterday I started trying to implement Astroquery SIMBAD into my code , the goal ? Having a database from where I could take astronomical position value of all the celestial objects I need (this come in Ra & Deg) and from there I will convert it to where it is situated ocmpared to user location. Also read the comment on the code screenshot because I’m explaining why I used ChatGPT because of a “software issue?” , my code was fine but juste wouldn’t work so he helped me. So I put down some console result for you to see !! Now for this feature there is still the converting part but the rest will NORMALLY be more intuitive. Love yall (;"}, {"post_id": 42617, "ts": "2026-08-07T13:09:50Z", "hours": 2.0531, "text": "D-d-d-d-ay 3 of devlogs !! Okay so today I worked pretty well on some finitions and also on the “show all “and “visible” buttons. You can see pretty much how all this work together in the little video. Also I want to mention that for pretty much all this UI , Chatgpt helped with around 10% of the work , I really tried to use it only if necessary or to learn deeper about a concept/technique. After that I started like said yesterday to see how astroquery SIMBAD could help me with my project. Now I’m pretty sure that I got the theorical part like you can see in the notes screen. Anyways my day is far from being finished so I think tonight I will again try to work 1/2hours on getting the positions of celestial objects. Keep up the good work yall !!!!"}, {"post_id": 42224, "ts": "2026-08-06T20:51:18Z", "hours": 0.7856, "text": "DAY 2 , hehe! Okay so today I started working really late because I went moutain hiking (in vacations for a few days then real work (; ). I tried to inform myself and understand how apps like Stellarium works about gathering the postions of the celestial objects for like +1hr. So for now I think I will work with a database that is SIMBAD , I will gather some infos with sql or python (Astroquery | TAP SIMBAD). Then from here I THINK I’ll calculate the azimuth & altitude with the user being the perspectif point. After I juste styled little things because I was exhausted after a lonngggngng day -fews CSS changes (like user-select : none) -added the Observability text for the section -Finally started working on buttons that will make possible for the user to show all objects or only visibles ones for him (with altitude , observability conditions and his equipment)."}, {"post_id": 41503, "ts": "2026-08-05T19:05:25Z", "hours": 0.8856, "text": "DAY 1 … for my cosmical observation asistant ! I lied. I in fact started really working on this project a little time ago like you can read in his description (; Why only posting now ? Cause I didn’t had a clue stardance existed (btw if any admin is reading this , the concept is AMAZING !!). Ok now real talk. Today I didn’t code that much due to not being home for a little time. But I still managed to do some brainstorming about the features that are linked towards telling / showing to the user the rating I give to tonight sky for astronomical observation and to the specific celestial object he wants to Look Up to (; So I codded a … thing… (full of if if if , but dw it’s for a moment i’ll change it after implementing first what I need , plz don ’t hate YET). After that I quickly added a little dot of red/yellow/green color to tell the user if the object selected is observable with CURRENT CONDITIONS (based on the V1 of this app and worth with altitude and magnitude of the planet selected) , btw the moon rn isn’t visible where I am (I think??) , so working for NOW. That’s all for my really long devlog today , love to yall <3"}]...
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Title: Look Up | Astronomy Observation Helper by @ Title: Look Up | Astronomy Observation Helper by @ASTRY | Stardance
Devlogs:
DAY 1 … for my cosmical observation asistant ! I lied. I in fact started really working on this project a little time ago like you can read in his description (; Why only posting now ? Cause I didn’t had a clue stardance existed (btw if any admin is reading this , the concept is AMAZING !!). Ok now real talk. Today I didn’t code that much due to not being home for a little time. But I still managed to do some brainstorming about the features that are linked towards telling / showing to the user the rating I give to tonight sky for astronomical observation and to the specific celestial object he wants to Look Up to (; So I codded a … thing… (full of if if if , but dw it’s for a moment i’ll change it after implementing first what I need , plz don ’t hate YET). After that I quickly added a little dot of red/yellow/green color to tell the user if the object selected is observable with CURRENT CONDITIONS (based on the V1 of this app and worth with altitude and magnitude of the planet selected) , btw the moon rn isn’t visible where I am (I think??) , so working for NOW. That’s all for my really long devlog today , love to yall <3
DAY 2 , hehe! Okay so today I started working really late because I went moutain hiking (in vacations for a few days then real work (; ). I tried to inform myself and understand how apps like Stellarium works about gathering the postions of the celestial objects for like +1hr. So for now I think I will work with a database that is SIMBAD , I will gather some infos with sql or python (Astroquery | TAP SIMBAD). Then from here I THINK I’ll calculate the azimuth & altitude with the user being the perspectif point. After I juste styled little things because I was exhausted after a lonngggngng day -fews CSS changes (like user-select : none) -added the Observability text for the section -Finally started working on buttons that will make possible for the user to show all objects or only visibles ones for him (with altitude , observability conditions and his equipment).
D-d-d-d-ay 3 of devlogs !! Okay so today I worked pretty well on some finitions and also on the “show all “and “visible” buttons. You can see pretty much how all this work together in the little video. Also I want to mention that for pretty much all this UI , Chatgpt helped with around 10% of the work , I really tried to use it only if necessary or to learn deeper about a concept/technique. After that I started like said yesterday to see how astroquery SIMBAD could help me with my project. Now I’m pretty sure that I got the theorical part like you can see in the notes screen. Anyways my day is far from being finished so I think tonight I will again try to work 1/2hours on getting the positions of celestial objects. Keep up the good work yall !!!!
Day 4 !!… of torturing myself with coding. Okay so I’m posting this devlog a little late because the day passed but still. Yesterday I started trying to implement Astroquery SIMBAD into my code , the goal ? Having a database from where I could take astronomical position value of all the celestial objects I need (this come in Ra & Deg) and from there I will convert it to where it is situated ocmpared to user location. Also read the comment on the code screenshot because I’m explaining why I used ChatGPT because of a “software issue?” , my code was fine but juste wouldn’t work so he helped me. So I put down some console result for you to see !! Now for this feature there is still the converting part but the rest will NORMALLY be more intuitive. Love yall (;
DAY 5 , yeahhhh! Okay so today I did what I wanted to do. I’ve succeded at making the request with SIMBAD TAP for the position of objects in space (Ra & Deg) and then tranfering this in a JSON form inside of a .txt , from there I picked it up with JS and console.log the datas ! Maybe it seems pretty chill but it wasn’t intuitive for the request part because of a bug explained in the last devlog. Now the next step is with all thoses infos on objects , being able to calculate the Alt & Az from the user POV to make them able for a display in my website! Also I will soon need to dig a little about backend because I can’t publish this on Github bcs of some API keys… So yeah one day ! THANK YOU FOR READING !!!!!
Day …… 6 , hehe. Okay so today worked a really tiny time on this bcs last day of vacantions for me ); (all good tho). So I spend the time refining the python script for the .txt , I wanted to gather some others name from the SIMBAD database for each objects. After sometime I endded up with this code BUT as you can see adding all the others names of the objects is implying hundreds of new lines. The issue ? : to put each objects data in my data.js I will need an name that I want to find in all this other names but if there are SO MUCH to check , I’ll feel bad for this lack of performance. SO , I will try to do something like : -data.js will have all the objects with names already instaured (for ex : Andromeda) -I’ll put that into a .txt -then in my python script I will try to select for the name(s).? , the corresponding one. As you can see my mind is still pretty sketchy about this so time will tell us… I’ll seriously get into putting more hours to this from tomorrow , love yall !!!!!
Hm hm , Day 7.. Yeah so today I don’t got much to tell , I spent all the coding time trying to figure out myself solutions for somes issues that I have. I pretty much went by the previous devlog plan today for having referenced names of data.js. But couldn’t figure all out today , will try to finish everything with the python script tommorow so I can get to more exciting stuff… Sorry for today being kinda “bad”. Love !!!!
DAY 8 ! Made some progress hehe (; Okay so YESTERDAY , my goal was pretty clear , I wanted to get to a point where my python program for writing a .txt with all the datas for the celestial objects will be good. So I changed somethings because I feel like I was running towards a wall that I could simply dodge. So the big change was that instead of using a sort of celestial_objects_list.txt , I instead took the names of the objects that I wanted directly from my datas.js in order to after fill them. In the Afternoon , with this first part accomplished , I went into trying to understand how I could convert my Ra and Dec astronomical positions into Az / Alt ones with the help of the location of the User and their precise time according to their location. So right now I know that I could simply copy a script like that with all that I needed but I will try before correcting it with others examples online to seek understanding myself and writing it like I UNDERSTAND. Right now I know that I need to calculate the GMST (Greenwich Mean Sidereal Time) , this time with what I understood is something that will help me deal with the rotation of earth on itself by correcting it to have something “fixed”? THX FOR READING , <333
BACK BABY !!! Okay so I’m going to try to summerize what I’ve done in a few days (didn’t know that when +10hr logged the rest aren’t taken for the payout calculation…. MY BAD) So in the last devlog I was at the step of acquiring the SIMBAD database positions of the celestials objects that I wanted. So I was able to figure that out and let yall with the results of having things like => Sirius , RA/DEC of 101 / -16. During this period this is pretty much all I did in “order” : -First I converted the RA / DEC into Az/Alt coords , that allows to locate the object for the user by him being the anchor point of this , so for example a Az of 90° is at East and a Alt of 70° in addition with the Az means the object is at East pretty high up in the sky because it’s 70° from the horizon.This step took some time because I really tried to understand the logic behind it , at some point I understood all the steps / elements needed for the mathematical trick that was needed , from there I cherched forums for astronomical formulas and magic from there hehe. (Screenshot of the js script for that) -From there after some esthetical adjustements I went into brefly learning Three.Js , an beautiful webdev tool that makes us devs able to Create / Display / Render some 3D for our websites !!!! I for now learned pretty much the basic and didn’t really put much effort into the esthetic (FOR NOW) , as you can see in the screenshot ( = . -2 days ago I started working on the backend (with Render thx) that was needed for my app to hide the APIs Key. This step wasn’t something I really enjoyed because even tho I understood all the logical thing behing every requirement and action , I still remained stuck for long moments without any idea. This lead to Claude helping me , sorry ); BUT it was only minor bugs that would’ve took me SO MANY TIME to see , like wow… Now my only issue is that I am currently using a free plan for my server so after a little time without request , it will go to sleep and when the first request after that comes , it will take a pretty long time to load (Around 40s/1min … making the first Loading for some user TOO LONG) -AND NOW here we are ! So in the last hours logged what I did is add the scope for the 3d page and also position a pink sphere representing the selected object at his ACTUAL POSITION (like in Stellarium hehe). Today I also got in Raycasting method to click on a mesh and trigger an event. Yes in 3d like three.js adding a simple EventListener(“click”…) can’t be done. So the Idea is casting a ray from a point like your mouse and this ray (A mathematical Vector) will INTERSECT with the mesh if correctly orientated and THIS will prove to us that the usre clicked on the object. That is for me useful for a feature : I want that when the user succesfuly place the object in his LookUp scope , my JS detect this with a ray casted from the center of the scope and is then able to show a little info pannel like you can see in the 2nd screenshot again ! So yeah that’s it ! I find letting multiple logged days more enjoyable to devlog so Imma keep it like that I think (; Next step is really being able to control the 3D camera with the deviceorientationabsolute of the user’s phone. (For now I have been able with Quaternion (set with Euler for now) , to make a cube rotate with the phone being physically rotated IRL) If someone READ all that , please tell me in the comments what do you think , that would MAKE MY DAY , for real ! Love to yall <3
HERE AGAIN !!!!! Okay so few days passed , school started for me but STILL working on my LookUp website (I want to get a gift with stardust for my girlfriend but I don’t think it’s possible to work this many hours now…….). Many littles features and improvements have been made as you can see in the video compared to the last one. (Please don’t focus on the top degrees display it’s BROKEN /:) Mainly I focused on adding all the celestial objects from the catalogue into the 3d space ! Everything seems to work fine now for the looking up part (; MANY things are still to be done but I’m going to get there because I want to post a video about this project in about 20 days hehe (believe will maybe make it possible..) I don’t want to get to much into listing what I have done neither what is still left but to summerize : -Overall esthetic of the webapp -Features for better 3d space -Weather/Observabilty part related to astronomical observation -Some settings features (; Please leave a like or a comment to support me , last post was …. yeah lol Love y’all , keep up the good work !
Hey (; Been a little while ! So from last time I worked in things that are pretty much behind the scene for now. As an example of what I am saying , I worked on some api call , and refining my backend. But basicaly , without trying to list everything the main new things are : -A guiding arrow for the user to be able to spot / target the wanted celestial object much quicker. -Settings menu that can be accesed from the home page , for now the only available action is to change the “main color” of the web app , but I find it pretty cool and also liked coding it (I did it without any google or anything , just the IDE and my brain hehe) -Got back to work with APIs , goals : refine rating of the weather related to the position of the user , add changes to the overall rating with moon phase , atmosphere turbulances ( if I can do that , idk) and lastly light pollution ( this one will be special to do , there is no direct API that suits my criterias , so I’ll do something myself). For some the progress from last time while seem pathetic because there is nothing really fancy FOR NOW , this coming week is the rush for me don’t worry I’ll try my best to get it done ! Good luck to everybody for the final days of stardance (=
H1 NEXT THING IS SHIPPING !!! Ok so many features and improvements have been made but I will keep it “secret” for now. I’m currently on my deadline to ship this project. So when it will be shipped I’ll elaborate on what’s new and a overall review of LookUP v2 !!! Right now I’m working on the lightpollution rating , that’s the last “complex” thing that I have to make , after that the rest SEEMS pretty simple but we’ll see (; Tommorow is my deadline , please dev/admin have some pity for me … Cya (:
H1 LAST DEVLOG !!!!! Finally it’s here , LookUp V2 , the coding project that makes me the most proud of this journey ! So I’m making this quick because it is actually almost 3:00AM where I live……. From last time the most notable features that where added : -Being able to email me from settings suggestions -Making my own way to get the infos regarding light pollution and rating it -Giving a score for tonight observability (nothing too serious I rushed that understanding that making something precise is way too hard for my situation.) -Ugly display of that score (made today around 00:00 ) -Getting displayed what you can see with eyes / bino / telescope (regarding that , I need to add more celestials objects into the catalogue because they seems to all be visible even by eyes in the proper conditions.) That’s pretty much it very summarized , thanks for reading this last devlog , now come submitting (;
After Changes requested Log (; I don’t want to elaborate to much on what was made because I don’t find it very fun etc… But to simplify : -Change the backend and frontend from Render & Github Pages to Vercel. -Debugged many things related to that -Worked my way to make the webapp work loccally and being able to provide the instructions in order to do it -Changed the README to fill in the conditions of shipping. I wish this will be the last step please lol (:
Ships:
H1 Find planets & stars with your phone !! I’m ASTRY , and I proudly present to you my 2nd real coding project that I made this summer (: It is called “Look UP” , the idea ? With real astronomical datas / weather datas / light pollution etc… LookUp can show you what objects of the celestial catalogue (that will grow ( ; ) you can see. For example if you have good conditions for astronomical observation , LookUp can then help you target with the orientation of your phone the object that you desire to look at. If you chose to target Saturn , once on the target page that is a 3d environement made with Three.JS , you’ll have an arrow that will guide you to the object with you moving you phone IRL !! I was motivated to do this project to learn how to manage bigger projects and learn many new things regarding coding. Also space is KINDA one of my passion , so when I discovered Stardance I went all in. I’m not going to lie , this was pretty hard and made me use IA multiple times without any kind of abuses , each time I brainstormed with GPT , this ended up beneficial with me finding better solution (even tho I think a majority of my code is meh lol) But this was worth all the time and effort ( those 50hr + of work doesn’t reflect the real time that went into this project (x ) I really liked seeing all thoses lines of code that I wrote coming little by little together to form this type of instrument , I’m VERRY HAPPY with it. PS : TRY IT ON PHONE , without “deviceorientation” of it the site will be pretty useless… , thx ! & This project will result in a youtube video on my channel ASTRY ! Eitherway , thanks to all the Stardance admins and people that contribute to this wonderful community that inspired me to also hit my head against walls to figure out solution for some scripts. Take care and I now cross my fingers for a 3d printer hehe (; (couldn’t put a video to show in shipping sorry…) -ASTRY...
