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7503
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Pc parts lister by @Fiskerz | Stardance
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Fiskerz
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1
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77.0
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1286
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T13:41:56Z", "hours": 77.0, "multiplier": 19.41, "payout": 1286, "blessing": "neutral", "text": "What is this? You are currently looking at a native windows app , written entirely in C# & XAML . The main goal of this app is to make for a pc hardware person like me, keeping track of components I might happen to have laying around a lot easier and incredibly organized, without having to use endless and ugly excel tables. It is my first ever project of this kind, as I’ve been always making games, or mods, but not actual apps. What was challenging/I’m proud of As I said this was the first project of this type I’ve made ever so learning XAML took me some real time and effort. The expandible system and the mark-down style parser are the real “trophies” here, the amount of time and effort they took is just still horryfic to me. But I’m extremely proud of myself for biting through them. Features I’ll only go through some of the most important features, as there’s just many smaller things to cover. You can view all of the features in the github repository’s README file that took me a pretty long time to write and decorate. There are so many features that I can’t even fit them within this posts text limits. Adding, searching up, viewing, editing and deleting Components You can do all of these with any Component. Adding and searching up components is pretty simple, you just click on the gigantic buttons on the window that you will first see. And once you open the search window you can then view in detail, edit and delete the components from there using the dedicated buttons. Mark-down style description parser, writer and viewer. One of the most difficult things I’ve done in this project, as getting it to fully work was really difficult, even more so due to it being my first time having to solve an issue like this. But hey you can: Write in bold , italic , bold-italic and have two different headings styles. See what you’re writing in a preview box placed next to the description writer View the rendered descriptions in the detail window afterwards. Making your own Parameters, as well as editing default ones, or removing them entirely This is the most difficult thing I’ve dealt with throughout the entire project. As let me tell you - rewriting the entire app into architecture where the app itself has no idea what concrete step it’s doing is pure hell. I called this the Expandible system and it revolves mainly around being dynamic and expandable. Instead of having a Component that has a string value for its model, you now have a Component that may, or may not have a Model parameter assigned in its parameters. And that specific Model parameter can hold some value. And now try explaining this to the app. Just hell to deal with. But hey it works and I am super happy with how it turned out. Thanks to it you can: Add your own parameters . You yourself can make any of available rules for it, all using a pretty simply navigatable UI. Edit current parameters just as easily as you can add parameters, you can also edit any parameters and shape them into your liking. Or.. Delete any parameter you now dislike, or have no interest/use for. The UI scales and renders your parameters all throughout the app, based on what parameters you set up. Filtering Components Once again, from any of the parameters you’ve set up you can use them to filter out specific components, using any kind of parameter you decided to add in. Multi-language support In the app settings you can swap out between English (Default) and Czech. And the language is implemented all accross the app. So much so that even the default parameters will be generated in your selected language. Testing and using You can download the app from the latest release on github for Windows 10/11. There is unfortunately no other way to publish this app, since it’s a native windows app. For more detail follow the guide in the README file.", "repo": "https://github.com/Catmaster543/PC-Parts-Lister", "demo": "https://github.com/Catmaster543/PC-Parts-Lister/releases/tag/v1.0.2"}]...
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[{"post_id": 74472, "ts": "202 [{"post_id": 74472, "ts": "2026-09-27T13:39:43Z", "hours": 5.5408, "text": "Added QOL features, README rewrite, bugfixes & shipping preparations! After all this time- the app is finally entering the final stretch (atleast for its first ship). A pretty thorough testing has been done and I am now quite confident that there’s not much missing. I got some feedback from a friend of mine and used it to add in some things he found missing, soo shoutout to him! Added many warnings and pop-ups throughout the app . In the app there are many settings that if you tweak at the wrong time, or incorrectly you can get yourself into quite some mess. With these warnings it should be more easily preventable. Completely rewrote the README , so that it now includes many images, gifs and most importantly very good documentation of the features. Added translations for more things , such as when parameters are regenerated it is done so in your chosen language. Added watermark text to the add window . Since I’ve heard it multiple times now, that the text box for components name is not intuitive to click on at all this should fix it. Fixed many issues , ranging from parameters saving as their opposite type, to the app crashing just from opening settings. You can read through these in detail in the respective github commits. Ship preparations . I took some time to deal with these things, such as making the app as humanly simple to run as possible, thourough testing, making github releases and writing the README as well as the ship description. And that is probably it here. This is likely the last devlog before shipping, so hopefully see you there! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!"}, {"post_id": 74151, "ts": "2026-09-26T19:39:02Z", "hours": 6.2444, "text": "Added multi-language support + settings + first README written! You might notice quite some time logged on this one. And let me tell you, you would not believe just how bad a simple mistake can be. I’ll get to this on the end of the devlog, for now let me tell you about the stuff that I’ve added. Added multi-language support . Now all text you see in the app is either dynamically generated based on the things you make, so that’s in your language, or use a key , which is then filled from the decently sized language tables I’ve written. Added English support . Up until now, the entirety of the app has been written in czech, my native language. But since I’ve now added the multi-language support I of course chose english as the first one to add. Now personally I will probably NOT be adding any other languages, as I don’t want to use google translate for them, since I know how choppy it can come out and personally don’t know any other languages on a tier high-enough to trust myself with writing the tables right. If anyone out there would be willing to translate the app into a language they can speak, I’m down! Added settings . Settings is actually a bit of a.. silly name to use here, as there’s only one setting there. Which is of course the language toggle. Written the first README . Now first clarifies only as first for this project, as I’ve written a few of these before, but this project is the largest one I’ve ever made, so it took me quite a bit of time to write this one. I’ll be improving it further, as it’s incomplete so far. And that’s it I think. The awful mistake I’ve made was forgetting to merge the github branches before starting this part and made an absolutely ridiculous amount of issues by that, such as the app mixing old and new codes and other terrible stuff. Outside these, I think that’s all for this one. I’m expecting this to finally be one of the last devlogs before the first ship, as there’s not much blocking me now from shipping. Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!"}, {"post_id": 73754, "ts": "2026-09-25T21:13:23Z", "hours": 2.4719, "text": "Added the custom settings from last time + custom parameters adding Devlog #9 for PC Parts Lister Soo as I said last time, I’ve now implemented the following: List option for string type parameters . This allows parameters to load as a selectable list of options, instead of just a text field. Allowing custom list entries . An extension to the list option, which when toggled also allows you to type out your own thing if none from the list suits your need. Custom numbers sufix . Just as I said last time- this enables you to set a custom sufix to number type parameters and will do one simple thing - wherever this parameter is displayed, your sufix will be displayed after the number, so instead of “Capacity: 500”, it will now be “Capacity: 500 GB”. That is ofc if you set the sufix to be GB. Adding custom parameters . Since you could edit current parameters last time, I now gave you the power to make your own parameters. Everything since I’ve began building the expandible system has been preparing for this moment and now it’s here. It took me just a few lines of code to add this, but thanks to the complex system I’ve built custom parameters are supported everywhere in the app. Bugfixes Fixed Possible parameters obtaining values . As simple and unimportant this sounds, Possible parameters act only ONLY as a sort of template. Thus no actual value should be assigned to them. And thanks to a bug in the code this was happening, which broke the app way more than I expected. Fixed filtering-related issues . There were issues where the filtering system would be unable to filter out correctly, despite everything being right. UI fixes , such as scrollbars in places that were missing. Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!"}, {"post_id": 73326, "ts": "2026-09-24T21:30:06Z", "hours": 5.9783, "text": "Added the parameters editing windows! Devlog #8 for PC Parts Lister Great day ya’ll. Added the edit parameters window , which features the following: See all current parameters Edit current parameters Delete current parameters Added the parameter edit window itself , which you can from the previous window and it allows you to: Change the parameter name Change the parameters ID Select if the parameter is either text, or a number Change the possible values in case of text Set if the parameter is supposed to be in a list in the case of text Set if the parameter can be edited, or just selected from set values in case of text Set a custom suffix to number type parameters, for example if you want to add a parameter for storage capacity it would be weird to have just “500”. 500 potatoes? You can use this to instead show “500 Gb”. Much better ain’t it? In cases of all these three new settings - they are only selectable here and the app saves them, but they are yet to be implemented! Added and edited the main window layout , adding the parameter settings button. And that is about it, hopefully se any one of you around! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!"}, {"post_id": 72368, "ts": "2026-09-22T19:27:35Z", "hours": 2.995, "text": "Finished migrating the filter window, added back category selection buttons, filtering by favorite and searching up components by name! Devlog #7 for PC Parts Lister Before I start - WHY THE HELL DOES THE REVIEW PROCESS ON MY OTHER PROJECT TAKE SOO LONG? My other project, the Sponsor system has been under review for OVER 12 DAYS now, anyone got any idea what’s up with that? Either way, to the actual devlog now- Soo since last time not any crazy time has passed, although I still did quite some work and want to write a devlog before heading onto the next parts that I assume will take a little while. Added searching components up by name back. Just like the other features, this has been implemented before already, but due to the migration to the expandible (= aka. dynamic) system has been broken. Added filtering by favorites back. Soo you can filter out all of your favorited components. Added back the category buttons . They behave just as before, you click on a category and see components under that category. Pretty neat, no? A whole lot of bugfixing and testing . Since last time I’ve discovered quite an insane amount of bugs and had to do patches almost constantly. Not to mention I had to pretty deeply test out all of the features to make sure there are not any holes I missed. But I believe not. Anyways I think that’s mostly it this time, I gotta say though that I should really hurry up with this project to finish it on time, soo cya! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!"}, {"post_id": 70833, "ts": "2026-09-19T20:56:29Z", "hours": 6.3892, "text": "Added support for filtering by numbers and text for the new system! Devlog #6 for PC Parts Lister Since last time I’ve began work on the expandible system quite some time has passed and I’ve worked on other projects in the meantime, but here am I now to hopefully finish this. Soo.. Added support to the filtering window for the new system, meaning it now generates the parameters dynamically, just like add window does Added back filtering by numbers , such as wattage and other number based parameters, with the old smaller/bigger/equal toggles Added back filtering by text so long story short - you can filter the other things that are not in numbers, such as names, series, subseries, etc. Added the reset filter button back . Pretty self explanatory I think, ain’t it? Many bugfixes . Since last time’s revert to the new system old things just keep on breaking and breaking and I have to constantly patch/disable features (temporarily) till I am able to fix them. Outside that I think that’s mostly it for this time, the main eater of time here was me really just spending a whole lot of time figuring out the architecture that would work for this whole system and let me tell you - it’s a real nightmare to think about. (wouldn’t be surprised if I had nightmares abt it tonight lol) Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also mz first time making anz kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to stick around and hit the follow, ty!"}, {"post_id": 64275, "ts": "2026-09-08T15:38:48Z", "hours": 6.49, "text": "Overhauled the Add window + started work on the expandible system! Devlog #5 for PC Parts Lister This is a change I’ve long anticipated and feared , but it should elevate the app by entire levels higher. Now what is the Expandible system? Up until now you could only use pre-specified, hardcoded parameters with very little flexibility to it. The expandible system aims to completely overhaul the way information is handled in the app , which will allow for custom parameters, parameter options, etc. etc. in the future. The biggest issue with that is the transfer from the current system. As of now I had to purposely break big chunks of the app for the sake of testing the basics and I will have to rebuild it back up, just with the expandible system. Overhaul of the Add window Since I’ve started the expandible system, the Add window, as one of the most outdated (both technically and visually) had to go first. Also this was due to me needing a way to add in components using the new system outside having to hard-code each tester. I think it is decent, but it is not finished yet, keep that in mind! A majority of the windows overhaul was technical , but I made sure to use the way more recent UI style from Detail and Edit windows that got updated recently to improve the visuals atleast a bit. I think there’s not all that much more I can specify as of right now, but when the system is done I’ll be sure to write some more about it, soo cya for now! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. If you find this project cool be sure to stick around and hit the follow, thx!"}, {"post_id": 43957, "ts": "2026-08-09T12:38:35Z", "hours": 8.3703, "text": "Improved the description by a whole new level! Devlog #4 This time I didn’t forget to post a devlog, so yay I don’t lose the payout on this one- Anyways my focus here was to make a pretty simple yet convenient description system, because the original one was… let’s say way too simple ( just plain text ). So to improve it I changed it into a Markdown-style system . So what did I add/change? An entire new renderer for the description in Detail Window . I had to write a custom parser for it in order for it to read bold, italic and other styles, more on them later though- An entirely new description editor in the Edit Window. Since I do not have the skill, time, or interest in making a live-preview editor that apps like obsidian have I chose a different approach. You have a regular text field with buttons for each function added (such as bold, etc.). On the other half you have a preview window that updates after you stop writing automatically (thus preventing lag) and displays a preview of what you wrote. Bold, Italic, BoldItalic, Heading & Small Heading are all the styles I added (maybe for now, maybe for good.). Each and every single one of these has a button, that either turns on or off that style. And that’s it for now I think. Seeing this project for the first time? This project is a windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. If you find this project cool be sure to stick around!"}, {"post_id": 24247, "ts": "2026-07-07T18:00:38Z", "hours": 17.6844, "text": "Devlog #3 for PC Parts Lister Alright, so I may, or may not have forgotten to post any updates in a while and quite a lot of things have been added, so here’s a small overview: Complete visual (and technical) overhaul of the Edit and Detail window . I improved their overall visuals, added a lot of new things, such as the photogallery, all while fixing some older bugs and issues. Addition of a whole new photogallery , to both edit and detail window. With it you can now have multiple different pictures for each component + a main picture. You can click on each picture to view them in a new window; in their full scale. You can also delete each picture, or in the case of the main picture you can also swap it out for a new one. In the full picture view you can also cycle between the components individual pictures, just like in most photogallery apps. Newly added description , it is very simple, but you can have a description at the very least. I am currently working on a whole new description system with MarkDown support, so you can make bold text , italic , or things like headings and paragraphs. Also I added the ability to favorite your favorite components and sort by that. It is quite a simple feature but in my opinion it is a nice to have feature. Alongside this I added the ability to filter components, so now you can easily separate your fav components. It is quite a lot of stuff to say the least and I’ll try my best from now on to do the devlogs in their respective times. See the 2 people who even read these in the next one!"}, {"post_id": 8651, "ts": "2026-06-14T11:35:07Z", "hours": 12.955, "text": "Devlog #2 for PC Parts Lister Main addition: Super specific and smart filtering system, allowing to seamlessly filter your components; by name, by type, even by things like amount! List of important changes: Added the smart filtering system window Added the amount value for components Re-used part of code from adding components Completely overhauled the re-used code, to be smarter, more effecient and way more easily expandable in the future Added a smart error reporting inside the filtering window, informing you if there’s something wrong Changed the way certain components values are stored Added and improved a few already existing button designs Improved certain behaviours of windows Fixed issues when opening the app in full-screen Fixed components saving with unrealistic values (for example having a SSD with the capacity “donkey”)"}, {"post_id": 2755, "ts": "2026-06-05T15:07:41Z", "hours": 1.7581, "text": "I just added the ability to search up by name"}]...