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1792853447.875519
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1792939847.875519
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64602
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My own site! by @arnavseth | Stardance
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arnavseth
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T00:41:24Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom website for myself were i can display to anyone, it was hard to get the background matrix rain to get working, and i am proud of the result", "repo": "https://github.com/arnavseth12/Mywebsite", "demo": "https://arnavseth12.github.io/Mywebsite/"}]...
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[{"post_id": 74705, "ts": "202 [{"post_id": 74705, "ts": "2026-09-28T01:16:37Z", "hours": 2.6889, "text": "Finished the site i went for a new terminal type look"}, {"post_id": 72877, "ts": "2026-09-23T22:30:03Z", "hours": 2.8633, "text": "Finished the homepage and the map working on a game inside the site"}]...
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Title: My own site! by @arnavseth | Stardance
Dev Title: My own site! by @arnavseth | Stardance
Devlogs:
Finished the homepage and the map working on a game inside the site
Finished the site i went for a new terminal type look
Ships:
I made a custom website for myself were i can display to anyone, it was hard to get the background matrix rain to get working, and i am proud of the result...
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1792814160.459513
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1792900560.459513
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64601
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My First Godot Game by @Zemal | Stardance
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Zemal
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1
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27.85
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207
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T00:12:48Z", "hours": 25.0, "multiplier": 8.43, "payout": 207, "blessing": "neutral", "text": "I made my first ever Godot game, Out of Sync, and honestly this project was much more challenging than I expected. I started with a simple idea, but while building it I ended up learning a lot about scenes, scripts, collisions, timers, character selection, level transitions, and fixing bugs. The most difficult part was making everything work together properly, especially the character selection across different levels, the locked/unlocked exits, the timer system, and the second laser level. There were so many small issues that kept coming up, and sometimes fixing one thing created another problem. I’m really proud that I kept working on it and turned the idea into a complete playable game with two levels, different challenges, restart functionality, and a proper ending. I also learned a lot about Godot during the process, and by the end I felt much more comfortable finding things and understanding how the project was structured. You can test the full game using the Try project link. I’m really happy to finally finish and ship my first Godot game!", "repo": "https://github.com/zemaldars01-png/out-of-sync-game", "demo": "https://zemal-dars.itch.io/out-of-sync"}]...
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[{"post_id": 77388, "ts": "202 [{"post_id": 77388, "ts": "2026-10-06T19:15:47Z", "hours": 0.3667, "text": "Finally finished the updates!!! I uploaded the new version to itch.io and tested the whole game again. Everything is working properly now, and I also changed the screenshots so they match the updated game. I recorded a quick playthrough to show how it looks now :)"}, {"post_id": 76899, "ts": "2026-10-05T00:05:10Z", "hours": 2.4803, "text": "After I got the changes request, I went back to the game and changed a lot of the visuals.I made the new backgrounds myself in Canva and tried to keep everything in the same purple glitch theme. I also made the switches myself in Canva and changed the keys and character images so they matched the new style better.I worked on the title screen, character selection, Level 1, the laser room, the restart button, and the ending screen. I also added a moving background to the final screen.Most of the work today was fixing the parts that were mentioned in the feedback and making the game look more consistent. I still need to upload the updated version to itch.io, but the changes are now working in the game."}, {"post_id": 75048, "ts": "2026-09-29T00:08:56Z", "hours": 0.3275, "text": "Finally finished the whole game Both levels are now complete and working properly. I also fixed the last few issues with the character selection, exits, and the browser version. I tested the full game from start to finish and everything is working now.This project honestly made me so tired but I learned a lot while building it. At the start I barely knew where things were in Godot, but after working on it for so long, I got much more comfortable with scenes, scripts, signals, collisions, and fixing bugs.The game is now live in the browser and the code is also on GitHub. Really happy to finally finish and ship my first Godot game :)"}, {"post_id": 75026, "ts": "2026-09-28T22:00:18Z", "hours": 3.1764, "text": "Finally finished reworking Level 2! I changed it from being too simple into a more challenging laser room. Now the player has to reach 3 switches placed around the room, avoid the moving lasers, turn them off one by one, and then unlock the exit.Also fixed the character selection so the same character you choose at the start continues into this level too.This part took a lot of testing because the laser collisions, switches, and exit kept breaking in different ways but it finally works properly now.The game is basically complete now, and I’m really happy with how much better Level 2 feels compared to before."}, {"post_id": 74868, "ts": "2026-09-28T14:07:00Z", "hours": 2.6981, "text": "Finally got Level 1 into a proper playable state today. Added the 5-key challenge, timer, counter, locked/unlocked exit, and made the transition to the next room automatic once the level is cleared.I also cleaned up the HUD and fixed a bunch of annoying key/pickup issues along the way.It was one of those sessions where one small bug kept turning into another but seeing the full level work from start to finish was worth it. Next up: polishing the next room and making the game more challenging."}, {"post_id": 74681, "ts": "2026-09-27T23:58:23Z", "hours": 3.6211, "text": "Polished the title screen and it took a lot of effort 😭 I changed the main title font, worked on the purple panels, fixed the spacing, and cleaned up the character selection and Start button. I’m really tired now, but the more the game starts looking better, the more I feel like continuing and building the next parts."}, {"post_id": 74527, "ts": "2026-09-27T15:56:33Z", "hours": 3.4747, "text": "I’m currently working on improving Room 3 of my game, “Out of Sync.” I added moving laser obstacles around the key to make the level more challenging, adjusted the player and collision sizes, and finished the escape flow. I also redesigned the room-complete screen with a neon theme, a glowing Continue button, and sparkle effects that appear when the player hovers over it. The level is starting to feel much more polished and complete now."}, {"post_id": 74216, "ts": "2026-09-26T22:53:22Z", "hours": 6.1006, "text": "Today I worked on Room 3 of my Godot game. I added laser hazards, a collectible key, and an exit system. The player now has to avoid the lasers, collect the key, and reach the door to complete the room. I also fixed several script and movement issues while testing the level."}, {"post_id": 73151, "ts": "2026-09-24T14:18:59Z", "hours": 1.4631, "text": "Today I added a timer to my Godot game and made a proper time-up screen. I also added a restart button so the level can start again after losing. I had a few problems with button signals and node names, but I fixed them and now the game is working better."}, {"post_id": 71953, "ts": "2026-09-21T20:46:41Z", "hours": 3.6772, "text": "Today I worked on my Godot game. I created and tested different parts of the game, fixed some problems, and learned more about how Godot works. I also improved the gameplay and made progress on the project."}]...
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Title: My First Godot Game by @Zemal | Stardance
Title: My First Godot Game by @Zemal | Stardance
Devlogs:
Today I worked on my Godot game. I created and tested different parts of the game, fixed some problems, and learned more about how Godot works. I also improved the gameplay and made progress on the project.
Today I added a timer to my Godot game and made a proper time-up screen. I also added a restart button so the level can start again after losing. I had a few problems with button signals and node names, but I fixed them and now the game is working better.
Today I worked on Room 3 of my Godot game. I added laser hazards, a collectible key, and an exit system. The player now has to avoid the lasers, collect the key, and reach the door to complete the room. I also fixed several script and movement issues while testing the level.
I’m currently working on improving Room 3 of my game, “Out of Sync.” I added moving laser obstacles around the key to make the level more challenging, adjusted the player and collision sizes, and finished the escape flow. I also redesigned the room-complete screen with a neon theme, a glowing Continue button, and sparkle effects that appear when the player hovers over it. The level is starting to feel much more polished and complete now.
Polished the title screen and it took a lot of effort 😭 I changed the main title font, worked on the purple panels, fixed the spacing, and cleaned up the character selection and Start button. I’m really tired now, but the more the game starts looking better, the more I feel like continuing and building the next parts.
Finally got Level 1 into a proper playable state today. Added the 5-key challenge, timer, counter, locked/unlocked exit, and made the transition to the next room automatic once the level is cleared.I also cleaned up the HUD and fixed a bunch of annoying key/pickup issues along the way.It was one of those sessions where one small bug kept turning into another but seeing the full level work from start to finish was worth it. Next up: polishing the next room and making the game more challenging.
Finally finished reworking Level 2! I changed it from being too simple into a more challenging laser room. Now the player has to reach 3 switches placed around the room, avoid the moving lasers, turn them off one by one, and then unlock the exit.Also fixed the character selection so the same character you choose at the start continues into this level too.This part took a lot of testing because the laser collisions, switches, and exit kept breaking in different ways but it finally works properly now.The game is basically complete now, and I’m really happy with how much better Level 2 feels compared to before.
Finally finished the whole game Both levels are now complete and working properly. I also fixed the last few issues with the character selection, exits, and the browser version. I tested the full game from start to finish and everything is working now.This project honestly made me so tired but I learned a lot while building it. At the start I barely knew where things were in Godot, but after working on it for so long, I got much more comfortable with scenes, scripts, signals, collisions, and fixing bugs.The game is now live in the browser and the code is also on GitHub. Really happy to finally finish and ship my first Godot game :)
After I got the changes request, I went back to the game and changed a lot of the visuals.I made the new backgrounds myself in Canva and tried to keep everything in the same purple glitch theme. I also made the switches myself in Canva and changed the keys and character images so they matched the new style better.I worked on the title screen, character selection, Level 1, the laser room, the restart button, and the ending screen. I also added a moving background to the final screen.Most of the work today was fixing the parts that were mentioned in the feedback and making the game look more consistent. I still need to upload the updated version to itch.io, but the changes are now working in the game.
Finally finished the updates!!! I uploaded the new version to itch.io and tested the whole game again. Everything is working properly now, and I also changed the screenshots so they match the updated game. I recorded a quick playthrough to show how it looks now :)
Ships:
I made my first ever Godot game, Out of Sync, and honestly this project was much more challenging than I expected. I started with a simple idea, but while building it I ended up learning a lot about scenes, scripts, collisions, timers, character selection, level transitions, and fixing bugs. The most difficult part was making everything work together properly, especially the character selection across different levels, the locked/unlocked exits, the timer system, and the second laser level. There were so many small issues that kept coming up, and sometimes fixing one thing created another problem. I’m really proud that I kept working on it and turned the idea into a complete playable game with two levels, different challenges, restart functionality, and a proper ending. I also learned a lot about Godot during the process, and by the end I felt much more comfortable finding things and understanding how the project was structured. You can test the full game using the Try project link. I’m really happy to finally finish and ship my first Godot game!...
|
1792814159.2555363
|
1792900559.2555363
|
|
5962
|
Insert Coin by @hamdaraksa | Stardance
|
hamdaraksa
|
1
|
25.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T23:28:54Z", "hours": 25.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created an arcade game that runs in the taskbar so it can be played flexibly.", "repo": "https://github.com/kyubiner/Insert-Coin", "demo": "https://drive.google.com/drive/folders/14mZBPSmJ7eGYQSYK2bIwrfAscWfY0NeD?usp=sharing"}]...
|
[{"post_id": 75038, "ts": "202 [{"post_id": 75038, "ts": "2026-09-28T23:17:30Z", "hours": 7.3944, "text": "My game is ready for now and can be installed from Google Drive :)"}, {"post_id": 73604, "ts": "2026-09-25T13:47:33Z", "hours": 8.2683, "text": "I’m creating various things here, such as a background for my game and a circle… It’s going to get even more interesting, and I can’t wait to try out the ship for the first time."}, {"post_id": 71051, "ts": "2026-09-20T07:46:05Z", "hours": 3.0236, "text": "Alright, so I’ve finished creating the first mini-game for my arcade game, GitHub Striker . The concept is similar to Blocky Breaker , but the levels are based on your GitHub contribution activity the more active you are, the easier the levels are to complete. And my next goal is to polish this mini-game."}, {"post_id": 70911, "ts": "2026-09-20T00:37:22Z", "hours": 6.5983, "text": "I’m making a block-breaker arcade game, but I’m thinking about making it more interesting hopefully, I can get it done in time."}]...
|
Title: Insert Coin by @hamdaraksa | Stardance
Dev Title: Insert Coin by @hamdaraksa | Stardance
Devlogs:
I’m making a block-breaker arcade game, but I’m thinking about making it more interesting hopefully, I can get it done in time.
Alright, so I’ve finished creating the first mini-game for my arcade game, GitHub Striker . The concept is similar to Blocky Breaker , but the levels are based on your GitHub contribution activity the more active you are, the easier the levels are to complete. And my next goal is to polish this mini-game.
I’m creating various things here, such as a background for my game and a circle… It’s going to get even more interesting, and I can’t wait to try out the ship for the first time.