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Title: Pc parts lister by @Fiskerz | Stardance
De Title: Pc parts lister by @Fiskerz | Stardance
Devlogs:
I just added the ability to search up by name
Devlog #2 for PC Parts Lister Main addition: Super specific and smart filtering system, allowing to seamlessly filter your components; by name, by type, even by things like amount! List of important changes: Added the smart filtering system window Added the amount value for components Re-used part of code from adding components Completely overhauled the re-used code, to be smarter, more effecient and way more easily expandable in the future Added a smart error reporting inside the filtering window, informing you if there’s something wrong Changed the way certain components values are stored Added and improved a few already existing button designs Improved certain behaviours of windows Fixed issues when opening the app in full-screen Fixed components saving with unrealistic values (for example having a SSD with the capacity “donkey”)
Devlog #3 for PC Parts Lister Alright, so I may, or may not have forgotten to post any updates in a while and quite a lot of things have been added, so here’s a small overview: Complete visual (and technical) overhaul of the Edit and Detail window . I improved their overall visuals, added a lot of new things, such as the photogallery, all while fixing some older bugs and issues. Addition of a whole new photogallery , to both edit and detail window. With it you can now have multiple different pictures for each component + a main picture. You can click on each picture to view them in a new window; in their full scale. You can also delete each picture, or in the case of the main picture you can also swap it out for a new one. In the full picture view you can also cycle between the components individual pictures, just like in most photogallery apps. Newly added description , it is very simple, but you can have a description at the very least. I am currently working on a whole new description system with MarkDown support, so you can make bold text , italic , or things like headings and paragraphs. Also I added the ability to favorite your favorite components and sort by that. It is quite a simple feature but in my opinion it is a nice to have feature. Alongside this I added the ability to filter components, so now you can easily separate your fav components. It is quite a lot of stuff to say the least and I’ll try my best from now on to do the devlogs in their respective times. See the 2 people who even read these in the next one!
Improved the description by a whole new level! Devlog #4 This time I didn’t forget to post a devlog, so yay I don’t lose the payout on this one- Anyways my focus here was to make a pretty simple yet convenient description system, because the original one was… let’s say way too simple ( just plain text ). So to improve it I changed it into a Markdown-style system . So what did I add/change? An entire new renderer for the description in Detail Window . I had to write a custom parser for it in order for it to read bold, italic and other styles, more on them later though- An entirely new description editor in the Edit Window. Since I do not have the skill, time, or interest in making a live-preview editor that apps like obsidian have I chose a different approach. You have a regular text field with buttons for each function added (such as bold, etc.). On the other half you have a preview window that updates after you stop writing automatically (thus preventing lag) and displays a preview of what you wrote. Bold, Italic, BoldItalic, Heading & Small Heading are all the styles I added (maybe for now, maybe for good.). Each and every single one of these has a button, that either turns on or off that style. And that’s it for now I think. Seeing this project for the first time? This project is a windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. If you find this project cool be sure to stick around!
Overhauled the Add window + started work on the expandible system! Devlog #5 for PC Parts Lister This is a change I’ve long anticipated and feared , but it should elevate the app by entire levels higher. Now what is the Expandible system? Up until now you could only use pre-specified, hardcoded parameters with very little flexibility to it. The expandible system aims to completely overhaul the way information is handled in the app , which will allow for custom parameters, parameter options, etc. etc. in the future. The biggest issue with that is the transfer from the current system. As of now I had to purposely break big chunks of the app for the sake of testing the basics and I will have to rebuild it back up, just with the expandible system. Overhaul of the Add window Since I’ve started the expandible system, the Add window, as one of the most outdated (both technically and visually) had to go first. Also this was due to me needing a way to add in components using the new system outside having to hard-code each tester. I think it is decent, but it is not finished yet, keep that in mind! A majority of the windows overhaul was technical , but I made sure to use the way more recent UI style from Detail and Edit windows that got updated recently to improve the visuals atleast a bit. I think there’s not all that much more I can specify as of right now, but when the system is done I’ll be sure to write some more about it, soo cya for now! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. If you find this project cool be sure to stick around and hit the follow, thx!
Added support for filtering by numbers and text for the new system! Devlog #6 for PC Parts Lister Since last time I’ve began work on the expandible system quite some time has passed and I’ve worked on other projects in the meantime, but here am I now to hopefully finish this. Soo.. Added support to the filtering window for the new system, meaning it now generates the parameters dynamically, just like add window does Added back filtering by numbers , such as wattage and other number based parameters, with the old smaller/bigger/equal toggles Added back filtering by text so long story short - you can filter the other things that are not in numbers, such as names, series, subseries, etc. Added the reset filter button back . Pretty self explanatory I think, ain’t it? Many bugfixes . Since last time’s revert to the new system old things just keep on breaking and breaking and I have to constantly patch/disable features (temporarily) till I am able to fix them. Outside that I think that’s mostly it for this time, the main eater of time here was me really just spending a whole lot of time figuring out the architecture that would work for this whole system and let me tell you - it’s a real nightmare to think about. (wouldn’t be surprised if I had nightmares abt it tonight lol) Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also mz first time making anz kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to stick around and hit the follow, ty!
Finished migrating the filter window, added back category selection buttons, filtering by favorite and searching up components by name! Devlog #7 for PC Parts Lister Before I start - WHY THE HELL DOES THE REVIEW PROCESS ON MY OTHER PROJECT TAKE SOO LONG? My other project, the Sponsor system has been under review for OVER 12 DAYS now, anyone got any idea what’s up with that? Either way, to the actual devlog now- Soo since last time not any crazy time has passed, although I still did quite some work and want to write a devlog before heading onto the next parts that I assume will take a little while. Added searching components up by name back. Just like the other features, this has been implemented before already, but due to the migration to the expandible (= aka. dynamic) system has been broken. Added filtering by favorites back. Soo you can filter out all of your favorited components. Added back the category buttons . They behave just as before, you click on a category and see components under that category. Pretty neat, no? A whole lot of bugfixing and testing . Since last time I’ve discovered quite an insane amount of bugs and had to do patches almost constantly. Not to mention I had to pretty deeply test out all of the features to make sure there are not any holes I missed. But I believe not. Anyways I think that’s mostly it this time, I gotta say though that I should really hurry up with this project to finish it on time, soo cya! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!
Added the parameters editing windows! Devlog #8 for PC Parts Lister Great day ya’ll. Added the edit parameters window , which features the following: See all current parameters Edit current parameters Delete current parameters Added the parameter edit window itself , which you can from the previous window and it allows you to: Change the parameter name Change the parameters ID Select if the parameter is either text, or a number Change the possible values in case of text Set if the parameter is supposed to be in a list in the case of text Set if the parameter can be edited, or just selected from set values in case of text Set a custom suffix to number type parameters, for example if you want to add a parameter for storage capacity it would be weird to have just “500”. 500 potatoes? You can use this to instead show “500 Gb”. Much better ain’t it? In cases of all these three new settings - they are only selectable here and the app saves them, but they are yet to be implemented! Added and edited the main window layout , adding the parameter settings button. And that is about it, hopefully se any one of you around! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!
Added the custom settings from last time + custom parameters adding Devlog #9 for PC Parts Lister Soo as I said last time, I’ve now implemented the following: List option for string type parameters . This allows parameters to load as a selectable list of options, instead of just a text field. Allowing custom list entries . An extension to the list option, which when toggled also allows you to type out your own thing if none from the list suits your need. Custom numbers sufix . Just as I said last time- this enables you to set a custom sufix to number type parameters and will do one simple thing - wherever this parameter is displayed, your sufix will be displayed after the number, so instead of “Capacity: 500”, it will now be “Capacity: 500 GB”. That is ofc if you set the sufix to be GB. Adding custom parameters . Since you could edit current parameters last time, I now gave you the power to make your own parameters. Everything since I’ve began building the expandible system has been preparing for this moment and now it’s here. It took me just a few lines of code to add this, but thanks to the complex system I’ve built custom parameters are supported everywhere in the app. Bugfixes Fixed Possible parameters obtaining values . As simple and unimportant this sounds, Possible parameters act only ONLY as a sort of template. Thus no actual value should be assigned to them. And thanks to a bug in the code this was happening, which broke the app way more than I expected. Fixed filtering-related issues . There were issues where the filtering system would be unable to filter out correctly, despite everything being right. UI fixes , such as scrollbars in places that were missing. Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!
Added multi-language support + settings + first README written! You might notice quite some time logged on this one. And let me tell you, you would not believe just how bad a simple mistake can be. I’ll get to this on the end of the devlog, for now let me tell you about the stuff that I’ve added. Added multi-language support . Now all text you see in the app is either dynamically generated based on the things you make, so that’s in your language, or use a key , which is then filled from the decently sized language tables I’ve written. Added English support . Up until now, the entirety of the app has been written in czech, my native language. But since I’ve now added the multi-language support I of course chose english as the first one to add. Now personally I will probably NOT be adding any other languages, as I don’t want to use google translate for them, since I know how choppy it can come out and personally don’t know any other languages on a tier high-enough to trust myself with writing the tables right. If anyone out there would be willing to translate the app into a language they can speak, I’m down! Added settings . Settings is actually a bit of a.. silly name to use here, as there’s only one setting there. Which is of course the language toggle. Written the first README . Now first clarifies only as first for this project, as I’ve written a few of these before, but this project is the largest one I’ve ever made, so it took me quite a bit of time to write this one. I’ll be improving it further, as it’s incomplete so far. And that’s it I think. The awful mistake I’ve made was forgetting to merge the github branches before starting this part and made an absolutely ridiculous amount of issues by that, such as the app mixing old and new codes and other terrible stuff. Outside these, I think that’s all for this one. I’m expecting this to finally be one of the last devlogs before the first ship, as there’s not much blocking me now from shipping. Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!
Added QOL features, README rewrite, bugfixes & shipping preparations! After all this time- the app is finally entering the final stretch (atleast for its first ship). A pretty thorough testing has been done and I am now quite confident that there’s not much missing. I got some feedback from a friend of mine and used it to add in some things he found missing, soo shoutout to him! Added many warnings and pop-ups throughout the app . In the app there are many settings that if you tweak at the wrong time, or incorrectly you can get yourself into quite some mess. With these warnings it should be more easily preventable. Completely rewrote the README , so that it now includes many images, gifs and most importantly very good documentation of the features. Added translations for more things , such as when parameters are regenerated it is done so in your chosen language. Added watermark text to the add window . Since I’ve heard it multiple times now, that the text box for components name is not intuitive to click on at all this should fix it. Fixed many issues , ranging from parameters saving as their opposite type, to the app crashing just from opening settings. You can read through these in detail in the respective github commits. Ship preparations . I took some time to deal with these things, such as making the app as humanly simple to run as possible, thourough testing, making github releases and writing the README as well as the ship description. And that is probably it here. This is likely the last devlog before shipping, so hopefully see you there! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!
Ships:
What is this? You are currently looking at a native windows app , written entirely in C# & XAML . The main goal of this app is to make for a pc hardware person like me, keeping track of components I might happen to have laying around a lot easier and incredibly organized, without having to use endless and ugly excel tables. It is my first ever project of this kind, as I’ve been always making games, or mods, but not actual apps. What was challenging/I’m proud of As I said this was the first project of this type I’ve made ever so learning XAML took me some real time and effort. The expandible system and the mark-down style parser are the real “trophies” here, the amount of time and effort they took is just still horryfic to me. But I’m extremely proud of myself for biting through them. Features I’ll only go through some of the most important features, as there’s just many smaller things to cover. You can view all of the features in the github repository’s README file that took me a pretty long time to write and decorate. There are so many features that I can’t even fit them within this posts text limits. Adding, searching up, viewing, editing and deleting Components You can do all of these with any Component. Adding and searching up components is pretty simple, you just click on the gigantic buttons on the window that you will first see. And once you open the search window you can then view in detail, edit and delete the components from there using the dedicated buttons. Mark-down style description parser, writer and viewer. One of the most difficult things I’ve done in this project, as getting it to fully work was really difficult, even more so due to it being my first time having to solve an issue like this. But hey you can: Write in bold , italic , bold-italic and have two different headings styles. See what you’re writing in a preview box placed next to the description writer View the rendered descriptions in the detail window afterwards. Making your own Parameters, as well as editing default ones, or removing them entirely This is the most difficult thing I’ve dealt with throughout the entire project. As let me tell you - rewriting the entire app into architecture where the app itself has no idea what concrete step it’s doing is pure hell. I called this the Expandible system and it revolves mainly around being dynamic and expandable. Instead of having a Component that has a string value for its model, you now have a Component that may, or may not have a Model parameter assigned in its parameters. And that specific Model parameter can hold some value. And now try explaining this to the app. Just hell to deal with. But hey it works and I am super happy with how it turned out. Thanks to it you can: Add your own parameters . You yourself can make any of available rules for it, all using a pretty simply navigatable UI. Edit current parameters just as easily as you can add parameters, you can also edit any parameters and shape them into your liking. Or.. Delete any parameter you now dislike, or have no interest/use for. The UI scales and renders your parameters all throughout the app, based on what parameters you set up. Filtering Components Once again, from any of the parameters you’ve set up you can use them to filter out specific components, using any kind of parameter you decided to add in. Multi-language support In the app settings you can swap out between English (Default) and Czech. And the language is implemented all accross the app. So much so that even the default parameters will be generated in your selected language. Testing and using You can download the app from the latest release on github for Windows 10/11. There is unfortunately no other way to publish this app, since it’s a native windows app. For more detail follow the guide in the README file....
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1792939722.6429143
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Spacy by @ubaid | Stardance
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ubaid
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1
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15.0
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15
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T13:22:30Z", "hours": 15.0, "multiplier": 1.51, "payout": 15, "blessing": "neutral", "text": "I make my first game and make it in python using pygame, im really proud of it and its cool. Because its a space game with dodging the astroids and cool background. The challenge is i never make anything like that and even first coding project so far but it was fun. Locking forward to get the good point so affor an good laptop..", "repo": "https://github.com/ubaid-uan/Spacy", "demo": "https://ubaid-uan.itch.io/spacy"}]...
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[{"post_id": 74450, "ts": "202 [{"post_id": 74450, "ts": "2026-09-27T12:10:11Z", "hours": 15.045, "text": "I built an interactive 2D space arcade game using Python and the PyGame graphic rendering library. The application features customized physics loops, multi-asteroid collision boundaries, and randomized planet asset spawning."}]...
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Title: Spacy by @ubaid | Stardance
Devlogs:
I bui Title: Spacy by @ubaid | Stardance
Devlogs:
I built an interactive 2D space arcade game using Python and the PyGame graphic rendering library. The application features customized physics loops, multi-asteroid collision boundaries, and randomized planet asset spawning.
Ships:
I make my first game and make it in python using pygame, im really proud of it and its cool. Because its a space game with dodging the astroids and cool background. The challenge is i never make anything like that and even first coding project so far but it was fun. Locking forward to get the good point so affor an good laptop.....
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1792813829.066933
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1792900229.066933
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65291
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MY first first slack bot (obito) by @Obito | Stard MY first first slack bot (obito) by @Obito | Stardance...
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Obito
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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": "2026-09-27T12:56:55Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made my slack bot which is very easy to write the code compared to its deployment process which made me to work for more than 18 hours", "repo": "https://github.com/tharunkumarCYSEC/my-first-slack-bot", "demo": "https://app.slack.com/client/T0C3X8PP7K5/D0C4W6DK8PN"}]...
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[{"post_id": 74441, "ts": "202 [{"post_id": 74441, "ts": "2026-09-27T11:47:32Z", "hours": 0.575, "text": "i finally completed this its a frustraing project that the coding code is very simple but the deployment is so frustrating"}]...