My game is ready for now and can be installed from Google Drive :)
Ships:
I created an arcade game that runs in the taskbar so it can be played flexibly....
|
1792853547.847025
|
1792939947.847025
|
|
65835
|
My own site! by @syedakhter | Stardance
|
syedakhter
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T21:46:21Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made this project about my self it was not challenging I want people to know that I spent 2 hr on it.", "repo": "https://github.com/8051987-eng/MY-website", "demo": "https://8051987-eng.github.io/MY-website/"}]...
|
[{"post_id": 74481, "ts": "202 [{"post_id": 74481, "ts": "2026-09-27T14:10:53Z", "hours": 2.0972, "text": "Im working on a website with html and CSS for a club project"}]...
|
Title: My own site! by @syedakhter | Stardance
De Title: My own site! by @syedakhter | Stardance
Devlogs:
Im working on a website with html and CSS for a club project
Ships:
I made this project about my self it was not challenging I want people to know that I spent 2 hr on it....
|
1792817272.8590758
|
1792903672.8590758
|
|
64219
|
Green triangle by @Lorenzoczk | Stardance
|
Lorenzoczk
|
2
|
13.0
|
8
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T21:21:11Z", "hours": 7.0, "multiplier": 1.11, "payout": 8, "blessing": "neutral", "text": "Oi, esse é o meu projeto, já é a quinta vez que eu envio ele, espero que esteja tudo certo. Ele é basicamente uma página da web com algumas funcionalidades interessantes e eu não sei se já foi aprovado ou não, eu queria que vocês me respondessem isso, é algo muito importante. Na parte do Hacktime estão três projetos, mas o único de verdade é o triângulo verde. E só aproveitando, eu não estou conseguindo avaliar projetos e pegar meus pontos, pois está falando que não tem projetos para serem avaliados, então seria legal se vocês tirassem essa etapa de avaliação. Por favor, me mandem uma notificação tirando minhas dúvidas.", "repo": "https://github.com/lczk9999/Green-triangle-page-V2", "demo": "https://lczk9999.github.io/Green-triangle-page-V2/"}, {"ship_num": 2, "ts": "2026-09-20T22:48:21Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make?I successfully completed the challenge by building a WebOS interface. While it shares some basic structures with other projects, I focused on creating a very clean, minimalist, and simple layout. It features a sleek black theme with neon green accents, and includes a notepad, a timer, and a search tab for links. As my unique feature, I integrated a mini-game where you control a triangle and have to jump over incoming red squares.What was challenging?The hardest part was definitely the design process. Since UI design is not my strongest suit and I am still learning, I even used an AI assistant to help me refine the visual style. Thanks to Arcade, I’m developing my skills very well and managed to overcome this obstacle.What are you proud of?I am really proud of the final look of the interface. I wanted a project that wasn’t visually overloaded but looked highly polished. Even though it is simple, the textures and the neon green theme turned out beautiful, and I’m proud that I managed to deliver exactly what the challenge required.What should people know so they can test your project?It is a simple and straightforward site. You can interact with the basic widgets like the notepad and timer, use the link search bar, and play the triangle obstacle mini-game directly in one of the windows!", "repo": "https://github.com/lczk9999/Green-triangle-page-V2", "demo": "https://lczk9999.github.io/Green-triangle-page-V2/"}]...
|
[{"post_id": 74654, "ts": "202 [{"post_id": 74654, "ts": "2026-09-27T21:27:15Z", "hours": 4.8678, "text": "Yes, I added one more function to restart and I changed the search bar to now be three buttons for you to choose."}, {"post_id": 72297, "ts": "2026-09-22T16:35:02Z", "hours": 1.3061, "text": "I’m having to rewrite all the code."}, {"post_id": 71956, "ts": "2026-09-21T21:04:02Z", "hours": 0.6597, "text": "I’ve now added more elements to the design and background, tweaked the triangle game, and expanded my README."}, {"post_id": 71498, "ts": "2026-09-20T22:37:28Z", "hours": 6.0328, "text": "First part done."}]...
|
Title: Green triangle by @Lorenzoczk | Stardance
Title: Green triangle by @Lorenzoczk | Stardance
Devlogs:
First part done.
I’ve now added more elements to the design and background, tweaked the triangle game, and expanded my README.
I’m having to rewrite all the code.
Yes, I added one more function to restart and I changed the search bar to now be three buttons for you to choose.
Ships:
What did you make?I successfully completed the challenge by building a WebOS interface. While it shares some basic structures with other projects, I focused on creating a very clean, minimalist, and simple layout. It features a sleek black theme with neon green accents, and includes a notepad, a timer, and a search tab for links. As my unique feature, I integrated a mini-game where you control a triangle and have to jump over incoming red squares.What was challenging?The hardest part was definitely the design process. Since UI design is not my strongest suit and I am still learning, I even used an AI assistant to help me refine the visual style. Thanks to Arcade, I’m developing my skills very well and managed to overcome this obstacle.What are you proud of?I am really proud of the final look of the interface. I wanted a project that wasn’t visually overloaded but looked highly polished. Even though it is simple, the textures and the neon green theme turned out beautiful, and I’m proud that I managed to deliver exactly what the challenge required.What should people know so they can test your project?It is a simple and straightforward site. You can interact with the basic widgets like the notepad and timer, use the link search bar, and play the triangle obstacle mini-game directly in one of the windows!
Oi, esse é o meu projeto, já é a quinta vez que eu envio ele, espero que esteja tudo certo. Ele é basicamente uma página da web com algumas funcionalidades interessantes e eu não sei se já foi aprovado ou não, eu queria que vocês me respondessem isso, é algo muito importante. Na parte do Hacktime estão três projetos, mas o único de verdade é o triângulo verde. E só aproveitando, eu não estou conseguindo avaliar projetos e pegar meus pontos, pois está falando que não tem projetos para serem avaliados, então seria legal se vocês tirassem essa etapa de avaliação. Por favor, me mandem uma notificação tirando minhas dúvidas....
|
1792814109.5158548
|
1792900509.5158548
|
|
65656
|
BLARE V1 by @IsoVoir | Stardance
|
IsoVoir
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T21:13:43Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made BLARE_ALARM_V1, an ESP32-C3 embedded hardware project. As a beginner, I faced a lots of huge challenges of this huge workflow revolving around assemble of the circuital parts and CAD designing, PCB layout routing, but I learn specifically give time to project and it gives lots of learning to understand the complex problem gave us a strong grasp of concept. I am proud of my absolute dedication to this project. It proved to me that learning entirely new technical skills never goes wasted and conserved in a very healthy manner which can be ignited by little bit of curiosity. Reviewers should check the repository homepage, where the README file provides a detailed showcase with cropped screenshots of the Onshape enclosure assembly, the KiCad circuit schematics, and the routed PCB layout. The editable project designs are neatly grouped in the CAD and PCB folders using relative path structures, and the final production-ready manufacturing assets are completely bundled within the single gerbers.zip archive inside the Production directory.", "repo": "https://github.com/kumarishan0825/Blare_Alarm_v1", "demo": ""}]...
|
[{"post_id": 74980, "ts": "202 [{"post_id": 74980, "ts": "2026-09-28T19:26:32Z", "hours": 2.7692, "text": "I FINALLY COMPLETED MY BLARE_ALARM TASK. BRO IT DOESN’T LOOK SO ELEGANT BUT TOO SIMPLE BUT I’M HAPPY BECAUSE IT WAS MY FIRST EXPOSURE TO LEARN THIS."}, {"post_id": 74148, "ts": "2026-09-26T19:33:28Z", "hours": 6.7433, "text": "hey guys, i am new in CAD so could you please help me because for display mount i want to increase the bottom part but select whole area of display section like a certain area I defined for display and i have to sketch the mount region but as i go to excruding that portion the whole area would lifted and makes me more frustating. Suggest me some tips and also suggest me any other app to ease in understanding what to do"}, {"post_id": 73679, "ts": "2026-09-25T17:54:14Z", "hours": 4.5753, "text": "I am new in cad designing and also faces lots of difficulties in applying like buttons on the pcb. After I tried many things such as transform property etc but sometimes it shows that its directional position not be done .. how do i build my stuff"}]...
|
Title: BLARE V1 by @IsoVoir | Stardance
Devlogs:
Title: BLARE V1 by @IsoVoir | Stardance
Devlogs:
I am new in cad designing and also faces lots of difficulties in applying like buttons on the pcb. After I tried many things such as transform property etc but sometimes it shows that its directional position not be done .. how do i build my stuff
hey guys, i am new in CAD so could you please help me because for display mount i want to increase the bottom part but select whole area of display section like a certain area I defined for display and i have to sketch the mount region but as i go to excruding that portion the whole area would lifted and makes me more frustating. Suggest me some tips and also suggest me any other app to ease in understanding what to do
I FINALLY COMPLETED MY BLARE_ALARM TASK. BRO IT DOESN’T LOOK SO ELEGANT BUT TOO SIMPLE BUT I’M HAPPY BECAUSE IT WAS MY FIRST EXPOSURE TO LEARN THIS.
Ships:
I made BLARE_ALARM_V1, an ESP32-C3 embedded hardware project. As a beginner, I faced a lots of huge challenges of this huge workflow revolving around assemble of the circuital parts and CAD designing, PCB layout routing, but I learn specifically give time to project and it gives lots of learning to understand the complex problem gave us a strong grasp of concept. I am proud of my absolute dedication to this project. It proved to me that learning entirely new technical skills never goes wasted and conserved in a very healthy manner which can be ignited by little bit of curiosity. Reviewers should check the repository homepage, where the README file provides a detailed showcase with cropped screenshots of the Onshape enclosure assembly, the KiCad circuit schematics, and the routed PCB layout. The editable project designs are neatly grouped in the CAD and PCB folders using relative path structures, and the final production-ready manufacturing assets are completely bundled within the single gerbers.zip archive inside the Production directory....
|
1792817259.2576592
|
1792903659.2576592
|
|
48449
|
Lookout Os by @yourfiyan | Stardance
|
yourfiyan
|
1
|
18.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T19:46:38Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "WebOs A desktop OS that runs in the web I built it using only HTML, CSS and JavaScript. Thats all i started this with the Hack Club webOS guide and then added more apps including my own stuff What it have? Calculator 2048 game (love this game) Notes Weather Music Player That’s all!", "repo": "https://github.com/Yourfiyan/WebOs", "demo": "https://yourfiyan.is-a.dev/WebOs/"}]...
|
[{"post_id": 74983, "ts": "202 [{"post_id": 74983, "ts": "2026-09-28T19:29:52Z", "hours": 3.4286, "text": "Wrapping thing up All i did in this session was reorganized the desktop and app windows, improved the terminal commands, and fix window dragging boundaries, And at last added a readme file"}, {"post_id": 64904, "ts": "2026-09-09T16:46:13Z", "hours": 11.8808, "text": "Just changed the whole look of it. Well now the taskbar is below and I added this cool Liquid Glass theme for the windows. Also added some new commands to the terminal, along with new apps like Contacts, Projects, Weather, and even 2048. And yup thats pretty much it for now"}, {"post_id": 48826, "ts": "2026-08-17T11:34:42Z", "hours": 2.5803, "text": "I called it Lookout Os.. well nothing too much to see really, build the whole look around the wallpaper I found. Nothing too crazy, There are two apps for now, Crate is basically my music records and ahh the terminal, in there we got some commands that can be displayed by help command yup thats all for now"}]...
|
Title: Lookout Os by @yourfiyan | Stardance
Devlo Title: Lookout Os by @yourfiyan | Stardance
Devlogs:
I called it Lookout Os.. well nothing too much to see really, build the whole look around the wallpaper I found. Nothing too crazy, There are two apps for now, Crate is basically my music records and ahh the terminal, in there we got some commands that can be displayed by help command yup thats all for now
Just changed the whole look of it. Well now the taskbar is below and I added this cool Liquid Glass theme for the windows. Also added some new commands to the terminal, along with new apps like Contacts, Projects, Weather, and even 2048. And yup thats pretty much it for now
Wrapping thing up All i did in this session was reorganized the desktop and app windows, improved the terminal commands, and fix window dragging boundaries, And at last added a readme file
Ships:
WebOs A desktop OS that runs in the web I built it using only HTML, CSS and JavaScript. Thats all i started this with the Hack Club webOS guide and then added more apps including my own stuff What it have? Calculator 2048 game (love this game) Notes Weather Music Player That’s all!...
|
1792853450.1564736
|
1792939850.1564736
|
|
66086
|
Kernel.panic by @Kathirvelan_S | Stardance
|
Kathirvelan_S
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T19:19:42Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So i made a terminal style horror webgame. the most challenging part was honestly the debugging, i made a lot of typos as i was in a time constraint as my exams were beginning and i wanted to finish it before then. I am mainly proud of the audio part, this is the first time im ever adding audio to a website of mine, and i even voice recorded this myself :). Just know there is a jumpscare", "repo": "https://github.com/Kathirvelan-s-gh/kernel.panic", "demo": "https://kernel-panic-sand.vercel.app/"}]...
|
[{"post_id": 74977, "ts": "202 [{"post_id": 74977, "ts": "2026-09-28T19:15:54Z", "hours": 7.7144, "text": "I sat down basically did a marathon doing the full script in one sitting, debugging honestly took the most time as i had a lot of typos cus i was sleep deprived. but now it works :)"}, {"post_id": 74160, "ts": "2026-09-26T20:02:54Z", "hours": 0.4439, "text": "Starting off pretty strong so far"}]...
|
Title: Kernel.panic by @Kathirvelan_S | Stardance
Title: Kernel.panic by @Kathirvelan_S | Stardance
Devlogs:
Starting off pretty strong so far
I sat down basically did a marathon doing the full script in one sitting, debugging honestly took the most time as i had a lot of typos cus i was sleep deprived. but now it works :)
Ships:
So i made a terminal style horror webgame. the most challenging part was honestly the debugging, i made a lot of typos as i was in a time constraint as my exams were beginning and i wanted to finish it before then. I am mainly proud of the audio part, this is the first time im ever adding audio to a website of mine, and i even voice recorded this myself :). Just know there is a jumpscare...
|
1792817304.0772843
|
1792903704.0772843
|
|
36389
|
Cyberdeck by @sn3ak | Stardance
|
sn3ak
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T19:01:42Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my cyberdeck. Its powered by a raspberry pi 5 and has a 5 inch touchscreen. it is also equipped with a touch pad and keyboard (yes the keyboard says keyboard on it). This is my first hardware project, I have learnt many new things like how to 3d design and how to use a 3d printer. Stardance has really motivated me to complete this project as before it was just an idea in my head that would probably never see the light of day.", "repo": "https://github.com/sn3ak14/Cyberdeck", "demo": ""}]...