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Title: MY first first slack bot (obito) by @Obito Title: MY first first slack bot (obito) by @Obito | Stardance
Devlogs:
i finally completed this its a frustraing project that the coding code is very simple but the deployment is so frustrating
Ships:
i made my slack bot which is very easy to write the code compared to its deployment process which made me to work for more than 18 hours...
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1792817236.0684588
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1792903636.0684588
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61791
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Slack Bot Ichi by @rigid_valmeo | Stardance
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rigid_valmeo
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1
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4.48
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T12:39:10Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created “Ichi Slack Bot,” an animal-themed Slack bot created as part of the NASA Stardance Challenge. This is my first coding project outside of school. I created it while learning the basics of JavaScript, APIs, Slack bot development, and programming through Stardance. The bot is designed around my interest in animals and chemistry. It provides information about cats and dogs, including animal-related chemistry, breeds, foods that dogs should avoid, and feeding reminders. I had fun while doing this, although I was quite puzzled about how to use GitHub at first!", "repo": "https://github.com/rigidvalmeo03/ichi-slack-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
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[{"post_id": 80157, "ts": "202 [{"post_id": 80157, "ts": "2026-10-16T13:27:37Z", "hours": 0.4847, "text": "YIPPIEEE after so long I finally made it work!! The feeder reminder actually reminds!"}, {"post_id": 68619, "ts": "2026-09-15T12:29:57Z", "hours": 3.6483, "text": "Slack bot to know more about your pets!:3"}]...
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Title: Slack Bot Ichi by @rigid_valmeo | Stardance Title: Slack Bot Ichi by @rigid_valmeo | Stardance
Devlogs:
Slack bot to know more about your pets!:3
YIPPIEEE after so long I finally made it work!! The feeder reminder actually reminds!
Ships:
I created “Ichi Slack Bot,” an animal-themed Slack bot created as part of the NASA Stardance Challenge. This is my first coding project outside of school. I created it while learning the basics of JavaScript, APIs, Slack bot development, and programming through Stardance. The bot is designed around my interest in animals and chemistry. It provides information about cats and dogs, including animal-related chemistry, breeds, foods that dogs should avoid, and feeding reminders. I had fun while doing this, although I was quite puzzled about how to use GitHub at first!...
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1792813879.7822878
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1793677879.7822878
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41918
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Ball Pit Sim by @antekj_smalec | Stardance
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antekj_smalec
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1
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11.0
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146
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T12:34:37Z", "hours": 11.0, "multiplier": 13.32, "payout": 146, "blessing": "neutral", "text": "I made a simple 2d physics collison simulator. I originally intended to have complex polygon collisions but my circumstances didn’t allow me to work on this project for quite some time. Nonetheless I am happy with what I made and I hope you can appreciate it :)", "repo": "https://github.com/antekjsmalec/PySim/", "demo": "https://github.com/antekjsmalec/PySim/releases/tag/1.0"}]...
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[{"post_id": 74449, "ts": "202 [{"post_id": 74449, "ts": "2026-09-27T12:10:08Z", "hours": 2.4414, "text": "I had to change the scope of the project cos im running out of time. It is only gonna have ball collisions now"}, {"post_id": 39474, "ts": "2026-08-02T13:18:58Z", "hours": 1.5694, "text": "Fixed the bug, took a little longer than i originally thought but also fixed some other things. add some usefull debug features. Anyway collisions for circles is done and pretty fun to play around with"}, {"post_id": 39199, "ts": "2026-08-02T00:07:16Z", "hours": 2.2575, "text": "Lot of work done today, and even more headaches. Changed Particle class to a ball class (still called particle tho). Balls have collision with walls and floor AND with eachother. The white board is for actually understanding the maths. There is a bug and I know what it is, but I need to sleep"}, {"post_id": 38505, "ts": "2026-07-31T22:41:53Z", "hours": 1.0119, "text": "Realised I messed up by diving straight into displaying squares, made a new gameplan and basically started from scratch. I added a Vector class to make the math easier to write later, and a particle class to make a single particle bounce off the floor."}, {"post_id": 37624, "ts": "2026-07-30T14:21:11Z", "hours": 3.6664, "text": "Learned the basics of pygame, and started work. Firstly, I found out that the pygame.Rect() function is pretty much only usefull for buttons in my use case, so i made a class to create four points around a centre point, and using some basic trig, got a square showing up that allowed for a lot more freedom that pygame.Rect(). I added gravity and am now working on collisions."}]...
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Title: Ball Pit Sim by @antekj_smalec | Stardance
Title: Ball Pit Sim by @antekj_smalec | Stardance
Devlogs:
Learned the basics of pygame, and started work. Firstly, I found out that the pygame.Rect() function is pretty much only usefull for buttons in my use case, so i made a class to create four points around a centre point, and using some basic trig, got a square showing up that allowed for a lot more freedom that pygame.Rect(). I added gravity and am now working on collisions.
Realised I messed up by diving straight into displaying squares, made a new gameplan and basically started from scratch. I added a Vector class to make the math easier to write later, and a particle class to make a single particle bounce off the floor.
Lot of work done today, and even more headaches. Changed Particle class to a ball class (still called particle tho). Balls have collision with walls and floor AND with eachother. The white board is for actually understanding the maths. There is a bug and I know what it is, but I need to sleep
Fixed the bug, took a little longer than i originally thought but also fixed some other things. add some usefull debug features. Anyway collisions for circles is done and pretty fun to play around with
I had to change the scope of the project cos im running out of time. It is only gonna have ball collisions now
Ships:
I made a simple 2d physics collison simulator. I originally intended to have complex polygon collisions but my circumstances didn’t allow me to work on this project for quite some time. Nonetheless I am happy with what I made and I hope you can appreciate it :)...
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1792853285.9725924
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1792939685.9725924
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66267
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FUNNY QUIZ by @LeFi | Stardance
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LeFi
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1
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9.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T12:07:58Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It’s a simple quiz based Codesistency’s vido on yt. I had so much fun making it my own. I feel like i have the power to make anything and it feel incredible!!!", "repo": "https://github.com/LeFi2312/quitz", "demo": "https://lefi2312.github.io/quitz/"}]...
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[{"post_id": 74432, "ts": "202 [{"post_id": 74432, "ts": "2026-09-27T11:26:45Z", "hours": 8.7439, "text": "it’s pretty much done.. idk if i should add smth but i like how it turned out"}]...
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Title: FUNNY QUIZ by @LeFi | Stardance
Devlogs:
i Title: FUNNY QUIZ by @LeFi | Stardance
Devlogs:
it’s pretty much done.. idk if i should add smth but i like how it turned out
Ships:
It’s a simple quiz based Codesistency’s vido on yt. I had so much fun making it my own. I feel like i have the power to make anything and it feel incredible!!!...
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1792817320.6296597
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1792903720.6296597
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62112
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PDF-Tools by @Dev_L_K | Stardance
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Dev_L_K
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3
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7.0
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19
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T11:46:03Z", "hours": 1.0, "multiplier": 4.24, "payout": 6, "blessing": "neutral", "text": "PDF TOOLS This is a simple web app with useful Pdf tools built with html css and js. it has a home screen where all tools can be accessed. Now it has 3 tools. In later ships more tools will be added. PDF Merger Merge multiple pdfs into a single one directly from browser. Features Select multiple Pdfs at once add more pdfs later remove files if needed PDF Compressor Reduce the size of pdf using rasterization. It has different levels low medium and high to control the file size. Features None of your data never leaves your browser/device There might need a small compromise in the quality. when reducing more size. The pdf pages are converted into jpeg and recombined. IMAGE TO PDF Upload many images and pack them as a single pdf. Using jsPdf library. Split PDF Upload a pdf and split it into chunks. Features You can upload multiple files at once. None of your data never leaves your device. Images are converted to pdf without any compromise in quality. Tech used HTML CSS JS GITHUB PAGES PDF-lib.js PDF worker.js jsPdf.js Live at https://pdf.devlkakkoth.me", "repo": "https://github.com/dev-l-k/pdf-tools", "demo": "https://pdf.devlkakkoth.me"}, {"ship_num": 2, "ts": "2026-09-16T16:34:20Z", "hours": 3.0, "multiplier": 4.32, "payout": 7, "blessing": "neutral", "text": "PDF TOOLS it is a multifunctional pdf tools. That has some sub apps Pdf Merger Merge multiple number of PDFs to a single one Pdf Compressor Reduce the size of a pdf using rasterization Image to PDF Upload Images and convert them into a single PDF. Every tool had its own difficulties and challenges. I am only a beginner to js. So ai helped me to understand and debug my errors. I hasn’t used direct ai in this project. Please read my readme and my GitHub commits too. Hopes this one helps you In future ships more features will be added. Rate this project", "repo": "https://github.com/dev-l-k/pdf-tools", "demo": "https://pdf.devlkakkoth.me"}, {"ship_num": 3, "ts": "2026-09-14T18:10:31Z", "hours": 3.0, "multiplier": 4.35, "payout": 6, "blessing": "neutral", "text": "PDF TOOLS WEB APP This is a collection of web based pdf tools Now it has only 1 tool Pdf merger. More tools will be added in the future. You can upload any file into it and the app will merge them and outputs a single pdf. None of your data never leaves your browser. I have used ai just in pdf merger app’s pdf merging js code only. Other css and html and all are written by me itself. Merging pdf js code was a little challenging.", "repo": "https://github.com/dev-l-k/pdf-tools", "demo": "https://pdf.devlkakkoth.me"}]...
|
[{"post_id": 74438, "ts": "202 [{"post_id": 74438, "ts": "2026-09-27T11:43:17Z", "hours": 1.3678, "text": "Devlog Pdf tools Split PDF Two features split each page of a pdf as PDFs split at certain range Live at https://pdf.devlkakkoth.me/split"}, {"post_id": 69209, "ts": "2026-09-16T16:27:23Z", "hours": 0.315, "text": "Devlog 8 PDF TOOLS README Updated readme.md connected sub apps with home app Going for 2nd ship Live at https://pdf.devlkakkoth.me"}, {"post_id": 69188, "ts": "2026-09-16T15:43:01Z", "hours": 0.7047, "text": "Devlog 7 PDF TOOLS IMAGE TO PDF upload multiple images none of your data leaves the browser Status : completed debugged LIVE AT https://pdf.devlkakkoth.me/imgtopdf"}, {"post_id": 69161, "ts": "2026-09-16T14:30:56Z", "hours": 0.3319, "text": "Devlog 6 PDF TOOLS Image to PDF Added html structure to code it utilizes same css for the home screen. So no css now gonna work for JS to make it functional Live at https://pdf.devlkakkoth.me/imgtopdf"}, {"post_id": 69119, "ts": "2026-09-16T12:45:39Z", "hours": 0.9508, "text": "Devlog 5 PDF TOOLS PDF COMPRESSOR Status: Completed Features Upload a pdf and compress it using rasterization supports both portrait and landscape orientation. you can select needed amount for compression. Live at https://pdf.devlkakkoth.me/pdfcompress"}, {"post_id": 69090, "ts": "2026-09-16T11:00:52Z", "hours": 0.25, "text": "Devlog 4 PDF TOOLS PDF COMPRESS worked on css for the project no seprate css file for it same file of index.html Added additional styling for level buttons Live at https://pdf.devlkakkoth.me/pdfcompress"}, {"post_id": 68919, "ts": "2026-09-16T01:37:30Z", "hours": 0.6539, "text": "Devlog 3 PDF TOOLS PDF Compress completed html structure for pdf compress now gonna work for the css. used common same css so some styles already exist Added buttons to control compression Uses Rasterization method to compress pdf. Live at : https://pdf.devlkakkoth.me/pdfcompress"}, {"post_id": 68187, "ts": "2026-09-14T17:50:16Z", "hours": 1.5014, "text": "Devlog 2 Pdf Tools Added a new sub app pdf merger you can upload more that 1 PDFs and merge it to single one"}, {"post_id": 68122, "ts": "2026-09-14T15:37:28Z", "hours": 1.1467, "text": "Devlog 1 PDFTools Added a home screen for the web app. Also added a new subapp pdf merger currently pdf merger is on work."}]...
|
Title: PDF-Tools by @Dev_L_K | Stardance
Devlogs: Title: PDF-Tools by @Dev_L_K | Stardance
Devlogs:
Devlog 1 PDFTools Added a home screen for the web app. Also added a new subapp pdf merger currently pdf merger is on work.
Devlog 2 Pdf Tools Added a new sub app pdf merger you can upload more that 1 PDFs and merge it to single one
Devlog 3 PDF TOOLS PDF Compress completed html structure for pdf compress now gonna work for the css. used common same css so some styles already exist Added buttons to control compression Uses Rasterization method to compress pdf. Live at : https://pdf.devlkakkoth.me/pdfcompress
Devlog 4 PDF TOOLS PDF COMPRESS worked on css for the project no seprate css file for it same file of index.html Added additional styling for level buttons Live at https://pdf.devlkakkoth.me/pdfcompress
Devlog 5 PDF TOOLS PDF COMPRESSOR Status: Completed Features Upload a pdf and compress it using rasterization supports both portrait and landscape orientation. you can select needed amount for compression. Live at https://pdf.devlkakkoth.me/pdfcompress
Devlog 6 PDF TOOLS Image to PDF Added html structure to code it utilizes same css for the home screen. So no css now gonna work for JS to make it functional Live at https://pdf.devlkakkoth.me/imgtopdf
Devlog 7 PDF TOOLS IMAGE TO PDF upload multiple images none of your data leaves the browser Status : completed debugged LIVE AT https://pdf.devlkakkoth.me/imgtopdf
Devlog 8 PDF TOOLS README Updated readme.md connected sub apps with home app Going for 2nd ship Live at https://pdf.devlkakkoth.me
Devlog Pdf tools Split PDF Two features split each page of a pdf as PDFs split at certain range Live at https://pdf.devlkakkoth.me/split
Ships:
PDF TOOLS WEB APP This is a collection of web based pdf tools Now it has only 1 tool Pdf merger. More tools will be added in the future. You can upload any file into it and the app will merge them and outputs a single pdf. None of your data never leaves your browser. I have used ai just in pdf merger app’s pdf merging js code only. Other css and html and all are written by me itself. Merging pdf js code was a little challenging.
PDF TOOLS it is a multifunctional pdf tools. That has some sub apps Pdf Merger Merge multiple number of PDFs to a single one Pdf Compressor Reduce the size of a pdf using rasterization Image to PDF Upload Images and convert them into a single PDF. Every tool had its own difficulties and challenges. I am only a beginner to js. So ai helped me to understand and debug my errors. I hasn’t used direct ai in this project. Please read my readme and my GitHub commits too. Hopes this one helps you In future ships more features will be added. Rate this project
PDF TOOLS This is a simple web app with useful Pdf tools built with html css and js. it has a home screen where all tools can be accessed. Now it has 3 tools. In later ships more tools will be added. PDF Merger Merge multiple pdfs into a single one directly from browser. Features Select multiple Pdfs at once add more pdfs later remove files if needed PDF Compressor Reduce the size of pdf using rasterization. It has different levels low medium and high to control the file size. Features None of your data never leaves your browser/device There might need a small compromise in the quality. when reducing more size. The pdf pages are converted into jpeg and recombined. IMAGE TO PDF Upload many images and pack them as a single pdf. Using jsPdf library. Split PDF Upload a pdf and split it into chunks. Features You can upload multiple files at once. None of your data never leaves your device. Images are converted to pdf without any compromise in quality. Tech used HTML CSS JS GITHUB PAGES PDF-lib.js PDF worker.js jsPdf.js Live at https://pdf.devlkakkoth.me...
|
1792813918.4465363
|
1792900318.4465363
|
|
64317
|
StreetOS by @GMM | Stardance
|
GMM
|
5
|
11.0
|
27
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T11:45:10Z", "hours": 1.0, "multiplier": 8.56, "payout": 5, "blessing": "neutral", "text": "For this ship, I added a EASTER EGG (kinda, because the photo tells a lot), delete every icon to discover, and I updated the README. I just want to clarify some things that people rated that I didn’t understood: The wallpaper is not AI, just search in google, you’ll find it. The icons have a white background because I like (why would I make it transparent then?), just see the dev log changes. Some people said it don’t look I passed that much hours, I completely understand, but I passed more, if you count when I was learning, keep in mind I’m new. I made it japanese style, because, to me, Tokyo is the representation of street style, but of course there will be others country’s references (see my “bio”, I like pop with letters).", "repo": "https://github.com/GuilhermeMartins-GMM/StreetOS", "demo": "https://guilhermemartins-gmm.github.io/StreetOS/"}, {"ship_num": 2, "ts": "2026-09-26T20:13:35Z", "hours": 0.0, "multiplier": 12.33, "payout": 3, "blessing": "neutral", "text": "For this ship, I focused on organizing the UI and improving usability: Deletion: I implemented a ‘drag to delete’ feature. Now, you can delete icons by simply dragging them to the bottom center of the screen. Standardization: I standardized all the icons for a more consistent look. Window Spawn: I adjusted the exact positions where windows appear when they are opened so they don’t clutter the screen (almost all reviews said that). Also, NEW JOKES. Now I’m working to improve the paint app (trying to put new colors and saving when closing the window).", "repo": "https://github.com/GuilhermeMartins-GMM/StreetOS", "demo": "https://guilhermemartins-gmm.github.io/StreetOS/"}, {"ship_num": 3, "ts": "2026-09-26T03:24:01Z", "hours": 0.0, "multiplier": 3.46, "payout": 1, "blessing": "neutral", "text": "This is my second ship of the web os 2. I just made some quick adjustments that people noticed a lot: I changed the disabled cursor style in the close button and made the windows “spawn” in the right side of the screen. I’m really happy with the ratings, but I want some more suggestions.", "repo": "https://github.com/GuilhermeMartins-GMM/StreetOS", "demo": "https://guilhermemartins-gmm.github.io/StreetOS/"}, {"ship_num": 4, "ts": "2026-09-24T01:45:21Z", "hours": 7.0, "multiplier": 5.23, "payout": 18, "blessing": "neutral", "text": "I’m finally shipping my web os - version 2. I am really proud of the updates. A lot of them. I added a calculator, a game, an awesome loading screen, a search app, paint, the weather now is available for every city, a jokes genarator and my favorite: MUSIC!! It’s my playlist so I would be thankful if you listen (just a bit 🙃). If you’re going to test I really want you to pay attention to the UI details I tried to make. Also, I think this site is the proof of my improvement (my first time coding that was not in c++ was here in stardance),", "repo": "https://github.com/GuilhermeMartins-GMM/StreetOS", "demo": "https://guilhermemartins-gmm.github.io/StreetOS/"}, {"ship_num": 5, "ts": "2026-09-21T21:47:13Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an OS to the web. The challenging part was doing the real time synchronization and the draggeble window. It’s still missing some features that I’d like it to have (spotify, calculator and a game) but I pretend to do on a remastered version. But, overall, I liked the result and I think it looks like me.", "repo": "https://github.com/GuilhermeMartins-GMM/StreetOS", "demo": "https://guilhermemartins-gmm.github.io/StreetOS/"}]...
|
[{"post_id": 74431, "ts": "202 [{"post_id": 74431, "ts": "2026-09-27T11:24:32Z", "hours": 1.0792, "text": "A lot of people said they didn’t like the way the icons are organized. But since that’s how I originally thought of it, I decided to keep it, but I added an ‘easter egg’: delete every icon if you want their organization to change."}, {"post_id": 74147, "ts": "2026-09-26T19:33:05Z", "hours": 0.4822, "text": "I made the windows “spawn” separately (a lot of people recommended that that). And added some jokes (to me, really good ones)."}, {"post_id": 73285, "ts": "2026-09-24T19:18:56Z", "hours": 0.3031, "text": "I fixed the window popping under the icons. I also made the icons delet in the midle of the screen."}, {"post_id": 72922, "ts": "2026-09-24T01:42:12Z", "hours": 2.9817, "text": "I think I just finished the improvements, and I’m very happy with them. In web os 1, I only had: notes and weather(only one city). In this second version I added search, calculator, music, all city’s weather and more. (the code is from the jokes app)"}, {"post_id": 72433, "ts": "2026-09-22T22:51:06Z", "hours": 2.55, "text": "I currently added some new cool features, like the loading screen (matching the japan street theme) and a game (that I exported from my other site)."}, {"post_id": 72029, "ts": "2026-09-22T00:58:23Z", "hours": 1.3539, "text": "I am improving my OS, right now I added: a calculator, a music player and a search the city (on the weather app). I also changed the design a bit."}, {"post_id": 71957, "ts": "2026-09-21T21:07:27Z", "hours": 0.4464, "text": "I actually ended up adding a search “app” and remodeling the window’s design, made it look like glass."}, {"post_id": 71941, "ts": "2026-09-21T20:26:03Z", "hours": 0.3317, "text": "I ended up changing the features, I put a search, notes, and a “welcome” app. I think I’m going to focus on the design before adding new features. The photo is the only one I found that’s beautiful and in 4k, so I prolly won’t make a change the wallpaper feature."}, {"post_id": 71773, "ts": "2026-09-21T14:53:45Z", "hours": 2.3775, "text": "This is just a “checkpoint”, I ended making the base, now I’m going to implement the features, probably a calculator and a notes “app”. I changed the theme 3 times, but now I think I found the one I like the most, the street vibe."}]...
|
Title: StreetOS by @GMM | Stardance
Devlogs:
This Title: StreetOS by @GMM | Stardance
Devlogs:
This is just a “checkpoint”, I ended making the base, now I’m going to implement the features, probably a calculator and a notes “app”. I changed the theme 3 times, but now I think I found the one I like the most, the street vibe.
I ended up changing the features, I put a search, notes, and a “welcome” app. I think I’m going to focus on the design before adding new features. The photo is the only one I found that’s beautiful and in 4k, so I prolly won’t make a change the wallpaper feature.
I actually ended up adding a search “app” and remodeling the window’s design, made it look like glass.
I am improving my OS, right now I added: a calculator, a music player and a search the city (on the weather app). I also changed the design a bit.
I currently added some new cool features, like the loading screen (matching the japan street theme) and a game (that I exported from my other site).
I think I just finished the improvements, and I’m very happy with them. In web os 1, I only had: notes and weather(only one city). In this second version I added search, calculator, music, all city’s weather and more. (the code is from the jokes app)
I fixed the window popping under the icons. I also made the icons delet in the midle of the screen.
I made the windows “spawn” separately (a lot of people recommended that that). And added some jokes (to me, really good ones).
A lot of people said they didn’t like the way the icons are organized. But since that’s how I originally thought of it, I decided to keep it, but I added an ‘easter egg’: delete every icon if you want their organization to change.
Ships:
I made an OS to the web. The challenging part was doing the real time synchronization and the draggeble window. It’s still missing some features that I’d like it to have (spotify, calculator and a game) but I pretend to do on a remastered version. But, overall, I liked the result and I think it looks like me.
I’m finally shipping my web os - version 2. I am really proud of the updates. A lot of them. I added a calculator, a game, an awesome loading screen, a search app, paint, the weather now is available for every city, a jokes genarator and my favorite: MUSIC!! It’s my playlist so I would be thankful if you listen (just a bit 🙃). If you’re going to test I really want you to pay attention to the UI details I tried to make. Also, I think this site is the proof of my improvement (my first time coding that was not in c++ was here in stardance),
This is my second ship of the web os 2. I just made some quick adjustments that people noticed a lot: I changed the disabled cursor style in the close button and made the windows “spawn” in the right side of the screen. I’m really happy with the ratings, but I want some more suggestions.
For this ship, I focused on organizing the UI and improving usability: Deletion: I implemented a ‘drag to delete’ feature. Now, you can delete icons by simply dragging them to the bottom center of the screen. Standardization: I standardized all the icons for a more consistent look. Window Spawn: I adjusted the exact positions where windows appear when they are opened so they don’t clutter the screen (almost all reviews said that). Also, NEW JOKES. Now I’m working to improve the paint app (trying to put new colors and saving when closing the window).
For this ship, I added a EASTER EGG (kinda, because the photo tells a lot), delete every icon to discover, and I updated the README. I just want to clarify some things that people rated that I didn’t understood: The wallpaper is not AI, just search in google, you’ll find it. The icons have a white background because I like (why would I make it transparent then?), just see the dev log changes. Some people said it don’t look I passed that much hours, I completely understand, but I passed more, if you count when I was learning, keep in mind I’m new. I made it japanese style, because, to me, Tokyo is the representation of street style, but of course there will be others country’s references (see my “bio”, I like pop with letters)....
|
1792814123.3086975
|
1792900523.3086975
|
|
55796
|
Fusion Parameter Animator by @jorm | Stardance
|
jorm
|
1
|
2.0
|
17
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T11:16:13Z", "hours": 2.0, "multiplier": 8.42, "payout": 17, "blessing": "neutral", "text": "I made a python script to animate parametric Fusion models! It lets you define keyframes to animate individual parameters of the model, as well as rotate the camera around the model. how it works: Uses the Fusion 360 API to access and modify user parameters in the model. Animations are defined using keyframes, each containing a frame number, parameter value and easing type. For every frame, the script interpolates between keyframes, updates the parameters, and tells Fusion to recompute the model. Added easing curves so changes accelerate and decelerate smoothly instead of moving linearly. Uses Fusion’s Camera API to animate the camera at the same time, including orbiting, zooming and changing viewing angles. Once Fusion has recomputed and refreshed the viewport, the script captures the frame as a PNG. The resulting image sequence can be passed to FFmpeg to create the final video. by FAR the hardest part of this project was figuring out Fusion’s API, but after heavily referencing the documentation I got there in the end.", "repo": "https://github.com/jormy/Fusion-Parameter-Animator", "demo": "https://github.com/jormy/Fusion-Parameter-Animator/releases/tag/v1.0"}]...
|
[{"post_id": 57317, "ts": "202 [{"post_id": 57317, "ts": "2026-08-29T13:02:42Z", "hours": 1.6133, "text": "I recently made a parametric Fusion model and wanted a better way to show off what it could actually do. I couldn’t find anything that did exactly what I wanted, so I ended up making a script. how it works: Uses the Fusion 360 API to access and modify user parameters in the model. Animations are defined using keyframes, each containing a frame number, parameter value and easing type. For every frame, the script interpolates between keyframes, updates the parameters, and tells Fusion to recompute the model. Added easing functions like smoothstep so changes accelerate and decelerate smoothly instead of moving linearly. Uses Fusion’s Camera API to animate the camera at the same time, including orbiting, zooming and changing viewing angles. Once Fusion has recomputed and refreshed the viewport, the script captures the frame as a PNG. The resulting image sequence is passed to FFmpeg to create the final video."}]...
|
Title: Fusion Parameter Animator by @jorm | Starda Title: Fusion Parameter Animator by @jorm | Stardance
Devlogs:
I recently made a parametric Fusion model and wanted a better way to show off what it could actually do. I couldn’t find anything that did exactly what I wanted, so I ended up making a script. how it works: Uses the Fusion 360 API to access and modify user parameters in the model. Animations are defined using keyframes, each containing a frame number, parameter value and easing type. For every frame, the script interpolates between keyframes, updates the parameters, and tells Fusion to recompute the model. Added easing functions like smoothstep so changes accelerate and decelerate smoothly instead of moving linearly. Uses Fusion’s Camera API to animate the camera at the same time, including orbiting, zooming and changing viewing angles. Once Fusion has recomputed and refreshed the viewport, the script captures the frame as a PNG. The resulting image sequence is passed to FFmpeg to create the final video.
Ships:
I made a python script to animate parametric Fusion models! It lets you define keyframes to animate individual parameters of the model, as well as rotate the camera around the model. how it works: Uses the Fusion 360 API to access and modify user parameters in the model. Animations are defined using keyframes, each containing a frame number, parameter value and easing type. For every frame, the script interpolates between keyframes, updates the parameters, and tells Fusion to recompute the model. Added easing curves so changes accelerate and decelerate smoothly instead of moving linearly. Uses Fusion’s Camera API to animate the camera at the same time, including orbiting, zooming and changing viewing angles. Once Fusion has recomputed and refreshed the viewport, the script captures the frame as a PNG. The resulting image sequence can be passed to FFmpeg to create the final video. by FAR the hardest part of this project was figuring out Fusion’s API, but after heavily referencing the documentation I got there in the end....
|
1792853627.2585487
|
1792940027.2585487
|
|
66255
|
personal website by @niyattt | Stardance
|
niyattt
|
1
|
6.0
|
17
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T11:14:32Z", "hours": 6.0, "multiplier": 2.84, "payout": 17, "blessing": "neutral", "text": "Finished building a simple, brief personal website built to introduce myself and my interests, and serve as my first coding project and introduction to coding Features About me section Music interests section Hobbies section Currently learning section Simple, visually appealing design Invertible colours for accessibility Built with: HTML, CSS and JavaScript", "repo": "https://github.com/AltereddStudios/personal-website", "demo": "https://altereddstudios.github.io/personal-website/"}]...
|
[{"post_id": 74423, "ts": "202 [{"post_id": 74423, "ts": "2026-09-27T11:12:07Z", "hours": 0.2939, "text": "Finished site, introduced invert colours button for accessibility"}, {"post_id": 74411, "ts": "2026-09-27T10:35:06Z", "hours": 5.6672, "text": "Personal Website - First draft Spent a solid hour trying to figure out how to use html + css, then started building this first draft of the site. Overall very close to completion, plan to introduce an interactive element such as a colour inverter for accessibility and to make the site feel more complete"}]...
|
Title: personal website by @niyattt | Stardance
D Title: personal website by @niyattt | Stardance
Devlogs:
Personal Website - First draft Spent a solid hour trying to figure out how to use html + css, then started building this first draft of the site. Overall very close to completion, plan to introduce an interactive element such as a colour inverter for accessibility and to make the site feel more complete
Finished site, introduced invert colours button for accessibility
Ships:
Finished building a simple, brief personal website built to introduce myself and my interests, and serve as my first coding project and introduction to coding Features About me section Music interests section Hobbies section Currently learning section Simple, visually appealing design Invertible colours for accessibility Built with: HTML, CSS and JavaScript...
|
1792817318.4651346
|
1792903718.4651346
|
|
65042
|
rubber-rubber-bot by @Red0x | Stardance
|
Red0x
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T10:27:11Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finally got rubber-rubber-bot running 24/7 on Hack Club Nest. I built it as a Slack bot with multiple commands and tested everything myself. The biggest part for me was getting it deployed properly instead of only having it work on my device. Now it’s running on Nest with systemd, so it keeps running even when I close everything on my side.", "repo": "https://github.com/Red0x-106/rubber-rubbber-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 72760, "ts": "202 [{"post_id": 72760, "ts": "2026-09-23T17:57:27Z", "hours": 2.3222, "text": "I’m working on my Slack bot, Rubber-Rubber Bot.I added a few commands like ping, help, hello, about, 8-ball, and random facts. I also finished the README and pushed the project to GitHub.Next I’m trying to get it running 24/7 on Hack Club Nest."}]...
|
Title: rubber-rubber-bot by @Red0x | Stardance
De Title: rubber-rubber-bot by @Red0x | Stardance
Devlogs:
I’m working on my Slack bot, Rubber-Rubber Bot.I added a few commands like ping, help, hello, about, 8-ball, and random facts. I also finished the README and pushed the project to GitHub.Next I’m trying to get it running 24/7 on Hack Club Nest.