|
[{"post_id": 74960, "ts": "202 [{"post_id": 74960, "ts": "2026-09-28T18:13:56Z", "hours": 2.6008, "text": "I finished! After a lot of work and tears a I have finished my cyberdeck! I am ready to ship my project thank you all for the support and good luck with your projects."}, {"post_id": 65499, "ts": "2026-09-10T18:01:27Z", "hours": 2.0503, "text": "New prototype design. I took a break from the project but I’m back now and have decided to take a different approach to the design, rather than putting it inside of a pelican case I’m making its own outer shell this new design should be a lot smaller and easier to work with it is currently a very crude and basic design but this will change, don’t worry. I plan on printing it very soon."}, {"post_id": 37751, "ts": "2026-07-30T17:42:09Z", "hours": 0.5, "text": "Printed the base for my Cyberdeck. I finely was able to print the bottom half of the deck and it went well! the keyboard hole was to small and I haven’t ordered the trackpad yet so I don’t know if it fits. My biggest problem right now is I cant 3d print parts all the time and usually have to wait days between designs this is because I have to travel to use the 3D printer and it also is a shared printer so I cant always use it making time between prints take ages hopefully when I ship my project I will be able to get a 3d printer it would make all of my future projects so much easier to do. Next I plan on printing MK2 for the top half of the design and after I iron out all of the problems I can start to make the deck look amazing."}, {"post_id": 34777, "ts": "2026-07-25T19:24:27Z", "hours": 0.2836, "text": "MK2 Cyberdeck panel. I re-model MK1 to have a better fit for all of the components and rearranged them a bit however the Cyberdeck is looking empty and boring I am thinking of adding switches or possibly another screen but can think of what they will do, my plan is by the next model to decide what the theme should be by making some kind of mood board and then add things accordingly if you have any ideas please let me know in the comments."}, {"post_id": 34201, "ts": "2026-07-24T18:36:07Z", "hours": 0.3325, "text": "Fixing old keyboard. the wires were broken near the connection points I performed a temporary twist and splice on the exposed wired I plan to solder a new cable later but for now it works!"}, {"post_id": 34148, "ts": "2026-07-24T17:25:45Z", "hours": 0.2844, "text": "2 updates to the project, I 3d printed the MK1 top piece with varying success and modelled the MK1 base panel. after ages of waiting for the 3d printer I rent to be free I printed it, it fits the case and the components well (although the screen hole was a lot bigger than it needed to be) however I encountered 2 major errors 1. the dowels I used to connect the two half’s were to big and made gaps in the model, and 2. I may or may not have forgotten to turn supports on witched caused the model to sag a bit but it turned out ok in the end. Next I plan on printing the base panel and re-modelling the top panel."}, {"post_id": 30752, "ts": "2026-07-18T16:10:06Z", "hours": 0.2533, "text": "Cut the panel in half, added dowels to connect them. next I plan on printing it and seeing what i can do to improve it"}, {"post_id": 30099, "ts": "2026-07-17T12:30:05Z", "hours": 0.5225, "text": "MK1 the first test design for the top panel of my cyber deck very early design and will be subject to change. one problem I’m facing is the 3d printer that is available to me (its not mine its kinda like a rental) is to small to fit the whole panel so I will have to print it in separate parts and figure out a way to connect them."}]...
|
Title: Cyberdeck by @sn3ak | Stardance
Devlogs:
M Title: Cyberdeck by @sn3ak | Stardance
Devlogs:
MK1 the first test design for the top panel of my cyber deck very early design and will be subject to change. one problem I’m facing is the 3d printer that is available to me (its not mine its kinda like a rental) is to small to fit the whole panel so I will have to print it in separate parts and figure out a way to connect them.
Cut the panel in half, added dowels to connect them. next I plan on printing it and seeing what i can do to improve it
2 updates to the project, I 3d printed the MK1 top piece with varying success and modelled the MK1 base panel. after ages of waiting for the 3d printer I rent to be free I printed it, it fits the case and the components well (although the screen hole was a lot bigger than it needed to be) however I encountered 2 major errors 1. the dowels I used to connect the two half’s were to big and made gaps in the model, and 2. I may or may not have forgotten to turn supports on witched caused the model to sag a bit but it turned out ok in the end. Next I plan on printing the base panel and re-modelling the top panel.
Fixing old keyboard. the wires were broken near the connection points I performed a temporary twist and splice on the exposed wired I plan to solder a new cable later but for now it works!
MK2 Cyberdeck panel. I re-model MK1 to have a better fit for all of the components and rearranged them a bit however the Cyberdeck is looking empty and boring I am thinking of adding switches or possibly another screen but can think of what they will do, my plan is by the next model to decide what the theme should be by making some kind of mood board and then add things accordingly if you have any ideas please let me know in the comments.
Printed the base for my Cyberdeck. I finely was able to print the bottom half of the deck and it went well! the keyboard hole was to small and I haven’t ordered the trackpad yet so I don’t know if it fits. My biggest problem right now is I cant 3d print parts all the time and usually have to wait days between designs this is because I have to travel to use the 3D printer and it also is a shared printer so I cant always use it making time between prints take ages hopefully when I ship my project I will be able to get a 3d printer it would make all of my future projects so much easier to do. Next I plan on printing MK2 for the top half of the design and after I iron out all of the problems I can start to make the deck look amazing.
New prototype design. I took a break from the project but I’m back now and have decided to take a different approach to the design, rather than putting it inside of a pelican case I’m making its own outer shell this new design should be a lot smaller and easier to work with it is currently a very crude and basic design but this will change, don’t worry. I plan on printing it very soon.
I finished! After a lot of work and tears a I have finished my cyberdeck! I am ready to ship my project thank you all for the support and good luck with your projects.
Ships:
This is my cyberdeck. Its powered by a raspberry pi 5 and has a 5 inch touchscreen. it is also equipped with a touch pad and keyboard (yes the keyboard says keyboard on it). This is my first hardware project, I have learnt many new things like how to 3d design and how to use a 3d printer. Stardance has really motivated me to complete this project as before it was just an idea in my head that would probably never see the light of day....
|
1792853392.9154952
|
1792939792.9154952
|
|
66543
|
Elnawras Cafe by @essamabobakr900 | Stardance
|
essamabobakr900
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T16:24:05Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a simple and user-friendly website for a café where customers can explore the menu, place orders, read reviews, and find all the necessary contact and café information. the most challenging part was to design the top bar efficiently, I am proud of the quality it appeared with.", "repo": "https://github.com/essamabobakr900-bit/Cafe-Website", "demo": "https://essamabobakr900-bit.github.io/Cafe-Website/"}]...
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[{"post_id": 74892, "ts": "202 [{"post_id": 74892, "ts": "2026-09-28T15:13:09Z", "hours": 16.3708, "text": "a website for a cafe, serving food and drinks"}]...
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Title: Elnawras Cafe by @essamabobakr900 | Stardan Title: Elnawras Cafe by @essamabobakr900 | Stardance
Devlogs:
a website for a cafe, serving food and drinks
Ships:
This is a simple and user-friendly website for a café where customers can explore the menu, place orders, read reviews, and find all the necessary contact and café information. the most challenging part was to design the top bar efficiently, I am proud of the quality it appeared with....
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1792817343.8878183
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1792903743.8878183
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66364
|
Mad Circuit by @k0nvulsion | Stardance
|
k0nvulsion
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1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T16:17:45Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i am working on a prototype of a game called mad circuit, the problems i encountered are EVERYTHING!!! I DECIDED TO TRY TO MAKE IT IN RAW JS AND I REGRET MY DECISION!!!! please check what i used ai on to know what i had a problem with (basically most of the js… (and if you cannot check ill include the ai declaration thingy on the bottom of this description)), before you test it please know this is a early prototype and BE BRUTAL WITH THE RATING I NEED TO KNOW WHAT TO IMPROVE! assisted myself with ai on the following files game.js kart.js seed.js physics.js renderer.js visualFallbacks.js", "repo": "", "demo": ""}]...
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[{"post_id": 74904, "ts": "202 [{"post_id": 74904, "ts": "2026-09-28T15:53:12Z", "hours": 0.7936, "text": "heres a veeeeery veeerry early prototype of the game im working on, next up im gonna try to implenet some graphics to it and make the car faster of course, and after that add randomized tracks"}, {"post_id": 74626, "ts": "2026-09-27T19:58:02Z", "hours": 0.2789, "text": "Today i wrote the base of the web based game im working on, along that i made some file structures, after i come back from my school and gym im gonna absolutely work myself off on this as i have everything planned and written down"}]...
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Title: Mad Circuit by @k0nvulsion | Stardance
Dev Title: Mad Circuit by @k0nvulsion | Stardance
Devlogs:
Today i wrote the base of the web based game im working on, along that i made some file structures, after i come back from my school and gym im gonna absolutely work myself off on this as i have everything planned and written down
heres a veeeeery veeerry early prototype of the game im working on, next up im gonna try to implenet some graphics to it and make the car faster of course, and after that add randomized tracks
Ships:
i am working on a prototype of a game called mad circuit, the problems i encountered are EVERYTHING!!! I DECIDED TO TRY TO MAKE IT IN RAW JS AND I REGRET MY DECISION!!!! please check what i used ai on to know what i had a problem with (basically most of the js… (and if you cannot check ill include the ai declaration thingy on the bottom of this description)), before you test it please know this is a early prototype and BE BRUTAL WITH THE RATING I NEED TO KNOW WHAT TO IMPROVE! assisted myself with ai on the following files game.js kart.js seed.js physics.js renderer.js visualFallbacks.js...
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1792817330.6797814
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1792903730.6797814
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66561
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Game DinoUno by @Piiyush | Stardance
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Piiyush
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1
|
2.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T16:07:04Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I just made a simple cactus-dino running game. The challenging part was actually the idea that i got to make this and im proud of i got revange of the dino from the cactus by doing uno reverse. Any one can play this this made of simple html-css-js nothing Rocket Science.", "repo": "https://github.com/peeyushki/DinoUno", "demo": "https://quiet-horse-07b0e5.netlify.app/"}]...
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[{"post_id": 74907, "ts": "202 [{"post_id": 74907, "ts": "2026-09-28T16:01:09Z", "hours": 2.2158, "text": "Its a game where the victim is the cactus who runs and the obstacles are dinos (uno reverse the role) and we will be controlling it from Hand gesture"}]...
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Title: Game DinoUno by @Piiyush | Stardance
Devlo Title: Game DinoUno by @Piiyush | Stardance
Devlogs:
Its a game where the victim is the cactus who runs and the obstacles are dinos (uno reverse the role) and we will be controlling it from Hand gesture
Ships:
I just made a simple cactus-dino running game. The challenging part was actually the idea that i got to make this and im proud of i got revange of the dino from the cactus by doing uno reverse. Any one can play this this made of simple html-css-js nothing Rocket Science....
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1792817344.7846024
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1792903744.7846024
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66310
|
Math_Bot_ by @rudranshjain | Stardance
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rudranshjain
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1
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2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T14:19:52Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made SmartestBot, a Slack MULTIPLICATION bot that has three commands: a ping command for checking THE latency, a help command that shows the available commands, and a calculator command for multiplying two numbers. The most challenging part was learning how to use VS Code, the terminal, Slack’s bot setup, and deploying the bot to Hack Club Nest so it stays online 24/7. I also had to figure out how Socket Mode and the environment variables work. I used ai (thanks) to set it up and use terminal(im vibe codr) To test it, open the demo Slack channel and try /smartestbot-help , /smartestbot-ping , or `/smartestbot-calc", "repo": "https://github.com/rudranshjain0123/R2", "demo": "https://app.slack.com/client/E09V59WQY1E/D0C5U4K9H24"}]...
|
[{"post_id": 74869, "ts": "202 [{"post_id": 74869, "ts": "2026-09-28T14:08:16Z", "hours": 1.9875, "text": "Multiplication Bot"}]...
|
Title: Math_Bot_ by @rudranshjain | Stardance
Dev Title: Math_Bot_ by @rudranshjain | Stardance
Devlogs:
Multiplication Bot
Ships:
I made SmartestBot, a Slack MULTIPLICATION bot that has three commands: a ping command for checking THE latency, a help command that shows the available commands, and a calculator command for multiplying two numbers. The most challenging part was learning how to use VS Code, the terminal, Slack’s bot setup, and deploying the bot to Hack Club Nest so it stays online 24/7. I also had to figure out how Socket Mode and the environment variables work. I used ai (thanks) to set it up and use terminal(im vibe codr) To test it, open the demo Slack channel and try /smartestbot-help , /smartestbot-ping , or `/smartestbot-calc...
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1792817326.224873
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1792903726.224873
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|
66094
|
Glyph by @jamallyemin | Stardance
|
jamallyemin
|
1
|
4.65
|
25
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T14:12:45Z", "hours": 3.0, "multiplier": 6.25, "payout": 25, "blessing": "neutral", "text": "hai! i built Glyph, a browser puzzle game about figuring out the hidden pattern/rule in a 3x3 grid. every row and column follows a pattern across shape, color, and count, and you have to work out what goes in the missing cell. it has 4 difficulty tiers and once you clear them it just goes forever so it’s basically endless. hardest part was getting the puzzle generator to handle multi-attribute latin squares cleanly without duplicate options or bad decoy logic. i like how fast and clean it turned out : it has endless mode with streak tracking, a seeded daily challegne with wordle-style emoji shares, fastest solve timers, and local storage state all packed into pure vanilla JS with zero backend ^_^", "repo": "https://github.com/jamallyemin/Glyph", "demo": "https://jamallyemin.github.io/Glyph/"}]...
|
[{"post_id": 78284, "ts": "202 [{"post_id": 78284, "ts": "2026-10-10T08:45:13Z", "hours": 1.6492, "text": "added sound effects for true, false, and button clicks, plus did a little code cleanup."}, {"post_id": 74860, "ts": "2026-09-28T13:50:25Z", "hours": 3.3803, "text": "hello!! in this 3.2hrs (i forgot to post devlogs earlier :/) I built a browser puzzle game about finding the hidden rule. every row and column of a 3x3 grid follows a pattern across shape, color, and count, and you have to work out what belongs in the missing cell. got the core game engine running with latin square logic across 4 difficulty tiers—starting simple with just color, then bringing in shape, count, and full grid mixups. added endless mode with 3 lives and streak tracking, a seeded daily challenge with wordle-style emoji sharing, per-round timers for fastest solves, and a hint system that reveals attributes if you’re stuck. hooked up local storage so best streaks and daily results persist, polished the layout with CSS flex/grid, and threw in confetti for new bests. zero backend, zero login"}]...
|
Title: Glyph by @jamallyemin | Stardance
Devlogs: Title: Glyph by @jamallyemin | Stardance
Devlogs:
hello!! in this 3.2hrs (i forgot to post devlogs earlier :/) I built a browser puzzle game about finding the hidden rule. every row and column of a 3x3 grid follows a pattern across shape, color, and count, and you have to work out what belongs in the missing cell. got the core game engine running with latin square logic across 4 difficulty tiers—starting simple with just color, then bringing in shape, count, and full grid mixups. added endless mode with 3 lives and streak tracking, a seeded daily challenge with wordle-style emoji sharing, per-round timers for fastest solves, and a hint system that reveals attributes if you’re stuck. hooked up local storage so best streaks and daily results persist, polished the layout with CSS flex/grid, and threw in confetti for new bests. zero backend, zero login
added sound effects for true, false, and button clicks, plus did a little code cleanup.