Ships:
I finally got rubber-rubber-bot running 24/7 on Hack Club Nest. I built it as a Slack bot with multiple commands and tested everything myself. The biggest part for me was getting it deployed properly instead of only having it work on my device. Now it’s running on Nest with systemd, so it keeps running even when I close everything on my side....
|
1792814196.4957652
|
1792900596.4957652
|
|
65503
|
My very own WebOS by @Prenit | Stardance
|
Prenit
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T10:22:45Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own personalized webOS which looks really cool and helps me organize my important things in a personalized way/", "repo": "https://github.com/Prenit456/WebOSS", "demo": "https://webos-steel-alpha.vercel.app"}]...
|
[{"post_id": 73845, "ts": "202 [{"post_id": 73845, "ts": "2026-09-26T05:06:28Z", "hours": 0.4, "text": "My own WebOS devlog 3 themes + polish! the feature the guide never asked for: theme switching . four swatches in the topbar (night / mint / sunset / paper), whole OS recolors instantly through css variables,and your pick is remembered in localStorage so it survives refresh.what that took:- every color in the OS now lives in ~12 css variables, including the wallpaper glows (this was the annoying part — the purple glow was hardcoded and followed me into every theme)- “paper” is a light theme which forced me to fix a bunch of colors that only worked on dark- focus rings on windows now use the accent color so the active window reads correctly in all themes. Bonus stuff:- you can deep link apps: index.html#notes,term opens those at boot- same trick for themes: theme=mint in the url forces one (nice for sharing a link that looks right)- per-app window widths (terminal is wider, links narrower)it finally feels like my OS and not the tutorial’s. requirements i think i’ve hit:multiple draggable windows , no password , a feature the guide didn’t list ."}, {"post_id": 73830, "ts": "2026-09-26T03:39:56Z", "hours": 0.4667, "text": "My own WebOS Day 2! big day. the welcome page is dead, long live the desktop.- moved the old welcome content into an “about.txt” window so nothing was wasted- top bar with the OS name, menus for each app, and a working clock (setInterval, updates every second)- windows: open, close, click-to-focus (z-index goes up each time so the clicked one is on top)- dragging via pointer events on the title bar. locked the top at 34px so you can’t drag a window behind the menu bar- 4 apps so far: about, notes, links, terminalthe notes app autosaves to localStorage while you type (debounced) and shows”saved at 5:45 pm” when it writes. terminal has help / whoami / date / open / clear /sudo (denied obviously) and a capybara command.also learned the hard way that missing <meta charset> turns every middle dot into “·”. fixed. next: make it feel less like the guide’s version — i want themes."}, {"post_id": 73654, "ts": "2026-09-25T16:19:03Z", "hours": 2.0119, "text": "My Own WebOS devlog 1 It begins! started the webOS jam today. the guide helped you make a plain welcome page so that’sexactly what i did: one html file, everything inline, no css file yet.named it pixelOS for now. it has: a heading + a little pixel face i made with svg - an intro paragraph with some <s> and <abbr> tags like the extra challenge suggests- links to my playlist, github, and a thing that is definitely not a rickroll. Honestly it looks like a geocities page but it’s my geocities page. next up:turn this thing into an actual desktop with windows. want the about text to become an app inside the OS instead of just sitting on a page."}]...
|
Title: My very own WebOS by @Prenit | Stardance
D Title: My very own WebOS by @Prenit | Stardance
Devlogs:
My Own WebOS devlog 1 It begins! started the webOS jam today. the guide helped you make a plain welcome page so that’sexactly what i did: one html file, everything inline, no css file yet.named it pixelOS for now. it has: a heading + a little pixel face i made with svg - an intro paragraph with some <s> and <abbr> tags like the extra challenge suggests- links to my playlist, github, and a thing that is definitely not a rickroll. Honestly it looks like a geocities page but it’s my geocities page. next up:turn this thing into an actual desktop with windows. want the about text to become an app inside the OS instead of just sitting on a page.
My own WebOS Day 2! big day. the welcome page is dead, long live the desktop.- moved the old welcome content into an “about.txt” window so nothing was wasted- top bar with the OS name, menus for each app, and a working clock (setInterval, updates every second)- windows: open, close, click-to-focus (z-index goes up each time so the clicked one is on top)- dragging via pointer events on the title bar. locked the top at 34px so you can’t drag a window behind the menu bar- 4 apps so far: about, notes, links, terminalthe notes app autosaves to localStorage while you type (debounced) and shows”saved at 5:45 pm” when it writes. terminal has help / whoami / date / open / clear /sudo (denied obviously) and a capybara command.also learned the hard way that missing <meta charset> turns every middle dot into “·”. fixed. next: make it feel less like the guide’s version — i want themes.
My own WebOS devlog 3 themes + polish! the feature the guide never asked for: theme switching . four swatches in the topbar (night / mint / sunset / paper), whole OS recolors instantly through css variables,and your pick is remembered in localStorage so it survives refresh.what that took:- every color in the OS now lives in ~12 css variables, including the wallpaper glows (this was the annoying part — the purple glow was hardcoded and followed me into every theme)- “paper” is a light theme which forced me to fix a bunch of colors that only worked on dark- focus rings on windows now use the accent color so the active window reads correctly in all themes. Bonus stuff:- you can deep link apps: index.html#notes,term opens those at boot- same trick for themes: theme=mint in the url forces one (nice for sharing a link that looks right)- per-app window widths (terminal is wider, links narrower)it finally feels like my OS and not the tutorial’s. requirements i think i’ve hit:multiple draggable windows , no password , a feature the guide didn’t list .
Ships:
I made my own personalized webOS which looks really cool and helps me organize my important things in a personalized way/...
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1792817250.9910474
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1792903650.9910474
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32423
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Hackpad for GD by @Jacube1234 | Stardance
|
Jacube1234
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T10:07:23Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did I make? I made the GD Hackpad—a custom 4-key macro pad with a rotary encoder designed specifically for playing Geometry Dash Platformer levels (basically a DIY Sayo Device). It features a 3-piece 3D-printed angled case designed in Fusion 360, a custom PCB featuring a skull silkscreen created in KiCad, and is powered by a Seeed XIAO RP2040 running KMK firmware. What was challenging? Learning KiCad from scratch since I was originally much more comfortable with Fusion 360. Learning the stardance process and this general hackclub stuff. What are you proud of? How well the 3D-printed case fits together using M3 bolts and heat-set inserts, adding a custom skull emoji silkscreen to the PCB, and getting everything running smoothly with 100% tested code. What should people know so they can test your project? Everything you need to replicate it is in the repository, including the 3D print production files, Gerber files for ordering the PCB, the BOM, and a full guide on setting up CircuitPython and KMK firmware. Note: The photos of my physical build ldon’t have the RGB LEDs due to an early board error, but the updated KiCad and Gerber files in the repo feature the corrected LED routing!", "repo": "https://github.com/Jacube1234/GD-Hackpad", "demo": ""}]...
|
[{"post_id": 74394, "ts": "202 [{"post_id": 74394, "ts": "2026-09-27T09:56:29Z", "hours": 0.3356, "text": "Fixed up some other small readme stuff. I changed the kicanvas link, and added the yt video I posted in the last log. I’m only allowed one demo video so I changed it to me actually using the hackpad. The other link is https://youtu.be/eFOGvQzMtF8 if you want to see me explaining the project. I will hopefully promise to myself to not make anymore changes and just finish the project. Ima ship it. idk how this works. bye now."}, {"post_id": 73482, "ts": "2026-09-25T06:53:54Z", "hours": 0.5617, "text": "Realised I used the wrong footprint for the leds. SO I abandoned them :/ I fixed the kicad files and updated the gerbers, in different respective folders. https://youtu.be/FZbB-Cm0QQ0 video of me playing a level"}, {"post_id": 64086, "ts": "2026-09-08T08:15:43Z", "hours": 4.5919, "text": "Finally finished (I guess). I redesigned the case because I made some silly errors. In reality, my pcb sat lower than my CAD model so I fixed that. CAD model also used surface mounted SEEED XIAO RP2040 so there was a height change. Moved the port down twice. No longer silly circles on the lid because I made the top part way to thin in the first place. My knob was too tall so I sanded it down (I just wanted to get this project done 🫠) You can check my soldering process and stuff here if you really want. Idk how these images will order themselves but here are what they are. Me putting in a heatset insert (so satifying) the top plate underside with a notch for the rotary encoder weird bit Assembled thing Me playing GD Slicer Random completion photos"}, {"post_id": 54331, "ts": "2026-08-25T09:09:18Z", "hours": 2.5036, "text": "Got my parts. Quick fit and sanity check. Did I make my top plate to thin? I will look at the Orphues pad real quick. Please tell me if you get any info about normal heights or something."}, {"post_id": 26808, "ts": "2026-07-11T20:17:59Z", "hours": 0.6908, "text": "Added little bump at the top so a heatset insert can fit because the top shell is not thick enough. Added Gerber files."}, {"post_id": 26286, "ts": "2026-07-11T00:09:51Z", "hours": 1.9836, "text": "Added all 3d models to Kicad, and exported it into Fusion. (idk why gif is so cooked). Flipped the microcontroller so the usb port wasn’t inside the plate. Moved usb outlet on base to match the new location. Comment what I should do to let the led’s to shine through"}, {"post_id": 26219, "ts": "2026-07-10T21:40:34Z", "hours": 0.6361, "text": "Adding 3d models to Kicad"}, {"post_id": 25624, "ts": "2026-07-10T00:46:38Z", "hours": 1.3475, "text": "Added rotary knob. Made silkscreen art smaller"}, {"post_id": 25222, "ts": "2026-07-09T10:41:48Z", "hours": 1.0642, "text": "Sorted Github files and realised my LED’s were the wrong way lol"}, {"post_id": 25054, "ts": "2026-07-09T00:33:07Z", "hours": 2.0003, "text": "Built the case. Added a bunch of fillets and a chamfer to edges. Hole at the back for the USB port. About to code it and make the Github Repo. (This will probbaly take me ages because the tutorial doesn’t show how to program it)"}, {"post_id": 24632, "ts": "2026-07-08T11:02:27Z", "hours": 2.8, "text": "Building the case. Tutorial kinda sucks though so I am referencing qcoral’s “Orpheuspad” fusion model."}, {"post_id": 24546, "ts": "2026-07-08T05:22:14Z", "hours": 2.0336, "text": "Looked at qcorals 3d model to look at the pcb. Started connecting components together."}, {"post_id": 24504, "ts": "2026-07-08T03:02:46Z", "hours": 1.6833, "text": "Placing keys in the arrow key layout. about to wire them up. Also trying to add rgb lighting"}]...
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Title: Hackpad for GD by @Jacube1234 | Stardance
Title: Hackpad for GD by @Jacube1234 | Stardance
Devlogs:
Placing keys in the arrow key layout. about to wire them up. Also trying to add rgb lighting
Looked at qcorals 3d model to look at the pcb. Started connecting components together.
Building the case. Tutorial kinda sucks though so I am referencing qcoral’s “Orpheuspad” fusion model.
Built the case. Added a bunch of fillets and a chamfer to edges. Hole at the back for the USB port. About to code it and make the Github Repo. (This will probbaly take me ages because the tutorial doesn’t show how to program it)
Sorted Github files and realised my LED’s were the wrong way lol
Added rotary knob. Made silkscreen art smaller
Adding 3d models to Kicad
Added all 3d models to Kicad, and exported it into Fusion. (idk why gif is so cooked). Flipped the microcontroller so the usb port wasn’t inside the plate. Moved usb outlet on base to match the new location. Comment what I should do to let the led’s to shine through
Added little bump at the top so a heatset insert can fit because the top shell is not thick enough. Added Gerber files.
Got my parts. Quick fit and sanity check. Did I make my top plate to thin? I will look at the Orphues pad real quick. Please tell me if you get any info about normal heights or something.
Finally finished (I guess). I redesigned the case because I made some silly errors. In reality, my pcb sat lower than my CAD model so I fixed that. CAD model also used surface mounted SEEED XIAO RP2040 so there was a height change. Moved the port down twice. No longer silly circles on the lid because I made the top part way to thin in the first place. My knob was too tall so I sanded it down (I just wanted to get this project done 🫠) You can check my soldering process and stuff here if you really want. Idk how these images will order themselves but here are what they are. Me putting in a heatset insert (so satifying) the top plate underside with a notch for the rotary encoder weird bit Assembled thing Me playing GD Slicer Random completion photos
Realised I used the wrong footprint for the leds. SO I abandoned them :/ I fixed the kicad files and updated the gerbers, in different respective folders. https://youtu.be/FZbB-Cm0QQ0 video of me playing a level
Fixed up some other small readme stuff. I changed the kicanvas link, and added the yt video I posted in the last log. I’m only allowed one demo video so I changed it to me actually using the hackpad. The other link is https://youtu.be/eFOGvQzMtF8 if you want to see me explaining the project. I will hopefully promise to myself to not make anymore changes and just finish the project. Ima ship it. idk how this works. bye now.
Ships:
What did I make? I made the GD Hackpad—a custom 4-key macro pad with a rotary encoder designed specifically for playing Geometry Dash Platformer levels (basically a DIY Sayo Device). It features a 3-piece 3D-printed angled case designed in Fusion 360, a custom PCB featuring a skull silkscreen created in KiCad, and is powered by a Seeed XIAO RP2040 running KMK firmware. What was challenging? Learning KiCad from scratch since I was originally much more comfortable with Fusion 360. Learning the stardance process and this general hackclub stuff. What are you proud of? How well the 3D-printed case fits together using M3 bolts and heat-set inserts, adding a custom skull emoji silkscreen to the PCB, and getting everything running smoothly with 100% tested code. What should people know so they can test your project? Everything you need to replicate it is in the repository, including the 3D print production files, Gerber files for ordering the PCB, the BOM, and a full guide on setting up CircuitPython and KMK firmware. Note: The photos of my physical build ldon’t have the RGB LEDs due to an early board error, but the updated KiCad and Gerber files in the repo feature the corrected LED routing!...
|
1792856919.4197838
|
1792943319.4197838
|
|
9443
|
Better Music by @muntean_andrew | Stardance
|
muntean_andrew
|
2
|
33.0
|
323
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T09:14:00Z", "hours": 20.0, "multiplier": 8.54, "payout": 202, "blessing": "neutral", "text": "I built Better Music, a lightweight music player designed for seamless audio playback and intuitive library management. It features an instant search-as-you-type engine, interactive queue management, customizable playlist/album details, detailed listening activity tracking, can read synced/unsynced lyrics tags from the music files and show them like Spotify, a “Permanent Queue” (PQ) feature for when you want listen to a list of particular songs for just that one moment and don’t want to create a whole new playlist for it and you can customize it’s color palette and even the base border radius to your liking in the settings. To bring this to life, I combined the desktop application capabilities of Electron with a robust local relational database powered by SQLite 3, all wrapped in a sleek, responsive frontend built using HTML5, CSS, SCSS and JavaScript. This is just an update and the majority of the time spent on the project was used to make improvements in the backend management of the song objects and to make the UI better reflect and update according to the data in the backend. But also I’ve added lyrics support and if your music files have lyrics tags embedded in them the app will take full advantage of them by enabling you to see each verse when it is singed and also skip to that one part you like the most just by clicking on your favorite line in the track. Testing the app is incredibly simple—there is no need to clone deep source code dependencies or set up a complex development build environment. Where to get it: Head straight over to the Releases section of this repository. How to run it: Download the compiled .zip file for your platform, extract its contents into any folder on your computer, and double-click the main application executable (e.g., Better-Music.exe). Note on Updates: If you are testing store-packaged builds or encountered deployment errors (like MSIX package revision conflicts in the Partner Center), utilizing the raw ZIP release is the fastest, cleanest way to experience the app right now.", "repo": "https://github.com/AliendsOG/Better-Music", "demo": "https://github.com/AliendsOG/Better-Music/releases/tag/better-music"}, {"ship_num": 2, "ts": "2026-06-15T15:17:37Z", "hours": 13.0, "multiplier": 9.67, "payout": 121, "blessing": "neutral", "text": "I built Better Music, a lightweight music player designed for seamless audio playback and intuitive library management. It features an instant search-as-you-type engine, interactive queue management, customizable playlist/album details, detailed listening activity tracking, a “Permanent Queue” (PQ) feature for when you want listen to a list of particular songs for just that one moment and don’t want to create a whole new playlist for it and you can customize it’s color palette to your liking in the settings. To bring this to life, I combined the desktop application capabilities of Electron with a robust local relational database powered by SQLite 3, all wrapped in a sleek, responsive frontend built using HTML5, CSS, SCSS and JavaScript. The challenging part was the steep learning curve as I hadn’t done anything on this scale before. I had to learn to connect the 2 Electron processes together seamlessly. Furthermore I had to dive into the world of databases with SQLite 3, which was uncharted territory for me. I had to use AI to help me learn these things and also to brainstorm ideas about hoe to optimize the app. For instance, when the idea of the search-as-you-type feature came up to me I envisioned a kind of tree structure with letters and that for every song, album, playlist name the app would create the branches in the tree so it would be a very fast and efficient search algorithm, and when I talked to the AI about it I found out that this kind of structure is called a trie. I am really proud that I’ve managed to build a clean, responsive and fast music player that tracks the user’s listening activity and stores it on device. Also it was very exciting when I tested the search feature and it worked perfectly. I’m also proud of the engineering journey itself. I utilized Gemini as an active learning collaborator to help me unpack the architectural patterns of Electron and master data persistence with SQLite 3. Turning that complex technical guidance into a functional, polished desktop product was incredibly rewarding. Testing the app is incredibly simple—there is no need to clone deep source code dependencies or set up a complex development build environment. Where to get it: Head straight over to the Releases section of this repository. How to run it: Download the compiled .zip file for your platform, extract its contents into any folder on your computer, and double-click the main application executable (e.g., Better-Music.exe). Note on Updates: If you are testing store-packaged builds or encountered deployment errors (like MSIX package revision conflicts in the Partner Center), utilizing the raw ZIP release is the fastest, cleanest way to experience the app right now.", "repo": "https://github.com/AliendsOG/Better-Music", "demo": "https://github.com/AliendsOG/Better-Music/releases/tag/better-music"}]...
|
[{"post_id": 74382, "ts": "202 [{"post_id": 74382, "ts": "2026-09-27T09:04:01Z", "hours": 1.0467, "text": "This is the last devlog before shipping the project update. This has been an exciting journey and I am very satisfied with the result! I do wish there would be a bit more time left for the event to continue so I could ship even more things but all good things must come to an end, and this one is a happy ending. I’ve made the necessary last minute touches to make sure that everything works as it should."}, {"post_id": 74114, "ts": "2026-09-26T18:26:03Z", "hours": 1.6697, "text": "Added new ways to customize the player to the user’s liking and fixed that prevented the app from reading the user_version of the database which in return made the app “update” the DB everytime it started."}, {"post_id": 73281, "ts": "2026-09-24T18:58:58Z", "hours": 0.4853, "text": "YEEEEEESS, FINALLLYYYYYY, we have synced lyrics in the app. I know it’s not the most glamorous UI at the moment, but it is still something, and the other music players don’t even do this, like at most they show the lyrics with the timestamps and that’s it, no scaling of the verse, nothing. In future updates certainly I’ll make the UI more polished because it need a lot of it. Still I am happy that I’ve made it this far and after a bit of clean up and maybe some optimizations I’ll ship the project."}, {"post_id": 73261, "ts": "2026-09-24T18:10:26Z", "hours": 1.5067, "text": "I’ve finally found the culprit that prevented me from getting the synced lyrics, now the app can read the synced lyrics from music filed. YEEEEEEE Now the “only” thing is to make the UI for them, which I hope would be easy and fast. 😅"}, {"post_id": 73191, "ts": "2026-09-24T15:40:21Z", "hours": 2.4517, "text": "Trying to add lyrics to the app. But it is a bit of a mess cause in the Samsung Music and Apple Music apps these files contain time stamps for each verse and so I was thinking to read those time stamps and to highlight the verse that is played at that time, but my app doesn’t read those things and I don’t know why. An explanation might be that those apps ping free open source databases of lyrics based on the song details, but I am not really sure."}, {"post_id": 69252, "ts": "2026-09-16T17:55:55Z", "hours": 4.7486, "text": "Another day, another restructuring I guess. 😅 I’ve decided to give each album an id instead of relying on it’s name as the identifier as I did previously. Also I’ve changed the Play function to work with song ids and album ids instead of names. This is because if the name of the song or the album had any of these 2 characters: ’ or “ it would mess up with the HTML structure and the song would not play if the user clicked on it. Not gonna lie, I think that my code now is a little spaghetti and for sure someone with more experience and knowledge on how to structure a music player would have done a much better job than me at this, but still. The main caveat that I think could appear in the future is that the Play function can’t take numbered ids for playlists and I have to rely in the playlist’s name because the function would have no way to distinguish between them at the moment and I don’t want to make another spaghetti to fix this. 😅 In other news, I have successfully changed the backend to update the DB version for the user of the older version of the app and to add the new “lyrics” column and also the app can read the embedded lyrics from the music files. Now the “only” thing remaining is to add the lyrics to the UI and to parse the strings and make the verses synchronize with the song and this feature would be fully implemented."}, {"post_id": 57422, "ts": "2026-08-29T15:54:13Z", "hours": 2.9864, "text": "After successfully changing the song objects management under the hood from the previous devlog I now added an indicator for which song is currently playing. For now I’ve just set the background of the song to be the primary color selected by the user. Also I’ve changed the border radius for everything to be based on one variable so that the user could change it in the settings (but didn’t yet implement the UI for that) cause everyone has their own preference for these things. The first screenshot is with the border radius set a bit higher (30px) than my default one (23px), and the second one is with the border radius set to 0. Additionally I am changing the SQLite db in the backend to support lyrics because I want to add them to the app."}, {"post_id": 56489, "ts": "2026-08-28T08:43:54Z", "hours": 4.7514, "text": "I am currently working on optimizing the code so that changes like adding songs to a playlist or liking a song update instantly across all pages because this was a flaw of my old architecture of the app cause I didn’t just have 1 list of song objects that every album and artist referenced to but instead every album and artist had their own song objects and the list of favorite songs was also composed of song object. So it was a mess of duplicate song objects. Now I am changing things so that there is only one list of song object and albums have just a list of song ids in them so they reference the song object list, this way each change is global. This would hopefully fix the current synchronization issues that sometimes occur in the current version. This change would also allow me to add an indicator that a song is playing when the user looks at an album from which a song plays currently. Additionally I want to add a listening history page where the user can see their listening activity on the app and also maybe add some rewards depending on how much time they spent listening to an artist or album to gamify the experience a little."}, {"post_id": 8658, "ts": "2026-06-14T11:47:22Z", "hours": 0.4289, "text": "Solving some App Manifest problems"}, {"post_id": 8040, "ts": "2026-06-13T12:20:46Z", "hours": 1.7347, "text": "Updating the package on the Microsoft Store"}, {"post_id": 7956, "ts": "2026-06-13T08:50:15Z", "hours": 1.2564, "text": "Added some customization options and a settings menu"}, {"post_id": 7328, "ts": "2026-06-12T06:33:15Z", "hours": 1.7297, "text": "Updating the interface a little"}, {"post_id": 4874, "ts": "2026-06-08T13:08:06Z", "hours": 3.1572, "text": "Implemented search functionality"}, {"post_id": 3541, "ts": "2026-06-06T15:01:03Z", "hours": 2.7919, "text": "Adding clear queue button and a Permanent Queue or Temporary Playlist feature that saves the songs that you add to the queue even after you listen to them so you can set it to repeat all and still have the songs that you wanted"}, {"post_id": 3394, "ts": "2026-06-06T09:28:56Z", "hours": 1.4672, "text": "I implemented the function of changing the name and cover of a playlist"}]...
|
Title: Better Music by @muntean_andrew | Stardance Title: Better Music by @muntean_andrew | Stardance
Devlogs:
I implemented the function of changing the name and cover of a playlist
Adding clear queue button and a Permanent Queue or Temporary Playlist feature that saves the songs that you add to the queue even after you listen to them so you can set it to repeat all and still have the songs that you wanted
Implemented search functionality
Updating the interface a little
Added some customization options and a settings menu
Updating the package on the Microsoft Store
Solving some App Manifest problems
I am currently working on optimizing the code so that changes like adding songs to a playlist or liking a song update instantly across all pages because this was a flaw of my old architecture of the app cause I didn’t just have 1 list of song objects that every album and artist referenced to but instead every album and artist had their own song objects and the list of favorite songs was also composed of song object. So it was a mess of duplicate song objects. Now I am changing things so that there is only one list of song object and albums have just a list of song ids in them so they reference the song object list, this way each change is global. This would hopefully fix the current synchronization issues that sometimes occur in the current version. This change would also allow me to add an indicator that a song is playing when the user looks at an album from which a song plays currently. Additionally I want to add a listening history page where the user can see their listening activity on the app and also maybe add some rewards depending on how much time they spent listening to an artist or album to gamify the experience a little.
After successfully changing the song objects management under the hood from the previous devlog I now added an indicator for which song is currently playing. For now I’ve just set the background of the song to be the primary color selected by the user. Also I’ve changed the border radius for everything to be based on one variable so that the user could change it in the settings (but didn’t yet implement the UI for that) cause everyone has their own preference for these things. The first screenshot is with the border radius set a bit higher (30px) than my default one (23px), and the second one is with the border radius set to 0. Additionally I am changing the SQLite db in the backend to support lyrics because I want to add them to the app.
Another day, another restructuring I guess. 😅 I’ve decided to give each album an id instead of relying on it’s name as the identifier as I did previously. Also I’ve changed the Play function to work with song ids and album ids instead of names. This is because if the name of the song or the album had any of these 2 characters: ’ or “ it would mess up with the HTML structure and the song would not play if the user clicked on it. Not gonna lie, I think that my code now is a little spaghetti and for sure someone with more experience and knowledge on how to structure a music player would have done a much better job than me at this, but still. The main caveat that I think could appear in the future is that the Play function can’t take numbered ids for playlists and I have to rely in the playlist’s name because the function would have no way to distinguish between them at the moment and I don’t want to make another spaghetti to fix this. 😅 In other news, I have successfully changed the backend to update the DB version for the user of the older version of the app and to add the new “lyrics” column and also the app can read the embedded lyrics from the music files. Now the “only” thing remaining is to add the lyrics to the UI and to parse the strings and make the verses synchronize with the song and this feature would be fully implemented.
Trying to add lyrics to the app. But it is a bit of a mess cause in the Samsung Music and Apple Music apps these files contain time stamps for each verse and so I was thinking to read those time stamps and to highlight the verse that is played at that time, but my app doesn’t read those things and I don’t know why. An explanation might be that those apps ping free open source databases of lyrics based on the song details, but I am not really sure.
I’ve finally found the culprit that prevented me from getting the synced lyrics, now the app can read the synced lyrics from music filed. YEEEEEEE Now the “only” thing is to make the UI for them, which I hope would be easy and fast. 😅
YEEEEEESS, FINALLLYYYYYY, we have synced lyrics in the app. I know it’s not the most glamorous UI at the moment, but it is still something, and the other music players don’t even do this, like at most they show the lyrics with the timestamps and that’s it, no scaling of the verse, nothing. In future updates certainly I’ll make the UI more polished because it need a lot of it. Still I am happy that I’ve made it this far and after a bit of clean up and maybe some optimizations I’ll ship the project.
Added new ways to customize the player to the user’s liking and fixed that prevented the app from reading the user_version of the database which in return made the app “update” the DB everytime it started.
This is the last devlog before shipping the project update. This has been an exciting journey and I am very satisfied with the result! I do wish there would be a bit more time left for the event to continue so I could ship even more things but all good things must come to an end, and this one is a happy ending. I’ve made the necessary last minute touches to make sure that everything works as it should.
Ships:
I built Better Music, a lightweight music player designed for seamless audio playback and intuitive library management. It features an instant search-as-you-type engine, interactive queue management, customizable playlist/album details, detailed listening activity tracking, a “Permanent Queue” (PQ) feature for when you want listen to a list of particular songs for just that one moment and don’t want to create a whole new playlist for it and you can customize it’s color palette to your liking in the settings. To bring this to life, I combined the desktop application capabilities of Electron with a robust local relational database powered by SQLite 3, all wrapped in a sleek, responsive frontend built using HTML5, CSS, SCSS and JavaScript. The challenging part was the steep learning curve as I hadn’t done anything on this scale before. I had to learn to connect the 2 Electron processes together seamlessly. Furthermore I had to dive into the world of databases with SQLite 3, which was uncharted territory for me. I had to use AI to help me learn these things and also to brainstorm ideas about hoe to optimize the app. For instance, when the idea of the search-as-you-type feature came up to me I envisioned a kind of tree structure with letters and that for every song, album, playlist name the app would create the branches in the tree so it would be a very fast and efficient search algorithm, and when I talked to the AI about it I found out that this kind of structure is called a trie. I am really proud that I’ve managed to build a clean, responsive and fast music player that tracks the user’s listening activity and stores it on device. Also it was very exciting when I tested the search feature and it worked perfectly. I’m also proud of the engineering journey itself. I utilized Gemini as an active learning collaborator to help me unpack the architectural patterns of Electron and master data persistence with SQLite 3. Turning that complex technical guidance into a functional, polished desktop product was incredibly rewarding. Testing the app is incredibly simple—there is no need to clone deep source code dependencies or set up a complex development build environment. Where to get it: Head straight over to the Releases section of this repository. How to run it: Download the compiled .zip file for your platform, extract its contents into any folder on your computer, and double-click the main application executable (e.g., Better-Music.exe). Note on Updates: If you are testing store-packaged builds or encountered deployment errors (like MSIX package revision conflicts in the Partner Center), utilizing the raw ZIP release is the fastest, cleanest way to experience the app right now.