Ships:
hai! i built Glyph, a browser puzzle game about figuring out the hidden pattern/rule in a 3x3 grid. every row and column follows a pattern across shape, color, and count, and you have to work out what goes in the missing cell. it has 4 difficulty tiers and once you clear them it just goes forever so it’s basically endless. hardest part was getting the puzzle generator to handle multi-attribute latin squares cleanly without duplicate options or bad decoy logic. i like how fast and clean it turned out : it has endless mode with streak tracking, a seeded daily challegne with wordle-style emoji shares, fastest solve timers, and local storage state all packed into pure vanilla JS with zero backend ^_^...
|
1792817307.2531266
|
1792903707.2531266
|
|
66350
|
My own New Tab! by @PahalDesai | Stardance
|
PahalDesai
|
1
|
2.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T13:53:29Z", "hours": 2.0, "multiplier": 1.95, "payout": 2, "blessing": "neutral", "text": "This is a custom new tab page that looks like a newspaper. through this i learnt some really cool tricks of using css flexbox and grid to create a newspaper layout. i also learnt how to use pseudo-elements and pseudo-classes to create a more vintage look. it shows only 2 hours but it took me about 3-4 hours to learn about the CSS layout tools like flexbox and grid", "repo": "https://github.com/pahal-desai/Newspaper-New-Tab-Page", "demo": "https://pahal-desai.github.io/Newspaper-New-Tab-Page"}]...
|
[{"post_id": 74859, "ts": "202 [{"post_id": 74859, "ts": "2026-09-28T13:45:19Z", "hours": 1.155, "text": "Sorry for no devlogs in between. i locked in for about a few hours watching youtube tutorials for formating the news articles and actually added some articles. Also, i added the search bar and wrote simple js to make it work. and of course i added some speed dial links below the search bar. And let me admit it, the article was AI generated. the code was written by me though."}, {"post_id": 74597, "ts": "2026-09-27T18:37:56Z", "hours": 0.9081, "text": "today i started working on a new tab page project which has a retro 70s newspaper style. I will try to add as much of detail as i can. today, i wrote basic html, css positioning, custom fonts for the title, and the current date script."}]...
|
Title: My own New Tab! by @PahalDesai | Stardance
Title: My own New Tab! by @PahalDesai | Stardance
Devlogs:
today i started working on a new tab page project which has a retro 70s newspaper style. I will try to add as much of detail as i can. today, i wrote basic html, css positioning, custom fonts for the title, and the current date script.
Sorry for no devlogs in between. i locked in for about a few hours watching youtube tutorials for formating the news articles and actually added some articles. Also, i added the search bar and wrote simple js to make it work. and of course i added some speed dial links below the search bar. And let me admit it, the article was AI generated. the code was written by me though.
Ships:
This is a custom new tab page that looks like a newspaper. through this i learnt some really cool tricks of using css flexbox and grid to create a newspaper layout. i also learnt how to use pseudo-elements and pseudo-classes to create a more vintage look. it shows only 2 hours but it took me about 3-4 hours to learn about the CSS layout tools like flexbox and grid...
|
1792817329.544912
|
1792903729.544912
|
|
46752
|
RedeeMOD by @DoMax | Stardance
|
DoMax
|
2
|
58.0
|
1027
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T12:19:38Z", "hours": 20.0, "multiplier": 9.77, "payout": 203, "blessing": "neutral", "text": "After quite some time, RedeeMOD development is back! What’s new New adapter! : IOQuake 3 is officially supported on RedeeMOD! The adapter is quite complex due to engine’s hardcoded filepaths and external game loading, thus only one type of content can be loaded at a time (either an IOQuake 3 game or Quake 3 mod). API improvements : Each adapter is equipped with a setup() method that runs after adding a game - useful for first-time initialization instead of prompting user for setup steps. Mod adapters can limit the amount of mods they allow selected at once. Game configurations are isolated now, so every game can work on its own requiring no modifications to unrelated files! Tests! : RedeeMOD has automated integration and unit tests implemented. Layout changes : The layout was tweaked a bit to be more usable. Changes mainly made to card positioning, so Add Game and Add Mod cards are always shown first. I hope that many of you will enjoy this project. Even better if you try to script adapters of games that YOU think are important! Remember, that you can always resort to the Contributing Guide on GitHub ! And, of course, leave a nice review if you think RedeeMOD is worth one ;)", "repo": "https://github.com/domasles/redeemod", "demo": "https://github.com/domasles/redeemod/releases/latest"}, {"ship_num": 2, "ts": "2026-08-23T18:42:23Z", "hours": 38.0, "multiplier": 18.45, "payout": 824, "blessing": "neutral", "text": "Modding (some) games has never been easier! I present to you - RedeeMOD , a mod launcher that lets anyone mod games with ease! RedeeMOD was first created for modding Unreal Tournament games, but due to its expandable nature, anyone who knows Python can write a little script and expand RedeeMOD’s game selection for any game imaginable! What are its core features? Glad you asked! Here’s what you get out of the box: Automatic game discovery - RedeeMOD finds your game installations all by itself! A real mod library - every game gets its own mod collection. Add mods once and toggle them whenever you like Custom path overrides - is your game installed somewhere weird? Just point at it and carry on Cross-platform frontend - built with Python and PySide6 (Qt6), so it runs natively on both Windows and Linux! (macOS should also work, but I can’t test that - I own no apple gear) And here’s my favorite part: mods never mess up the vanilla game! Which games are supported? As of today: Unreal Tournament ’99 - mods are loaded through automatic INI patching Unreal Tournament 2004 - mods are stitched together into a package and loaded using the game’s own -mod mechanism Both games are available to download from OldUnreal page, FOR FREE ! What about other games? Can I add them myself? Absolutely! This is where RedeeMOD shines - every game is just an adapter. It knows three things about a game: What’s it called Where it might live How to launch it with mods I even prepared a guide just for that! If a game can be modded without wrecking its installation, an adapter can be written for it. Cool! How do I get it? Head over to the Releases page and grab the app! Or if you want to Redeem the source: git clone https://github.com/domasles/redeemod.git cd redeemod pip install -e . # Omit -e flag if you are not planning to edit the source files later. Leaving it is recommended though redeemod How to use it? Download Unreal Tournament ’99 or Unreal Tournament 2004 from OldUnreal Open the game, configure your settings, and ONLY THEN add the game to RedeeMOD Download any mod you like. My recommendations: Unreal Tournament ’99 HD textures XVehicles for Unreal Tournament ’99 HaloUT for Unreal Tournament 2004 About any skin mod available (be careful, some depend on others!) Add it to your games’ Mod Library Enable the mods you feel like playing today Launch the game and enjoy ! Honesty is the most important thing A few things to know before diving in: Windows’ Smart App Control might block the unsigned executable. You can either disable it or build the app yourself. On Linux, case-sensitive filenames occasionally bite older mods - usually fixable with some renames. Unreal Tournament 2004 was designed to load one mod at a time, so stacking several can lead to conflicts. In practice? It mostly just works. Some mods might not work properly because: a. They require some GUI classes RedeeMOD can’t handle yet b. They are straight up broken Try it, break it, tell me everything I made RedeeMOD out of the frustration that some games don’t have ways of loading mods while leaving the base intact. If it happened to you before, and RedeeMOD helped, I can feel proud. Found a bug, got an idea, or want to see your favorite game in the lineup? Mind you - contributions are very welcome!", "repo": "https://github.com/domasles/redeemod", "demo": "https://github.com/domasles/redeemod/releases/latest"}]...
|
[{"post_id": 58008, "ts": "202 [{"post_id": 58008, "ts": "2026-08-30T10:53:42Z", "hours": 7.3058, "text": "Tested and working! How (and why) I implemented tests in RedeeMOD The reason behind “why” My dad is a high profile developer, and many new things I try are influenced by him. While I always liked setting up CI/CD pipelines and other automations, one thing my projects lacked was testing. Turns out, many tech jobs require knowledge about tests, because they guarantee several things: They assure that your application works as it should They document your working concept They let you make refactors that don’t hurt the functionality So, after considering these benefits, I started reading how tests are implemented. How did I implement tests for RedeeMOD? There are 3 main types of tests: Unit (where one small component is tested) Integration (where several combined components and their behaviour is tested) End to End (where full system flow from start to finish is tested) (they take a long time, so I didn’t even consider them for RedeeMOD) First thing any testable software should have is clear dependency injection. Dependency injection is a pattern where you don’t call dependencies directly, but pass them externally. I opted for implementing method argument injection that I could later use in tests. Why is DI required? Well, during testing, the external environments must be mocked and created virtually to test different use cases (things like sys.* calls and more). Luckily, RedeeMOD already had a nice and semi-testable architecture where very few things needed to be changed. Writing tests is a tedious and rather boring process, because all the edge cases must be defined. Don’t hate me for this, but I handed over writing tests to AI. My arguments for why AI is appropriate for this are: You can’t test software that hasn’t been previously written (by people) Repetitive work takes away precious time, and AI just performs checks While one could argue that Test-Driven Development exists, after trying it out I can confidently say that I’m not a fan of TDD. However, giving very broad instructions, like “Make me tests for this project” usually doesn’t go well, because AI can’t retain project philosophy and tests what doesn’t need to be tested (things that don’t contain logic, thus can’t really fail). RedeeMOD currently has a test suite based on pytest with integration and unit tests written. How tests could benefit you? With tests, instead of clicking around (and often forgetting) every edge case manually, you can offload it to a machine that does hundreds of calculations extremely fast. Not only is it a well-regarded pattern within the developer community, but also helps with coding efficiency and guards from failed refactors."}, {"post_id": 55616, "ts": "2026-08-27T16:10:59Z", "hours": 12.4111, "text": "Quake fans - I got you! Thought RedeeMOD would only be available for niche titles? Not exactly! Which Quake? Most people would probably agree with me that Quake 3 Arena was the best entry of the series for multiplayer games. After seeing just how many Quake 3 mods there are (some even being standalone games) I had to implement an adapter for it with support for both standalone games and mods! I resorted to the IOQuake 3 engine support due to its extra capabilities and being the modern choice for most, so original Id Tech 3 might not work. How does it work? IOQuake 3 inherits cvar support (and adds more!) from Id Tech 3 engine. Utilizing com_basegame , i could bypass Quake 3 Arena file presence for standalone games. What about Quake 3 MODS that are not standalone? The new adapter follows an interesting edge-case detection logic: If a mod has default.cfg file somewhere within its .pk3 files, it’s considered standalone. Other games are required to have genuine Quake 3 Arena present, about what RedeeMOD will warn. IOQuake 3 requires Quake 3 Arena or Team Arena files to be in baseq3 and missionpack directories. This adapter handles warning users against such restriction. Quake 3 Arena can’t be launched through RedeeMOD as a mod. Everything else works perfectly fine (based on testing). All mods I tested worked fine. If you find one that does not, kindly report it on GitHub issues 😄 The most challenging adapter of all No doubt, the amount of testing that was required to get this working is absurd, and definitely it was the most challenging adapter of all ."}, {"post_id": 53272, "ts": "2026-08-23T18:39:02Z", "hours": 3.8986, "text": "Pre-ship devlog! Maitenance pre-ship revealed 3 more bugs that I couldn’t live with… Bugs? What bugs? Actually, very counter-intuitive! UT99-specific : Turns out, when Unreal Tournament ’99 reads configuration and finds duplicate filenames in different directories, FIRST ENTRY DEFINED WINS , which, from coding perspective, is very unusual! Usually, if you define a variable, it can be redefined later. UT99 does not work like that, so I made the mods override any system files if they do override any. I noticed this by trying to load one of my favorite mods ever - the HD pack, which overrides system textures. Glad this bug got noticed! UT2004 skins not working : Some skin mods would not work due to the correct files not being imported on game runtime. By adding an extra file extension to the list of import files, I was able to fix this! Label truncation fails : Previously I had implemented an ElidedLabel that truncates a string and replaces the ending with ... if it is too long. In some rare instances however it failed and set a boundary on window size instead of truncating. However, it’s not an issue anymore! Error handling is better now I ran into an issue that got me confused - I couldn’t launch a game. I panicked, thought that my launcher was broken again, and only then did I realise that the game wasn’t installed! Launcher did not notify me and I got frustrated. Since I want the UX to be flawless, the best decision was to make a pop-up in case of a critical error. I gotta say - the ship is finally truly 100% ready !"}, {"post_id": 51848, "ts": "2026-08-21T18:29:00Z", "hours": 10.6333, "text": "Code, break, fix, repeat! Here’s what the final 1.0.0 release of RedeeMOD brings: Fully tested and documented! I built RedeeMOD not only as an app to manage Unreal Tournament games exclusively (though at first, that was the plan), but also as a framework to create more games in the future compatible with RedeeMOD! I recently wrote a Contribution guide that lets anyone create adapters and expand RedeeMOD by following a detailed guide! Also, as a standard practice, GitHub actions were added to help with releases. Both Windows and Linux builds work perfectly, but are unsigned, so Windows might throw Smart Screen or Smart App Control warnings. These are safe to ignore, and if they bother you too much, you can always resort to launching RedeeMOD directly through Python! Changes in code The code is formatted with Black formatter . It’s way easier to format the code using a tool than doing so manually. Also, I found some bugs that weren’t immediately noticeable. Things like: An uninitialized variable being still required in code (produces a TypeError ) Image painting events overriding each other Much more They are now fully fixed. Some inconsistencies between files have also been resolved. This latest build now features logos to feel more professional . User interface has been updated with more detailed card subtitles, so the app is easier to navigate. Overall, RedeeMOD is in its stable form for the first time ever. Now it’s just the matter of whether more adapters will be created for other games by the community! Does RedeeMOD lack something? Well, the mod management is very simple - adding, removing and enabling/disabling a mod probably doesn’t sound like the most sophisticated mod manager on the earth, but I am planning to later add a pop up that lets users customize the mods even further, like adding custom launch options, paths, even image customization, but that will require more time and I feel confident enough that the current feature set is good for the first ship. For more info on RedeeMOD, visit its GitHub repository !"