I built Better Music, a lightweight music player designed for seamless audio playback and intuitive library management. It features an instant search-as-you-type engine, interactive queue management, customizable playlist/album details, detailed listening activity tracking, can read synced/unsynced lyrics tags from the music files and show them like Spotify, a “Permanent Queue” (PQ) feature for when you want listen to a list of particular songs for just that one moment and don’t want to create a whole new playlist for it and you can customize it’s color palette and even the base border radius to your liking in the settings. To bring this to life, I combined the desktop application capabilities of Electron with a robust local relational database powered by SQLite 3, all wrapped in a sleek, responsive frontend built using HTML5, CSS, SCSS and JavaScript. This is just an update and the majority of the time spent on the project was used to make improvements in the backend management of the song objects and to make the UI better reflect and update according to the data in the backend. But also I’ve added lyrics support and if your music files have lyrics tags embedded in them the app will take full advantage of them by enabling you to see each verse when it is singed and also skip to that one part you like the most just by clicking on your favorite line in the track. Testing the app is incredibly simple—there is no need to clone deep source code dependencies or set up a complex development build environment. Where to get it: Head straight over to the Releases section of this repository. How to run it: Download the compiled .zip file for your platform, extract its contents into any folder on your computer, and double-click the main application executable (e.g., Better-Music.exe). Note on Updates: If you are testing store-packaged builds or encountered deployment errors (like MSIX package revision conflicts in the Partner Center), utilizing the raw ZIP release is the fastest, cleanest way to experience the app right now....
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1792817622.5807502
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1792904022.5807502
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27377
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AI-Powered Adventure Text Game by @jeremyngai | St AI-Powered Adventure Text Game by @jeremyngai | Stardance...
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jeremyngai
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1
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31.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T08:27:12Z", "hours": 31.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is an AI-powered text adventure device using an ESP32, an e-paper display and a rotary encoder. It is powered by Gemini to generate infinite stories and choices. It uses ESP32-C3 microcontroller to connect to WiFi and query the Gemini API. Gemini generates an interactive story segment and choices for the player in JSON format. Then the text is shown on the e-paper display. The user can use the rotary encoder to scroll through the text and select their next action. Each choice is returned to the history buffer on the ESP32 and is sent back to Gemini to generate the next story segment. Personally the most enjoyable part is when the PCB worked after i soldered them, however the coding part is hell cuz i sucks at coding lol. It haven’t got an enclosure yet, i will work on it soon! Now I can play this in my free time!", "repo": "https://github.com/Jeremy-Ngai-Sew-Poh/InkQuest", "demo": ""}]...
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[{"post_id": 74300, "ts": "202 [{"post_id": 74300, "ts": "2026-09-27T04:39:13Z", "hours": 1.6014, "text": "I worked on the game loop system so the story is infinite. after you selected your choice your response will be sent back to gemini api to generate next story! now its actually infinite loop"}, {"post_id": 38642, "ts": "2026-08-01T04:29:45Z", "hours": 4.8872, "text": "Spent the last few days implementing gemini api into the code and formatting json data like text, choice into the e paper display :) I’ll take a break from this project as i have joined other competition. so stay tuned!"}, {"post_id": 31150, "ts": "2026-07-19T10:08:00Z", "hours": 2.8883, "text": "GAH DAMN MY PCB IS WORKING!!! Timelapse below! I spent the last few hours carefully soldering my new PCB. I decided to use 0805 for all smd component cuz in my last project, I used 0603 ones and it was PURE TORTURE to solder them all lol. lessen learnt! Overall, I absolutely love the pcb outcome its nicer than I expected especially the ws2812b led and all those smd resistor (they look so sci-fi xD). However there was one flaw, I forgot about the ESP32 antenna. I’m forced to awkwardly fit the antenna on the pcb back (right beside my Great Wave silkscreen print). Luckily it didn’t block it lol. This is something I needa keep in mind the next time! You might be wondering what’s that tiny pin header I used there. It’s just a pin header, but for the design, I wanted it to be ultra slim, so I designed a PCB sandwich layout. The battery fits perfectly between the e-paper pcb and my pcb. However the problem with normal pin headers is that they are super chunky, they have like 9mm gap. That instantly ruin the whole vibe… So after hours of digging in aliexpress, I found those low profile pin header. They are SUPER PERFECT for my project (6mm gap), which is exactly my battery thickness!!! Anyways the low profile pin header was NOT CHEAP at all… well at least its so worth it. Other than soldering the PCB, I did a few adjustment to the firmware, including: rotary encoder logic improvement - I used interrupt pin logic to read it, they place the rotary encoder at the toppest priority (if theres any changes in pin state, the esp32 instantly ignore everything and focus on the encoder). That’s all for now, stay tuned! its so fun"}, {"post_id": 30648, "ts": "2026-07-18T12:04:16Z", "hours": 1.4833, "text": "Today I worked on a WiFi prompt to let user choose whether they want to connect to a different wifi or existing one, because this device is supposed to be portable, working anywhere, so this is very important. However, I’m still figuring out how to show the WiFi name… wm.getWiFiSSID() didn’t work though. Btw, all my hardware had already arrived just now!! (after slow ahh aliexpress) I can’t wait to solder them, so stay tuned lol XD"}, {"post_id": 30125, "ts": "2026-07-17T13:25:32Z", "hours": 4.3369, "text": "In the last few days, I made a few changes to my project: I decided to switch the idea from the initial quiz game concept into a choice-based adventure text game, it’s basically an infinite “choose your own adventure” concept. I feel like it’s way more fun! I worked with the WiFiManager library to make the wifi setup more accessible and easy. We now don’t need to hardcode wifi password into the code, the device will launch a hotspot captive portal and you can just connect any of your device to setup wifi at anytime anywhere. portable, isn’t it? Since this game concept will need the e-paper display to show a long text, I used a serif font and coded an automatic text wrapping and an adaptive scroll bar at the side so you can know the length of the text I also added a low battery and data parsing error page for the user alongside with an ok button to shutdown the device. What’s next? After the text formatting is stable, i’ll be focusing on text generation and choice logic!! xD"}, {"post_id": 27138, "ts": "2026-07-12T12:49:33Z", "hours": 2.3742, "text": "Added automatic text wrapping, improved code logic and added low battery screen"}, {"post_id": 26595, "ts": "2026-07-11T14:50:08Z", "hours": 0.6044, "text": "Sent PCB design to JLCPCB for manufacturing (the silkscreen boutta look fire!!)"}, {"post_id": 26395, "ts": "2026-07-11T05:00:22Z", "hours": 1.8842, "text": "Finalised PCB schematics and tested with breadboard. PCB is ready to be manufactured!!"}, {"post_id": 24655, "ts": "2026-07-08T11:42:57Z", "hours": 1.2667, "text": "Added WS2812B Neopixel on the PCB and rerouted PCB"}, {"post_id": 22722, "ts": "2026-07-05T09:35:39Z", "hours": 2.0708, "text": "Finalised schematics circuit, now starting PCB layout!!"}, {"post_id": 22147, "ts": "2026-07-04T13:36:10Z", "hours": 0.4381, "text": "Updated UI interface to fit longer question and answer"}, {"post_id": 21968, "ts": "2026-07-04T05:52:14Z", "hours": 1.4556, "text": "Designed first schematics for custom PCB"}, {"post_id": 21501, "ts": "2026-07-03T14:21:54Z", "hours": 0.3519, "text": "Added ADC reading from battery pin to calculate percentage"}, {"post_id": 19185, "ts": "2026-06-30T13:32:47Z", "hours": 0.3486, "text": "I implemented random seed for Gemini and reinforced the prompt because the AI keep generating the same question and answer over and over again"}, {"post_id": 19168, "ts": "2026-06-30T12:51:47Z", "hours": 1.8264, "text": "Finally implemented Gemini 3.1 Flash Lite into my e-paper ai quiz! Took a long long time debugging errors. Next I’m gonna optimise the ui"}, {"post_id": 18247, "ts": "2026-06-29T10:07:48Z", "hours": 0.7272, "text": "Removed variable dummy placeholder to prepare for API implementation. Also fixed navigation bug when switching pages."}, {"post_id": 17501, "ts": "2026-06-28T09:50:58Z", "hours": 0.6828, "text": "Added hourglass loading screen and improved code logic"}, {"post_id": 17459, "ts": "2026-06-28T07:44:51Z", "hours": 0.7906, "text": "Implemented full quiz logic in Arduino IDE (Gemini API yet to do)"}, {"post_id": 17431, "ts": "2026-06-28T06:34:17Z", "hours": 0.5061, "text": "Added logic pages system using partial refresh in Arduino IDE"}, {"post_id": 17370, "ts": "2026-06-28T04:02:32Z", "hours": 0.4453, "text": "Initialise e-paper screen and wifi in Arduino IDE"}, {"post_id": 17359, "ts": "2026-06-28T03:34:17Z", "hours": 0.3494, "text": "UI Design for quiz interface"}]...
|
Title: AI-Powered Adventure Text Game by @jeremyng Title: AI-Powered Adventure Text Game by @jeremyngai | Stardance
Devlogs:
UI Design for quiz interface
Initialise e-paper screen and wifi in Arduino IDE
Added logic pages system using partial refresh in Arduino IDE
Implemented full quiz logic in Arduino IDE (Gemini API yet to do)
Added hourglass loading screen and improved code logic
Removed variable dummy placeholder to prepare for API implementation. Also fixed navigation bug when switching pages.
Finally implemented Gemini 3.1 Flash Lite into my e-paper ai quiz! Took a long long time debugging errors. Next I’m gonna optimise the ui
I implemented random seed for Gemini and reinforced the prompt because the AI keep generating the same question and answer over and over again
Added ADC reading from battery pin to calculate percentage
Designed first schematics for custom PCB
Updated UI interface to fit longer question and answer
Finalised schematics circuit, now starting PCB layout!!
Added WS2812B Neopixel on the PCB and rerouted PCB
Finalised PCB schematics and tested with breadboard. PCB is ready to be manufactured!!
Sent PCB design to JLCPCB for manufacturing (the silkscreen boutta look fire!!)
Added automatic text wrapping, improved code logic and added low battery screen
In the last few days, I made a few changes to my project: I decided to switch the idea from the initial quiz game concept into a choice-based adventure text game, it’s basically an infinite “choose your own adventure” concept. I feel like it’s way more fun! I worked with the WiFiManager library to make the wifi setup more accessible and easy. We now don’t need to hardcode wifi password into the code, the device will launch a hotspot captive portal and you can just connect any of your device to setup wifi at anytime anywhere. portable, isn’t it? Since this game concept will need the e-paper display to show a long text, I used a serif font and coded an automatic text wrapping and an adaptive scroll bar at the side so you can know the length of the text I also added a low battery and data parsing error page for the user alongside with an ok button to shutdown the device. What’s next? After the text formatting is stable, i’ll be focusing on text generation and choice logic!! xD
Today I worked on a WiFi prompt to let user choose whether they want to connect to a different wifi or existing one, because this device is supposed to be portable, working anywhere, so this is very important. However, I’m still figuring out how to show the WiFi name… wm.getWiFiSSID() didn’t work though. Btw, all my hardware had already arrived just now!! (after slow ahh aliexpress) I can’t wait to solder them, so stay tuned lol XD
GAH DAMN MY PCB IS WORKING!!! Timelapse below! I spent the last few hours carefully soldering my new PCB. I decided to use 0805 for all smd component cuz in my last project, I used 0603 ones and it was PURE TORTURE to solder them all lol. lessen learnt! Overall, I absolutely love the pcb outcome its nicer than I expected especially the ws2812b led and all those smd resistor (they look so sci-fi xD). However there was one flaw, I forgot about the ESP32 antenna. I’m forced to awkwardly fit the antenna on the pcb back (right beside my Great Wave silkscreen print). Luckily it didn’t block it lol. This is something I needa keep in mind the next time! You might be wondering what’s that tiny pin header I used there. It’s just a pin header, but for the design, I wanted it to be ultra slim, so I designed a PCB sandwich layout. The battery fits perfectly between the e-paper pcb and my pcb. However the problem with normal pin headers is that they are super chunky, they have like 9mm gap. That instantly ruin the whole vibe… So after hours of digging in aliexpress, I found those low profile pin header. They are SUPER PERFECT for my project (6mm gap), which is exactly my battery thickness!!! Anyways the low profile pin header was NOT CHEAP at all… well at least its so worth it. Other than soldering the PCB, I did a few adjustment to the firmware, including: rotary encoder logic improvement - I used interrupt pin logic to read it, they place the rotary encoder at the toppest priority (if theres any changes in pin state, the esp32 instantly ignore everything and focus on the encoder). That’s all for now, stay tuned! its so fun
Spent the last few days implementing gemini api into the code and formatting json data like text, choice into the e paper display :) I’ll take a break from this project as i have joined other competition. so stay tuned!
I worked on the game loop system so the story is infinite. after you selected your choice your response will be sent back to gemini api to generate next story! now its actually infinite loop
Ships:
This is an AI-powered text adventure device using an ESP32, an e-paper display and a rotary encoder. It is powered by Gemini to generate infinite stories and choices. It uses ESP32-C3 microcontroller to connect to WiFi and query the Gemini API. Gemini generates an interactive story segment and choices for the player in JSON format. Then the text is shown on the e-paper display. The user can use the rotary encoder to scroll through the text and select their next action. Each choice is returned to the history buffer on the ESP32 and is sent back to Gemini to generate the next story segment. Personally the most enjoyable part is when the PCB worked after i soldered them, however the coding part is hell cuz i sucks at coding lol. It haven’t got an enclosure yet, i will work on it soon! Now I can play this in my free time!...