}, {"post_id": 49281, "ts": "2026-08-18T00:07:57Z", "hours": 4.3475, "text": "Finally, it feels complete! What I’ve been through and why do I feel relieved So, after a LOT of trial and error, and MANY wrong paths taken, Unreal Tournament 2004 adapter is functioning! Why it took so much effort for such a simple thing UT2004 differs from UT99 in many different areas, even its modding system: It now has a dedicated -mod flag instead of using an overriden .ini file Every mod has its own mandatory structure, and UT2004 doesn’t like multiple mods loaded Mods can load diffs of system .ini files My plan was to replicate what I was doing with UT99 - building a custom mod at runtime that would bundle every enabled mod together. Since this game is quite old, so are its development sources. I resorted to the best source there is - proven to work mods. My top 3 problems with UT2004, ranked: Using empty files or ones that are with LF line endings instead of CRLF produces either a segfault or a Bad Mod error UT2004 creates a LOT of mod-specific runtime files, and they need to be cleared to be regenerated (I hate caching, as going through them all is difficult) I couldn’t get mods with heavy custom GUI usage to work, unless they’re being launched standalone, using UT2004 Community tab (which defeats the point of my launcher) Since I wanted to use the modern -mod flag, I had to make my own mod, which needs such files to function: ModDir/UT2K4Mod.ini (Name and description) ModDir/System/Default (Diffs of what to add/remove) ModDir/System/DefUser (Can be left empty, but requires at least one \\r\\n line) I’m thankful to whatever or whoever made me as patient as I am, because DefUser being absolutely empty causing a segfault or files requiring CRLF even in Linux was very unexpected, and required hours of investigation. On top of said implementation, backend framework also needed changes to ensure stability and flexibility. New methods returning more data to the game adapters were added, as well as improvements in attribute names and path handling. Bugs are always present… After testing with some edge cases, I found bugs that got resolved shortly after. Windows, as of now, works flawlessly, but I’ll be performing more tests when I distribute a full build. What’s that, some new GUI? Yes! I wanted to implement logos since the day 1 of starting this project. Surprisingly, that was one of the easiest modifications to date. Screen state tracking was also improved to provide no visual bugs after adding, removing, selecting and deselecting added material. Finally shipping, finally stable? Again, yes. All the intended functionality is verified to be working, and you can already try it out for yourself! Running python -m frontend.app from the project’s root will open up this GUI for you to play around! Over the next few days I’ll finish making all the necessary branding, README and ensure licensing is correct. Then I’ll push a final devlog and make a ship. Thank you for everyone following RedeeMOD’s journey. Keep rocking, and make the world truly Unreal !"}, {"post_id": 48536, "ts": "2026-08-16T23:19:20Z", "hours": 8.3097, "text": "UI tweaks! This looks better in my opinion After taking a look at the previous design I thought it looked quite ugly and inconsistent when some cards have center-aligned elements and others don’t. This update fixes these issues! You really spent so many hours on simple UI tweaks? Yes and no. While the primary purpose of this devlog IS to describe subtle interface change, under the hood many quality of development improvements hide as I’m trying to implement and fiddle with Unreal Tournament 2004 game adapter, which required a more streamlined API of adapter creation rather than what was previously developed. So, this devlog has hours logged from both a fully developed interface and half-developed new game adapter implementation. Stardance was warning me about getting close to 10h limit, so I must post this before diving deeper into Unreal Tournament 2004, which has way more twisted stuff within its modding system. Stay tuned and wish me luck!"}, {"post_id": 46034, "ts": "2026-08-12T23:13:59Z", "hours": 4.5775, "text": "A fresh look Expanding on the design I like, I decided to add some improvements. What improvements exactly? All these things: The launcher now supports adding multiple games (even though currently the only game supported is Unreal Tournament ’99 (more to come)) A sidebar was introduced for better UX A more user-friendly card design was expanded to become the main component interface relies on Backend experienced a bit of an overhaul too to support game/mod branching Safeguards were implemented to disallow adding multiple copies of the same mod OR directories that do NOT contain Unreal mod content Config is now stored in local paths for saving/loading added material Library tab disappears if no games are detected Wow! This is really awesome! Is it ready to be shipped? I could ship the current version, but there are exactly 3 things stopping me from doing so. I need to: Verify functionality on Windows (so it doesn’t become another Linux-only project of mine) Add verification for game paths and prompt user to enter location for both executable and config (if applicable/not found) Add Unreal Tournament 2004 functionality to leverage multiple game selection and see if it works (as well as possibly other games of the franchise, like Unreal and maybe even Unreal Tournament 2014)"}, {"post_id": 45747, "ts": "2026-08-12T13:16:35Z", "hours": 4.2758, "text": "Interface update A functional UI demo has just been made! Following a design language similar to Unreal Engine 5, I was able to make a functional UI, that can launch the game with selected mods! The UI is written with PySide6, which allows for Qt6 API to be used on Python, giving a modern development workflow, with customizable stylesheets and cross-platform capabilities. What’s next? I want to rewrite the launcher a bit to support more games in the future and be more architecturally correct , at the same time feeling more premium both from the user-facing app, and the source code too."}, {"post_id": 45266, "ts": "2026-08-11T16:50:22Z", "hours": 1.1736, "text": "Discovery - done! With the installation discovery done, I can finally focus on the real provisioning and frontend. How does it work? Utilizing common installation paths of Unreal Tournament, I could build a simple config.json file that has all this information for Windows and Linux. Then, I wrote a simple json parser, and methods to use as a simple interface for the frontend. What else currently exists? The current source tree has this functionality implemented: Filesystem utils for finding and sanitizing paths (required by Unreal Engine to load paths relative to the executable) .ini file editor (because Unreal Engine operates on .ini files for configuration, one of which allows for custom file discovery. Editing it allows injecting custom mod files) Next plans? I will try and build a user-facing application that does exactly 3 things: It discovers the installation directory (so the frontend can also act as a launcher) It lets you add folders with mod files It lets you load one or more mods (and the base game) by constructing a .ini file on the go Maybe something more will come to my mind as time passes."}, {"post_id": 45205, "ts": "2026-08-11T15:03:58Z", "hours": 0.6744, "text": "Never more excited! What am I building now? As a kid, I used to play Unreal Tournament ’99 with my dad. I always thought that game is genius - how it encompasses the soul of classic arena shooters yet still being fun to play! What is this Unreal Tournament? You’ve most likely heard of Unreal Engine. The reason it got this name is due to Epic Games’ first major game - Unreal ! While at first it acted as a competitor to Quake I and II style games with its campaign against various creatures, in a year turned to compete with upcoming genre of Arena Shooters, specifically Quake 3, focusing entirely on multiplayer. Never heard of it. Why? While the game itself was awesome not only the way it was written (with an interpreted UScript language, which lets pure UScript mods run on every platform, as well as GPU utilization), and Epic even released the last installment’s source code available to read with promises of development based on what the community wants, quickly realized the harsh reality of Arena Shooters losing market share and turned to developing Fortnite , finally shutting down official server support on 24th of January, 2023. So can I still play it anyhow? Despite cancellation of the whole series, community has stepped in and is still keeping up with modern games! Epic Games even allowed the Unreal and Unreal Tournament (original as well as 2004 version) ecosystem be maintained by a group called OldUnreal , while the latest game is available on UT4Ever , a self-hosted group of volunteers, who have rewritten Epic’s servers. And, guess what, all of this is available for free! What RedeeMOD aims to provide I am always looking at ways to modularize the software I use for maximum customization. Currently the mods follow a drag-over logic, which mixes mod files with original game’s files, rendering the original, pure and unmodified version unplayable if you ever want it back. After researching how modding architecture of Unreal Tournament ’99 works, I was able to prepare a plan on how to implement a mod loader, and started to work on it! So stay tuned, and join the Unreal Tournament community!"}]...
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Title: RedeeMOD by @DoMax | Stardance
Devlogs:
Ne Title: RedeeMOD by @DoMax | Stardance
Devlogs:
Never more excited! What am I building now? As a kid, I used to play Unreal Tournament ’99 with my dad. I always thought that game is genius - how it encompasses the soul of classic arena shooters yet still being fun to play! What is this Unreal Tournament? You’ve most likely heard of Unreal Engine. The reason it got this name is due to Epic Games’ first major game - Unreal ! While at first it acted as a competitor to Quake I and II style games with its campaign against various creatures, in a year turned to compete with upcoming genre of Arena Shooters, specifically Quake 3, focusing entirely on multiplayer. Never heard of it. Why? While the game itself was awesome not only the way it was written (with an interpreted UScript language, which lets pure UScript mods run on every platform, as well as GPU utilization), and Epic even released the last installment’s source code available to read with promises of development based on what the community wants, quickly realized the harsh reality of Arena Shooters losing market share and turned to developing Fortnite , finally shutting down official server support on 24th of January, 2023. So can I still play it anyhow? Despite cancellation of the whole series, community has stepped in and is still keeping up with modern games! Epic Games even allowed the Unreal and Unreal Tournament (original as well as 2004 version) ecosystem be maintained by a group called OldUnreal , while the latest game is available on UT4Ever , a self-hosted group of volunteers, who have rewritten Epic’s servers. And, guess what, all of this is available for free! What RedeeMOD aims to provide I am always looking at ways to modularize the software I use for maximum customization. Currently the mods follow a drag-over logic, which mixes mod files with original game’s files, rendering the original, pure and unmodified version unplayable if you ever want it back. After researching how modding architecture of Unreal Tournament ’99 works, I was able to prepare a plan on how to implement a mod loader, and started to work on it! So stay tuned, and join the Unreal Tournament community!
Discovery - done! With the installation discovery done, I can finally focus on the real provisioning and frontend. How does it work? Utilizing common installation paths of Unreal Tournament, I could build a simple config.json file that has all this information for Windows and Linux. Then, I wrote a simple json parser, and methods to use as a simple interface for the frontend. What else currently exists? The current source tree has this functionality implemented: Filesystem utils for finding and sanitizing paths (required by Unreal Engine to load paths relative to the executable) .ini file editor (because Unreal Engine operates on .ini files for configuration, one of which allows for custom file discovery. Editing it allows injecting custom mod files) Next plans? I will try and build a user-facing application that does exactly 3 things: It discovers the installation directory (so the frontend can also act as a launcher) It lets you add folders with mod files It lets you load one or more mods (and the base game) by constructing a .ini file on the go Maybe something more will come to my mind as time passes.
Interface update A functional UI demo has just been made! Following a design language similar to Unreal Engine 5, I was able to make a functional UI, that can launch the game with selected mods! The UI is written with PySide6, which allows for Qt6 API to be used on Python, giving a modern development workflow, with customizable stylesheets and cross-platform capabilities. What’s next? I want to rewrite the launcher a bit to support more games in the future and be more architecturally correct , at the same time feeling more premium both from the user-facing app, and the source code too.
A fresh look Expanding on the design I like, I decided to add some improvements. What improvements exactly? All these things: The launcher now supports adding multiple games (even though currently the only game supported is Unreal Tournament ’99 (more to come)) A sidebar was introduced for better UX A more user-friendly card design was expanded to become the main component interface relies on Backend experienced a bit of an overhaul too to support game/mod branching Safeguards were implemented to disallow adding multiple copies of the same mod OR directories that do NOT contain Unreal mod content Config is now stored in local paths for saving/loading added material Library tab disappears if no games are detected Wow! This is really awesome! Is it ready to be shipped? I could ship the current version, but there are exactly 3 things stopping me from doing so. I need to: Verify functionality on Windows (so it doesn’t become another Linux-only project of mine) Add verification for game paths and prompt user to enter location for both executable and config (if applicable/not found) Add Unreal Tournament 2004 functionality to leverage multiple game selection and see if it works (as well as possibly other games of the franchise, like Unreal and maybe even Unreal Tournament 2014)
UI tweaks! This looks better in my opinion After taking a look at the previous design I thought it looked quite ugly and inconsistent when some cards have center-aligned elements and others don’t. This update fixes these issues! You really spent so many hours on simple UI tweaks? Yes and no. While the primary purpose of this devlog IS to describe subtle interface change, under the hood many quality of development improvements hide as I’m trying to implement and fiddle with Unreal Tournament 2004 game adapter, which required a more streamlined API of adapter creation rather than what was previously developed. So, this devlog has hours logged from both a fully developed interface and half-developed new game adapter implementation. Stardance was warning me about getting close to 10h limit, so I must post this before diving deeper into Unreal Tournament 2004, which has way more twisted stuff within its modding system. Stay tuned and wish me luck!
Finally, it feels complete! What I’ve been through and why do I feel relieved So, after a LOT of trial and error, and MANY wrong paths taken, Unreal Tournament 2004 adapter is functioning! Why it took so much effort for such a simple thing UT2004 differs from UT99 in many different areas, even its modding system: It now has a dedicated -mod flag instead of using an overriden .ini file Every mod has its own mandatory structure, and UT2004 doesn’t like multiple mods loaded Mods can load diffs of system .ini files My plan was to replicate what I was doing with UT99 - building a custom mod at runtime that would bundle every enabled mod together. Since this game is quite old, so are its development sources. I resorted to the best source there is - proven to work mods. My top 3 problems with UT2004, ranked: Using empty files or ones that are with LF line endings instead of CRLF produces either a segfault or a Bad Mod error UT2004 creates a LOT of mod-specific runtime files, and they need to be cleared to be regenerated (I hate caching, as going through them all is difficult) I couldn’t get mods with heavy custom GUI usage to work, unless they’re being launched standalone, using UT2004 Community tab (which defeats the point of my launcher) Since I wanted to use the modern -mod flag, I had to make my own mod, which needs such files to function: ModDir/UT2K4Mod.ini (Name and description) ModDir/System/Default (Diffs of what to add/remove) ModDir/System/DefUser (Can be left empty, but requires at least one \r\n line) I’m thankful to whatever or whoever made me as patient as I am, because DefUser being absolutely empty causing a segfault or files requiring CRLF even in Linux was very unexpected, and required hours of investigation. On top of said implementation, backend framework also needed changes to ensure stability and flexibility. New methods returning more data to the game adapters were added, as well as improvements in attribute names and path handling. Bugs are always present… After testing with some edge cases, I found bugs that got resolved shortly after. Windows, as of now, works flawlessly, but I’ll be performing more tests when I distribute a full build. What’s that, some new GUI? Yes! I wanted to implement logos since the day 1 of starting this project. Surprisingly, that was one of the easiest modifications to date. Screen state tracking was also improved to provide no visual bugs after adding, removing, selecting and deselecting added material. Finally shipping, finally stable? Again, yes. All the intended functionality is verified to be working, and you can already try it out for yourself! Running python -m frontend.app from the project’s root will open up this GUI for you to play around! Over the next few days I’ll finish making all the necessary branding, README and ensure licensing is correct. Then I’ll push a final devlog and make a ship. Thank you for everyone following RedeeMOD’s journey. Keep rocking, and make the world truly Unreal !
Code, break, fix, repeat! Here’s what the final 1.0.0 release of RedeeMOD brings: Fully tested and documented! I built RedeeMOD not only as an app to manage Unreal Tournament games exclusively (though at first, that was the plan), but also as a framework to create more games in the future compatible with RedeeMOD! I recently wrote a Contribution guide that lets anyone create adapters and expand RedeeMOD by following a detailed guide! Also, as a standard practice, GitHub actions were added to help with releases. Both Windows and Linux builds work perfectly, but are unsigned, so Windows might throw Smart Screen or Smart App Control warnings. These are safe to ignore, and if they bother you too much, you can always resort to launching RedeeMOD directly through Python! Changes in code The code is formatted with Black formatter . It’s way easier to format the code using a tool than doing so manually. Also, I found some bugs that weren’t immediately noticeable. Things like: An uninitialized variable being still required in code (produces a TypeError ) Image painting events overriding each other Much more They are now fully fixed. Some inconsistencies between files have also been resolved. This latest build now features logos to feel more professional . User interface has been updated with more detailed card subtitles, so the app is easier to navigate. Overall, RedeeMOD is in its stable form for the first time ever. Now it’s just the matter of whether more adapters will be created for other games by the community! Does RedeeMOD lack something? Well, the mod management is very simple - adding, removing and enabling/disabling a mod probably doesn’t sound like the most sophisticated mod manager on the earth, but I am planning to later add a pop up that lets users customize the mods even further, like adding custom launch options, paths, even image customization, but that will require more time and I feel confident enough that the current feature set is good for the first ship. For more info on RedeeMOD, visit its GitHub repository !
Pre-ship devlog! Maitenance pre-ship revealed 3 more bugs that I couldn’t live with… Bugs? What bugs? Actually, very counter-intuitive! UT99-specific : Turns out, when Unreal Tournament ’99 reads configuration and finds duplicate filenames in different directories, FIRST ENTRY DEFINED WINS , which, from coding perspective, is very unusual! Usually, if you define a variable, it can be redefined later. UT99 does not work like that, so I made the mods override any system files if they do override any. I noticed this by trying to load one of my favorite mods ever - the HD pack, which overrides system textures. Glad this bug got noticed! UT2004 skins not working : Some skin mods would not work due to the correct files not being imported on game runtime. By adding an extra file extension to the list of import files, I was able to fix this! Label truncation fails : Previously I had implemented an ElidedLabel that truncates a string and replaces the ending with ... if it is too long. In some rare instances however it failed and set a boundary on window size instead of truncating. However, it’s not an issue anymore! Error handling is better now I ran into an issue that got me confused - I couldn’t launch a game. I panicked, thought that my launcher was broken again, and only then did I realise that the game wasn’t installed! Launcher did not notify me and I got frustrated. Since I want the UX to be flawless, the best decision was to make a pop-up in case of a critical error. I gotta say - the ship is finally truly 100% ready !
Quake fans - I got you! Thought RedeeMOD would only be available for niche titles? Not exactly! Which Quake? Most people would probably agree with me that Quake 3 Arena was the best entry of the series for multiplayer games. After seeing just how many Quake 3 mods there are (some even being standalone games) I had to implement an adapter for it with support for both standalone games and mods! I resorted to the IOQuake 3 engine support due to its extra capabilities and being the modern choice for most, so original Id Tech 3 might not work. How does it work? IOQuake 3 inherits cvar support (and adds more!) from Id Tech 3 engine. Utilizing com_basegame , i could bypass Quake 3 Arena file presence for standalone games. What about Quake 3 MODS that are not standalone? The new adapter follows an interesting edge-case detection logic: If a mod has default.cfg file somewhere within its .pk3 files, it’s considered standalone. Other games are required to have genuine Quake 3 Arena present, about what RedeeMOD will warn. IOQuake 3 requires Quake 3 Arena or Team Arena files to be in baseq3 and missionpack directories. This adapter handles warning users against such restriction. Quake 3 Arena can’t be launched through RedeeMOD as a mod. Everything else works perfectly fine (based on testing). All mods I tested worked fine. If you find one that does not, kindly report it on GitHub issues 😄 The most challenging adapter of all No doubt, the amount of testing that was required to get this working is absurd, and definitely it was the most challenging adapter of all .
Tested and working! How (and why) I implemented tests in RedeeMOD The reason behind “why” My dad is a high profile developer, and many new things I try are influenced by him. While I always liked setting up CI/CD pipelines and other automations, one thing my projects lacked was testing. Turns out, many tech jobs require knowledge about tests, because they guarantee several things: They assure that your application works as it should They document your working concept They let you make refactors that don’t hurt the functionality So, after considering these benefits, I started reading how tests are implemented. How did I implement tests for RedeeMOD? There are 3 main types of tests: Unit (where one small component is tested) Integration (where several combined components and their behaviour is tested) End to End (where full system flow from start to finish is tested) (they take a long time, so I didn’t even consider them for RedeeMOD) First thing any testable software should have is clear dependency injection. Dependency injection is a pattern where you don’t call dependencies directly, but pass them externally. I opted for implementing method argument injection that I could later use in tests. Why is DI required? Well, during testing, the external environments must be mocked and created virtually to test different use cases (things like sys.* calls and more). Luckily, RedeeMOD already had a nice and semi-testable architecture where very few things needed to be changed. Writing tests is a tedious and rather boring process, because all the edge cases must be defined. Don’t hate me for this, but I handed over writing tests to AI. My arguments for why AI is appropriate for this are: You can’t test software that hasn’t been previously written (by people) Repetitive work takes away precious time, and AI just performs checks While one could argue that Test-Driven Development exists, after trying it out I can confidently say that I’m not a fan of TDD. However, giving very broad instructions, like “Make me tests for this project” usually doesn’t go well, because AI can’t retain project philosophy and tests what doesn’t need to be tested (things that don’t contain logic, thus can’t really fail). RedeeMOD currently has a test suite based on pytest with integration and unit tests written. How tests could benefit you? With tests, instead of clicking around (and often forgetting) every edge case manually, you can offload it to a machine that does hundreds of calculations extremely fast. Not only is it a well-regarded pattern within the developer community, but also helps with coding efficiency and guards from failed refactors.
Ships:
Modding (some) games has never been easier! I present to you - RedeeMOD , a mod launcher that lets anyone mod games with ease! RedeeMOD was first created for modding Unreal Tournament games, but due to its expandable nature, anyone who knows Python can write a little script and expand RedeeMOD’s game selection for any game imaginable! What are its core features? Glad you asked! Here’s what you get out of the box: Automatic game discovery - RedeeMOD finds your game installations all by itself! A real mod library - every game gets its own mod collection. Add mods once and toggle them whenever you like Custom path overrides - is your game installed somewhere weird? Just point at it and carry on Cross-platform frontend - built with Python and PySide6 (Qt6), so it runs natively on both Windows and Linux! (macOS should also work, but I can’t test that - I own no apple gear) And here’s my favorite part: mods never mess up the vanilla game! Which games are supported? As of today: Unreal Tournament ’99 - mods are loaded through automatic INI patching Unreal Tournament 2004 - mods are stitched together into a package and loaded using the game’s own -mod mechanism Both games are available to download from OldUnreal page, FOR FREE ! What about other games? Can I add them myself? Absolutely! This is where RedeeMOD shines - every game is just an adapter. It knows three things about a game: What’s it called Where it might live How to launch it with mods I even prepared a guide just for that! If a game can be modded without wrecking its installation, an adapter can be written for it. Cool! How do I get it? Head over to the Releases page and grab the app! Or if you want to Redeem the source: git clone https://github.com/domasles/redeemod.git cd redeemod pip install -e . # Omit -e flag if you are not planning to edit the source files later. Leaving it is recommended though redeemod How to use it? Download Unreal Tournament ’99 or Unreal Tournament 2004 from OldUnreal Open the game, configure your settings, and ONLY THEN add the game to RedeeMOD Download any mod you like. My recommendations: Unreal Tournament ’99 HD textures XVehicles for Unreal Tournament ’99 HaloUT for Unreal Tournament 2004 About any skin mod available (be careful, some depend on others!) Add it to your games’ Mod Library Enable the mods you feel like playing today Launch the game and enjoy ! Honesty is the most important thing A few things to know before diving in: Windows’ Smart App Control might block the unsigned executable. You can either disable it or build the app yourself. On Linux, case-sensitive filenames occasionally bite older mods - usually fixable with some renames. Unreal Tournament 2004 was designed to load one mod at a time, so stacking several can lead to conflicts. In practice? It mostly just works. Some mods might not work properly because: a. They require some GUI classes RedeeMOD can’t handle yet b. They are straight up broken Try it, break it, tell me everything I made RedeeMOD out of the frustration that some games don’t have ways of loading mods while leaving the base intact. If it happened to you before, and RedeeMOD helped, I can feel proud. Found a bug, got an idea, or want to see your favorite game in the lineup? Mind you - contributions are very welcome!
After quite some time, RedeeMOD development is back! What’s new New adapter! : IOQuake 3 is officially supported on RedeeMOD! The adapter is quite complex due to engine’s hardcoded filepaths and external game loading, thus only one type of content can be loaded at a time (either an IOQuake 3 game or Quake 3 mod). API improvements : Each adapter is equipped with a setup() method that runs after adding a game - useful for first-time initialization instead of prompting user for setup steps. Mod adapters can limit the amount of mods they allow selected at once. Game configurations are isolated now, so every game can work on its own requiring no modifications to unrelated files! Tests! : RedeeMOD has automated integration and unit tests implemented. Layout changes : The layout was tweaked a bit to be more usable. Changes mainly made to card positioning, so Add Game and Add Mod cards are always shown first. I hope that many of you will enjoy this project. Even better if you try to script adapters of games that YOU think are important! Remember, that you can always resort to the Contributing Guide on GitHub ! And, of course, leave a nice review if you think RedeeMOD is worth one ;)...
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Cascade by @sheepex_ | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T11:54:50Z", "hours": 2.0, "multiplier": 12.33, "payout": 25, "blessing": "neutral", "text": "This update is all about making Cascade feel more polished and consistent. I unified every dropdown across the app, added new settings for original map metadata, hold-to-confirm timing and background parallax, and improved the HUD editor with a timeline scrubber and more reliable previews. The desktop app also now asks before closing.", "repo": "https://github.com/sheepexx/cascade", "demo": "https://cascade.sheepex.net/"}, {"ship_num": 2, "ts": "2026-09-26T18:42:10Z", "hours": 25.0, "multiplier": 8.56, "payout": 86, "blessing": "neutral", "text": "This update is mostly about making playtesting feel like the real game and making it easier to share your maps. The biggest change is the playtest. I rebuilt it on osu!mania’s actual rules, so hold note tails, note lock, timing and offsets now behave the way they do in osu!. On top of that there’s a new HUD editor: your map plays on autoplay while you click and drag anything on screen to move or resize it. Scroll speed and audio offset moved in there too, so the playtest settings are a lot less cluttered now. I also added Map Cards. With one click you get a clean image of your map with its MSD, skillsets, BPM, length and note stats, ready to post on Discord or anywhere else. There’s also a skillset graph under the timeline now that shows which skillset makes each part of the song hard, so you can see where a map spikes without playing it. There are a bunch of smaller changes too: Malody charts can be opened and exported, hitsounds can be copied onto every difficulty at once, there’s a colourblind-friendly lane colour option, keybinds work like osu!stable so you just type your keys in order, and the whole editor is now translated into German, Russian, Portuguese and Chinese. You can try it here: https://cascade.sheepex.net", "repo": "https://github.com/sheepexx/cascade", "demo": "https://cascade.sheepex.net/"}]...
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[{"post_id": 79533, "ts": "202 [{"post_id": 79533, "ts": "2026-10-14T14:21:22Z", "hours": 2.03, "text": "I changed the design language, to a more professional, simpler one. It using less system resources and its better for lower end devices."}, {"post_id": 79371, "ts": "2026-10-13T18:05:26Z", "hours": 12.2481, "text": "I worked on making new Social features, like profiles a messaging system and friend system."}, {"post_id": 74822, "ts": "2026-09-28T11:41:53Z", "hours": 1.9969, "text": "This update is mostly about polishing the interface and giving you more control over how Cascade looks and feels. One of the bigger changes is that every dropdown in Cascade now uses the same custom menu instead of mixing Cascade’s UI with native operating system selects. This affected quite a few places: dan ladders and keymodes, skins, Discord presence, collaborator roles, pack creation, batch timing, audio output, shared map difficulties and even the admin sorting menus. The dropdown component itself also got more capable. Menus can now have grouped sections, which is used to separate built-in playtest skin presets from your saved skins, and options can be shown as unavailable without completely hiding them. For example, an unsupported exclusive audio mode can still be displayed so you know the option exists, just without being able to select it. Dropdowns also behave better inside panels now. Some menus, especially ones opened from the HUD editor, could previously end up rendering underneath the panel they belonged to and look like an empty menu. They now use the proper UI layer, so menus always appear above panels while still staying underneath things like the command palette. There are three new interface settings as well. You can now tell Cascade to prefer a map’s original title and artist instead of the romanised metadata. If an osu! map contains both versions, Cascade will use the original script in the editor header, project list, now playing card and Discord Rich Presence. Maps that only have one version of their metadata behave exactly as before, and this doesn’t change anything stored in or exported with the map. The hold-to-confirm duration is customizable now too. Destructive actions previously always required holding for 750ms; you can now choose anything from 200ms up to 3 seconds depending on how quickly or carefully you want those controls to react. There’s also a new parallax strength setting for Cascade’s backgrounds. 100% gives you the movement Cascade had before, while 0% keeps the background completely still. You can also choose anything in between if you like the effect but want it to be more subtle. The HUD editor got another small usability upgrade with a proper timeline scrubber. You can drag through the song and quickly preview the HUD at any point in the map instead of having to wait for the autoplay to reach it. Seeking also keeps the full chart context intact, so things like the density graph and note count don’t suddenly change just because you’ve jumped further into the song. The HUD preview itself is more predictable now as well. Its autoplay always runs perfectly regardless of your normal humanized autoplay settings, impossible autoplay situations are ignored instead of being counted as misses, and combo and accuracy stop changing while you’re actively moving HUD elements around. And finally, the desktop app now asks before closing. Both the Exit button on the start screen and the Exit action in the command palette show the same confirmation dialog Cascade already uses for other destructive actions. Confirming still uses the normal fade-out and menu music transition, but an accidental click can’t immediately close the app anymore. You can try it here: https://cascade.sheepex.net"}, {"post_id": 74124, "ts": "2026-09-26T18:33:33Z", "hours": 24.71, "text": "Hello! I worked on Cascade a lot, mostly on playtesting and on sharing maps. The biggest change is the playtest. I rebuilt it on osu!mania’s actual rules, so hold note tails, note lock and timing now behave like in the real game. I also added a HUD editor: the map plays on autoplay and you click and drag anything on screen to move or resize it. Scroll speed and offsets live there now too, which cleaned up the settings a lot. I also made “Map Cards”. You get an image of your map with its MSD, skillsets, BPM and other stats that you can post anywhere. There’s also a skillset graph under the timeline now, so you can see which skillset makes each part of the song hard. Smaller stuff: Malody charts can be opened and exported hitsounds can be copied onto every difficulty at once a colourblind-friendly lane colour option keybinds work like osu!stable, so you just type your keys in order the whole editor is translated into German, Russian, Portuguese and Chinese Try it here: https://cascade.sheepex.net"}]...
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Title: Cascade by @sheepex_ | Stardance
Devlogs:
Title: Cascade by @sheepex_ | Stardance
Devlogs:
Hello! I worked on Cascade a lot, mostly on playtesting and on sharing maps. The biggest change is the playtest. I rebuilt it on osu!mania’s actual rules, so hold note tails, note lock and timing now behave like in the real game. I also added a HUD editor: the map plays on autoplay and you click and drag anything on screen to move or resize it. Scroll speed and offsets live there now too, which cleaned up the settings a lot. I also made “Map Cards”. You get an image of your map with its MSD, skillsets, BPM and other stats that you can post anywhere. There’s also a skillset graph under the timeline now, so you can see which skillset makes each part of the song hard. Smaller stuff: Malody charts can be opened and exported hitsounds can be copied onto every difficulty at once a colourblind-friendly lane colour option keybinds work like osu!stable, so you just type your keys in order the whole editor is translated into German, Russian, Portuguese and Chinese Try it here: https://cascade.sheepex.net
This update is mostly about polishing the interface and giving you more control over how Cascade looks and feels. One of the bigger changes is that every dropdown in Cascade now uses the same custom menu instead of mixing Cascade’s UI with native operating system selects. This affected quite a few places: dan ladders and keymodes, skins, Discord presence, collaborator roles, pack creation, batch timing, audio output, shared map difficulties and even the admin sorting menus. The dropdown component itself also got more capable. Menus can now have grouped sections, which is used to separate built-in playtest skin presets from your saved skins, and options can be shown as unavailable without completely hiding them. For example, an unsupported exclusive audio mode can still be displayed so you know the option exists, just without being able to select it. Dropdowns also behave better inside panels now. Some menus, especially ones opened from the HUD editor, could previously end up rendering underneath the panel they belonged to and look like an empty menu. They now use the proper UI layer, so menus always appear above panels while still staying underneath things like the command palette. There are three new interface settings as well. You can now tell Cascade to prefer a map’s original title and artist instead of the romanised metadata. If an osu! map contains both versions, Cascade will use the original script in the editor header, project list, now playing card and Discord Rich Presence. Maps that only have one version of their metadata behave exactly as before, and this doesn’t change anything stored in or exported with the map. The hold-to-confirm duration is customizable now too. Destructive actions previously always required holding for 750ms; you can now choose anything from 200ms up to 3 seconds depending on how quickly or carefully you want those controls to react. There’s also a new parallax strength setting for Cascade’s backgrounds. 100% gives you the movement Cascade had before, while 0% keeps the background completely still. You can also choose anything in between if you like the effect but want it to be more subtle. The HUD editor got another small usability upgrade with a proper timeline scrubber. You can drag through the song and quickly preview the HUD at any point in the map instead of having to wait for the autoplay to reach it. Seeking also keeps the full chart context intact, so things like the density graph and note count don’t suddenly change just because you’ve jumped further into the song. The HUD preview itself is more predictable now as well. Its autoplay always runs perfectly regardless of your normal humanized autoplay settings, impossible autoplay situations are ignored instead of being counted as misses, and combo and accuracy stop changing while you’re actively moving HUD elements around. And finally, the desktop app now asks before closing. Both the Exit button on the start screen and the Exit action in the command palette show the same confirmation dialog Cascade already uses for other destructive actions. Confirming still uses the normal fade-out and menu music transition, but an accidental click can’t immediately close the app anymore. You can try it here: https://cascade.sheepex.net
I worked on making new Social features, like profiles a messaging system and friend system.
I changed the design language, to a more professional, simpler one. It using less system resources and its better for lower end devices.
Ships:
This update is mostly about making playtesting feel like the real game and making it easier to share your maps. The biggest change is the playtest. I rebuilt it on osu!mania’s actual rules, so hold note tails, note lock, timing and offsets now behave the way they do in osu!. On top of that there’s a new HUD editor: your map plays on autoplay while you click and drag anything on screen to move or resize it. Scroll speed and audio offset moved in there too, so the playtest settings are a lot less cluttered now. I also added Map Cards. With one click you get a clean image of your map with its MSD, skillsets, BPM, length and note stats, ready to post on Discord or anywhere else. There’s also a skillset graph under the timeline now that shows which skillset makes each part of the song hard, so you can see where a map spikes without playing it. There are a bunch of smaller changes too: Malody charts can be opened and exported, hitsounds can be copied onto every difficulty at once, there’s a colourblind-friendly lane colour option, keybinds work like osu!stable so you just type your keys in order, and the whole editor is now translated into German, Russian, Portuguese and Chinese. You can try it here: https://cascade.sheepex.net
This update is all about making Cascade feel more polished and consistent. I unified every dropdown across the app, added new settings for original map metadata, hold-to-confirm timing and background parallax, and improved the HUD editor with a timeline scrubber and more reliable previews. The desktop app also now asks before closing....
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1792856943.4038491
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1792943343.4038491
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46660
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Cosmic Gravity Jumper by @sadman | Stardance
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sadman
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1
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11.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T10:51:40Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Created “Cosmic Gravity Jumper”- a website that lets you calculate your weight on different cosmic bodies by simply inputting your weight on Earth (the one you measure on a weight machine). It also lets you visualize relative gravitational forces in real time by jumping across the celestial bodies! As this was my first project, the most challenging bit was definitely learning how to code and how physics and numbers correlate with it. Formatting dynamic physics calculations cleanly while keeping the UI looking fresh, minimalistic and responsive was a pain in the butt for sure. Ran into a lot of problems while trying to make the UI look beautiful. Oh and also incorporating the sounds was tough work! though it might seem quite simple but it was honestly giving me headaches while working on it. I am really proud of how the end product came out to be for my first ever coding project. I love how you can jump on different planets and the moon and compare that to the jump on the earth. Also another thing im quite proud of is the shareable canvas card that you can download to share on social media. It looks really clean and visually pleasing. To test the project, you just need to simply enter your weight, pick a unit, click calculate and voila! now you can see what you weigh on different celestial bodies! Click on any of the planets/moon to see how high you’d jump on there.", "repo": "https://github.com/sadman137/cosmic-weight-calculator", "demo": "https://cosmic-gravity-jumper.vercel.app/"}]...
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[{"post_id": 73962, "ts": "202 [{"post_id": 73962, "ts": "2026-09-26T12:29:02Z", "hours": 10.9492, "text": "Initial Release Built the core gravity calculator, interactive jumping simulator with Web Audio sound effects, dynamic starfield canvas background, and social poster generator. Added responsive mobile touch fixes and documented everything through commits and in the README. Live on Vercel!"}]...
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Title: Cosmic Gravity Jumper by @sadman | Stardanc Title: Cosmic Gravity Jumper by @sadman | Stardance
Devlogs:
Initial Release Built the core gravity calculator, interactive jumping simulator with Web Audio sound effects, dynamic starfield canvas background, and social poster generator. Added responsive mobile touch fixes and documented everything through commits and in the README. Live on Vercel!
Ships:
Created “Cosmic Gravity Jumper”- a website that lets you calculate your weight on different cosmic bodies by simply inputting your weight on Earth (the one you measure on a weight machine). It also lets you visualize relative gravitational forces in real time by jumping across the celestial bodies! As this was my first project, the most challenging bit was definitely learning how to code and how physics and numbers correlate with it. Formatting dynamic physics calculations cleanly while keeping the UI looking fresh, minimalistic and responsive was a pain in the butt for sure. Ran into a lot of problems while trying to make the UI look beautiful. Oh and also incorporating the sounds was tough work! though it might seem quite simple but it was honestly giving me headaches while working on it. I am really proud of how the end product came out to be for my first ever coding project. I love how you can jump on different planets and the moon and compare that to the jump on the earth. Also another thing im quite proud of is the shareable canvas card that you can download to share on social media. It looks really clean and visually pleasing. To test the project, you just need to simply enter your weight, pick a unit, click calculate and voila! now you can see what you weigh on different celestial bodies! Click on any of the planets/moon to see how high you’d jump on there....
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1792853257.7345545
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1792939657.7345545
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63040
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NikhilOS by @Nikhil_jais | Stardance
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Nikhil_jais
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1
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8.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T09:32:35Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I made Nikhil-OS, a browser-based desktop environment inspired by modern computer operating systems. It has a boot experience, animated desktop, dock, app windows, settings, music, themes, and several interactive mini-apps and games. I wanted it to feel like an actual little computer you can explore rather than just a webpage with buttons. What was challenging? The hardest part was making everything work together smoothly. I had to deal with window opening and closing animations, draggable apps, desktop interactions, audio, different themes, responsive layouts, and making the whole interface feel consistent. Getting the project from something that looked like a simple mockup into something that actually behaved like a desktop environment took a lot of testing and fixing. What are you proud of? I’m most proud that Nikhil-OS became an interactive experience instead of just a visual design. You can actually open apps, move around the desktop, interact with different features, change settings and themes, play games, and explore the environment. I", "repo": "https://github.com/Nikhil-jais/Nikhil-OS-", "demo": "https://nikhil-jais.github.io/Nikhil-OS/"}]...
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[{"post_id": 72192, "ts": "202 [{"post_id": 72192, "ts": "2026-09-22T13:03:12Z", "hours": 1.2939, "text": "i am on my way for the completion of Nikhil-OS . I hope you all are going to love this ❤️."}, {"post_id": 70619, "ts": "2026-09-19T13:55:50Z", "hours": 2.0258, "text": "“This is the animated boot screen for Nikhil-OS, a web-based desktop environment. It appears when Nikhil-OS starts, introduces the system with its visual identity, and uses animations and a loading progress effect before entering the desktop. i hope you all will like this"}, {"post_id": 70084, "ts": "2026-09-18T13:01:03Z", "hours": 1.2225, "text": "In my NIKHIL-OS i have added 4 different themes whatever you likes you can choose"}, {"post_id": 69637, "ts": "2026-09-17T13:38:59Z", "hours": 0.8392, "text": "This Is Nikhil-OS in which you can play games , perview notes and as well as you can changes themes into 4 designs as in yellow , dark , light and purple theme . i hope you all are going to love my project and also sugggest me what other i can replace and add into it ❤️❤️"}, {"post_id": 69591, "ts": "2026-09-17T11:29:50Z", "hours": 2.1303, "text": "Hello everyone currently i am working on NIKHIL-OS . and i am totally contributing my efforts to make it more enjoyable for you people i have my work will impress . follow me to get interacted with the result soon i will be shipping it and also don’t forget to tell me even its good or worse but i want one thing , be honest with my project if its bad suggest me what should i can do to make it more useful ❤️❤️"}]...
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Title: NikhilOS by @Nikhil_jais | Stardance
Devlo Title: NikhilOS by @Nikhil_jais | Stardance
Devlogs:
Hello everyone currently i am working on NIKHIL-OS . and i am totally contributing my efforts to make it more enjoyable for you people i have my work will impress . follow me to get interacted with the result soon i will be shipping it and also don’t forget to tell me even its good or worse but i want one thing , be honest with my project if its bad suggest me what should i can do to make it more useful ❤️❤️
This Is Nikhil-OS in which you can play games , perview notes and as well as you can changes themes into 4 designs as in yellow , dark , light and purple theme . i hope you all are going to love my project and also sugggest me what other i can replace and add into it ❤️❤️
In my NIKHIL-OS i have added 4 different themes whatever you likes you can choose
“This is the animated boot screen for Nikhil-OS, a web-based desktop environment. It appears when Nikhil-OS starts, introduces the system with its visual identity, and uses animations and a loading progress effect before entering the desktop. i hope you all will like this
i am on my way for the completion of Nikhil-OS . I hope you all are going to love this ❤️.
Ships:
What did you make? I made Nikhil-OS, a browser-based desktop environment inspired by modern computer operating systems. It has a boot experience, animated desktop, dock, app windows, settings, music, themes, and several interactive mini-apps and games. I wanted it to feel like an actual little computer you can explore rather than just a webpage with buttons. What was challenging? The hardest part was making everything work together smoothly. I had to deal with window opening and closing animations, draggable apps, desktop interactions, audio, different themes, responsive layouts, and making the whole interface feel consistent. Getting the project from something that looked like a simple mockup into something that actually behaved like a desktop environment took a lot of testing and fixing. What are you proud of? I’m most proud that Nikhil-OS became an interactive experience instead of just a visual design. You can actually open apps, move around the desktop, interact with different features, change settings and themes, play games, and explore the environment. I...
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1792814001.7967288
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1792900401.7967288
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