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1792853829.7864366
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1792940229.7864366
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42916
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willie and lue :D by @lueyun | Stardance
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lueyun
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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": "2026-09-27T06:50:31Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "hello guys! i present to you my personal website!! this project introduced me to many things, and some of them include how much variety there is to the world of coding. there is so much you can do, and also many places to start. i hope you like this (boring-ish) personal website about my characters and me!!", "repo": "https://github.com/lueyun0110/willie-and-lue-website", "demo": "https://lueyun0110.github.io/willie-and-lue-website/website/"}]...
|
[{"post_id": 74347, "ts": "202 [{"post_id": 74347, "ts": "2026-09-27T06:47:02Z", "hours": 0.6217, "text": "day 6? HIII i finally figured out my dilemma with my shipping issue!! even though this personalized website isn’t that extraordinary, i hope you get to understand my ocs (+ me)!"}, {"post_id": 72103, "ts": "2026-09-22T05:28:08Z", "hours": 0.7317, "text": "day 5 haha short update- i just added the final touch-ups: new page to show you guys their latest adventures new button to direct you to it now i need to figure out how to ship this 🥲🥲"}, {"post_id": 72081, "ts": "2026-09-22T04:06:24Z", "hours": 2.6869, "text": "day 4 hello!! im back 😎😎 ive been very off lately due to school but its alright. i really wanted to keep on doing this, so here i am! heres what i did: added CSS (color, font, sizing, etc) added gifs to make this website have personality lol changed the instagram link to just instagram username i’m planning on making final touches as this is close to being finished (imo lol)"}, {"post_id": 65225, "ts": "2026-09-10T06:35:56Z", "hours": 1.1033, "text": "day 3 hi guys!! long time no see…. ive been recently busy with many things. i have no clue what to do so this project will take longer than expected. 😓😓 anyways, i added: -more for their backstory -added a NEW page about myself since this website is a personal one to introduce the world to yourself hahaa…. -finally using css to format this website i hope to continue more on the format because rn, this looks so bright 😭"}, {"post_id": 39892, "ts": "2026-08-03T05:31:21Z", "hours": 0.8778, "text": "day 2 heh this is where i wanted to add more, but i truly didn’t know how, so i decided to go with some lore/background info about them. i added a new page with buttons to go back and forth with so everything can be kept organized. the lore is currently incomplete as i made them all in the spot (💀) so im planning on updating them soon (not very soon though). as for the visuals, i plan on doing them later since i want to get the main stuff done :D"}, {"post_id": 39838, "ts": "2026-08-03T02:57:15Z", "hours": 0.4386, "text": "starting a personal website for willie and lue! its my first time coding html btw ahah but heres a simple introduction of my two adventurous ocs!! i want to expand on this by documenting more about their adventures than posting on insta 😅 as for right now, i added a title, brief introduction, image to see who they are, and outside links if you want to check out some of their adventures im planning on (well attempting to) create something interactive that will bring both characters alive… idk when that will be so we shall seee 👀✨"}]...
|
Title: willie and lue :D by @lueyun | Stardance
D Title: willie and lue :D by @lueyun | Stardance
Devlogs:
starting a personal website for willie and lue! its my first time coding html btw ahah but heres a simple introduction of my two adventurous ocs!! i want to expand on this by documenting more about their adventures than posting on insta 😅 as for right now, i added a title, brief introduction, image to see who they are, and outside links if you want to check out some of their adventures im planning on (well attempting to) create something interactive that will bring both characters alive… idk when that will be so we shall seee 👀✨
day 2 heh this is where i wanted to add more, but i truly didn’t know how, so i decided to go with some lore/background info about them. i added a new page with buttons to go back and forth with so everything can be kept organized. the lore is currently incomplete as i made them all in the spot (💀) so im planning on updating them soon (not very soon though). as for the visuals, i plan on doing them later since i want to get the main stuff done :D
day 3 hi guys!! long time no see…. ive been recently busy with many things. i have no clue what to do so this project will take longer than expected. 😓😓 anyways, i added: -more for their backstory -added a NEW page about myself since this website is a personal one to introduce the world to yourself hahaa…. -finally using css to format this website i hope to continue more on the format because rn, this looks so bright 😭
day 4 hello!! im back 😎😎 ive been very off lately due to school but its alright. i really wanted to keep on doing this, so here i am! heres what i did: added CSS (color, font, sizing, etc) added gifs to make this website have personality lol changed the instagram link to just instagram username i’m planning on making final touches as this is close to being finished (imo lol)
day 5 haha short update- i just added the final touch-ups: new page to show you guys their latest adventures new button to direct you to it now i need to figure out how to ship this 🥲🥲
day 6? HIII i finally figured out my dilemma with my shipping issue!! even though this personalized website isn’t that extraordinary, i hope you get to understand my ocs (+ me)!
Ships:
hello guys! i present to you my personal website!! this project introduced me to many things, and some of them include how much variety there is to the world of coding. there is so much you can do, and also many places to start. i hope you like this (boring-ish) personal website about my characters and me!!...
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1792853387.5891595
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1792939787.5891595
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|
64512
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simple slackyy botty by @Ahad_Ghanchi | Stardance
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Ahad_Ghanchi
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1
|
0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T06:30:09Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I make a slack bot that helps you to talk and command what ever you want,It has six features weather lookup by city 2.Birthday tracking data base 3.Jokes 4.Cat fact 5.It take quizzes 6.It shows ping", "repo": "https://github.com/codewith876/simple-slackyyy-botty", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
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[{"post_id": 74341, "ts": "202 [{"post_id": 74341, "ts": "2026-09-27T06:19:32Z", "hours": 0.3153, "text": "Devlog #1: Building Simple Slackyyy Botty Hey everyone! I’ve been working on a Slack bot for the Hack Club workspace, and I wanted to share how it’s coming along. Meet Simple Slackyyy Botty — a bot that started as a basic ping-check and has grown into a little assistant with six commands. THE COMMANDS SO FAR /simple-slackyyy-botty-ping — the simplest one. Just checks how fast the bot responds, useful for making sure everything’s alive and working. /simple-slackyyy-botty-catfact — pulls a random cat fact from a public API (catfact.ninja) and posts it. Small, silly, but a good first “real” feature since it taught me how to fetch data from outside APIs. /simple-slackyyy-botty-joke — same idea, but for jokes, pulling from the official-joke-api. This one needed a different HTTP library (axios) than the cat facts did, which was a good lesson in how there’s more than one way to make a web request in Node.js. /simple-slackyyy-botty-weather [city name] — this one leveled up a lot. It started as a fixed-location weather check, but now you can type any city and it’ll geocode the name into coordinates, then fetch live weather for it — including things like temperature, air quality, and UV index. It also posts publicly in the channel instead of just to me, so everyone can see it. /simple-slackyyy-botty-birthday [MM-DD] — probably the feature I’m proudest of. You save your birthday, and the bot remembers it — not in a temporary file, but in an actual SQLite database using better-sqlite3. Every day at 9 AM, it checks the database and posts a birthday shoutout for anyone whose day it is, tagging them directly in the channel. /simple-slackyyy-botty-quiz — the newest addition, letting people pick a subject, difficulty, and number of questions to test their knowledge. WHAT I LEARNED How to call external APIs and handle their responses The difference between file-based storage (JSON) and a real database (SQLite), and why the database is more reliable How scheduled tasks work (cron jobs) to make the bot do things automatically, not just respond to commands A lot of patience debugging — copy-pasting code in the wrong spot, duplicate lines, and other small mistakes that taught me to read my code more carefully before running it WHAT’S NEXT Get the bot running 24/7 instead of just on my own machine Push the whole project to GitHub Keep polishing the help command and maybe add a few more fun commands That’s it for devlog #1 — more updates soon as I keep building!"}]...
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Title: simple slackyy botty by @Ahad_Ghanchi | Sta Title: simple slackyy botty by @Ahad_Ghanchi | Stardance
Devlogs:
Devlog #1: Building Simple Slackyyy Botty Hey everyone! I’ve been working on a Slack bot for the Hack Club workspace, and I wanted to share how it’s coming along. Meet Simple Slackyyy Botty — a bot that started as a basic ping-check and has grown into a little assistant with six commands. THE COMMANDS SO FAR /simple-slackyyy-botty-ping — the simplest one. Just checks how fast the bot responds, useful for making sure everything’s alive and working. /simple-slackyyy-botty-catfact — pulls a random cat fact from a public API (catfact.ninja) and posts it. Small, silly, but a good first “real” feature since it taught me how to fetch data from outside APIs. /simple-slackyyy-botty-joke — same idea, but for jokes, pulling from the official-joke-api. This one needed a different HTTP library (axios) than the cat facts did, which was a good lesson in how there’s more than one way to make a web request in Node.js. /simple-slackyyy-botty-weather [city name] — this one leveled up a lot. It started as a fixed-location weather check, but now you can type any city and it’ll geocode the name into coordinates, then fetch live weather for it — including things like temperature, air quality, and UV index. It also posts publicly in the channel instead of just to me, so everyone can see it. /simple-slackyyy-botty-birthday [MM-DD] — probably the feature I’m proudest of. You save your birthday, and the bot remembers it — not in a temporary file, but in an actual SQLite database using better-sqlite3. Every day at 9 AM, it checks the database and posts a birthday shoutout for anyone whose day it is, tagging them directly in the channel. /simple-slackyyy-botty-quiz — the newest addition, letting people pick a subject, difficulty, and number of questions to test their knowledge. WHAT I LEARNED How to call external APIs and handle their responses The difference between file-based storage (JSON) and a real database (SQLite), and why the database is more reliable How scheduled tasks work (cron jobs) to make the bot do things automatically, not just respond to commands A lot of patience debugging — copy-pasting code in the wrong spot, duplicate lines, and other small mistakes that taught me to read my code more carefully before running it WHAT’S NEXT Get the bot running 24/7 instead of just on my own machine Push the whole project to GitHub Keep polishing the help command and maybe add a few more fun commands That’s it for devlog #1 — more updates soon as I keep building!
Ships:
I make a slack bot that helps you to talk and command what ever you want,It has six features weather lookup by city 2.Birthday tracking data base 3.Jokes 4.Cat fact 5.It take quizzes 6.It shows ping...
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1792814148.821123
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1792900548.821123
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66159
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Thrust vectoring hack ?? by @shyamks1828 | Stardan Thrust vectoring hack ?? by @shyamks1828 | Stardance...
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shyamks1828
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1
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3.9
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T06:02:26Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "hi guyss. so im making a thrust vectoring setup for any diy edf planes. im hoping that the design i finally wind up on can be universal and preferrably use no extra 3 d parts other than the edf. the try project link leads to my lapse vide will update it later with a flow diagram of my works. check out the source to get details of whatever is done till now.–ALSO GUYS MY GOAL IS TO GET BAMBU LABS A1 MINI SO I CAN 3D PRINT THE REQUIRED STUFF AT HOME PLS SUPPORT ME TO YOUR BEST POSSIBLE EXTENT:) (BTWN U AND ME I GOT THE DUCTED FANS FOR 5 DOLLARS AND I HAD TO CYCLE 3KM TO PICK IT UP - U CAN CHANGE THAT:)) ALSO CHCK OUT THE VIDEO IN MY DEVLOG", "repo": "https://github.com/coderrcboy/thrustvectoring", "demo": ""}]...
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[{"post_id": 78659, "ts": "202 [{"post_id": 78659, "ts": "2026-10-11T06:22:31Z", "hours": 0.3003, "text": "Hi guysss. after some research this is the best design that can be universally used for any edf. the diagram is very simple. i will list materials required on my github repo. i will try to make a 3d printable file also. ik yes i said no need 3d printer but those who have one can also use this low effort. i think with tha this project is a wrap. c ya later"}, {"post_id": 75446, "ts": "2026-09-30T03:50:51Z", "hours": 0.4881, "text": "hello guyss, so the thrust vectoring thing wil be added to a larger physical project im doing. So today i was doing some cfd analysis with respect to that. im using ansys student version for it. thats all for tdy nothing uch to say. tmrw i will post a follow up of the modified 2 axis movement with more rage of motion. and heres a bit of sneekpeak on the cfd:)"}, {"post_id": 75228, "ts": "2026-09-29T15:09:39Z", "hours": 0.8506, "text": "Hiya guyss. so finally saw a tutorial and got an idea as to how to get the two axis movement. but as you can see in the video, it is extremely rigid with low freedom of movement. so next devlog im gonna figure out how to get more freedom of movement. and also attatch the servos and try it out. cudnt do it tdy cos i just wanted to test out axis movement working. and also here the link to the video i saw. its as old as me :) https://youtu.be/iFtUr_BnjEk?si=CrDhz44iGBbtpkKw"}, {"post_id": 74865, "ts": "2026-09-28T14:03:25Z", "hours": 1.2603, "text": "wassupp guyss firstly sorry for the grainy screenshots. they r from my lapse videos. ok so today what i did was firstly i polished up the y axis movement and added a stand of sorts. then i tried x axis movement but didnt work so well cos i tried to use 2 servos to move entire y axis setup platform i also saw the pillars which pivot y axis are not stuck firmly so they move along with the servo. next time im gonna get ice cream sticks and make a gyro-thingy to house the motor so i can make a lighter setup and also easier induvidual axis movement. c ya later"}, {"post_id": 74258, "ts": "2026-09-27T02:43:50Z", "hours": 0.55, "text": "hi guyss. so im making a thrust vectoring setup for any diy edf planes. im hoping that the design i finally wind up on can be universal and preferrably use no extra 3 d parts other than the edf. the try project link leads to my lapse vide will update it later with a flow diagram of my works. check out the source to get details of whatever is done till now."}]...
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Title: Thrust vectoring hack ?? by @shyamks1828 | Title: Thrust vectoring hack ?? by @shyamks1828 | Stardance
Devlogs:
hi guyss. so im making a thrust vectoring setup for any diy edf planes. im hoping that the design i finally wind up on can be universal and preferrably use no extra 3 d parts other than the edf. the try project link leads to my lapse vide will update it later with a flow diagram of my works. check out the source to get details of whatever is done till now.
wassupp guyss firstly sorry for the grainy screenshots. they r from my lapse videos. ok so today what i did was firstly i polished up the y axis movement and added a stand of sorts. then i tried x axis movement but didnt work so well cos i tried to use 2 servos to move entire y axis setup platform i also saw the pillars which pivot y axis are not stuck firmly so they move along with the servo. next time im gonna get ice cream sticks and make a gyro-thingy to house the motor so i can make a lighter setup and also easier induvidual axis movement. c ya later
Hiya guyss. so finally saw a tutorial and got an idea as to how to get the two axis movement. but as you can see in the video, it is extremely rigid with low freedom of movement. so next devlog im gonna figure out how to get more freedom of movement. and also attatch the servos and try it out. cudnt do it tdy cos i just wanted to test out axis movement working. and also here the link to the video i saw. its as old as me :) https://youtu.be/iFtUr_BnjEk?si=CrDhz44iGBbtpkKw
hello guyss, so the thrust vectoring thing wil be added to a larger physical project im doing. So today i was doing some cfd analysis with respect to that. im using ansys student version for it. thats all for tdy nothing uch to say. tmrw i will post a follow up of the modified 2 axis movement with more rage of motion. and heres a bit of sneekpeak on the cfd:)
Hi guysss. after some research this is the best design that can be universally used for any edf. the diagram is very simple. i will list materials required on my github repo. i will try to make a 3d printable file also. ik yes i said no need 3d printer but those who have one can also use this low effort. i think with tha this project is a wrap. c ya later
Ships:
hi guyss. so im making a thrust vectoring setup for any diy edf planes. im hoping that the design i finally wind up on can be universal and preferrably use no extra 3 d parts other than the edf. the try project link leads to my lapse vide will update it later with a flow diagram of my works. check out the source to get details of whatever is done till now.–ALSO GUYS MY GOAL IS TO GET BAMBU LABS A1 MINI SO I CAN 3D PRINT THE REQUIRED STUFF AT HOME PLS SUPPORT ME TO YOUR BEST POSSIBLE EXTENT:) (BTWN U AND ME I GOT THE DUCTED FANS FOR 5 DOLLARS AND I HAD TO CYCLE 3KM TO PICK IT UP - U CAN CHANGE THAT:)) ALSO CHCK OUT THE VIDEO IN MY DEVLOG...
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1792817313.2877486
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1792903713.2877486
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66164
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animeos by @shauz | Stardance
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shauz
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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": "2026-09-27T05:35:49Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So, here i have finnaly completed the anime webOS which is obviously a web os but anime themed, i made ive added wallpaper, added apps such as paint, notepad, watch list and a really cool chakra animation app. ive made a taskbar with real time clock and a start menu with the ability to pin apps to taskbar(just click it in the start menu) ive used some japanese to for the icons and the taskbar since this was anime themed and it looks cool so thats about it. css was bit challenging so ive used some ai help for css part and debugging. Thanks", "repo": "https://github.com/wowaidummy/animeos", "demo": "https://animeos-rust.vercel.app/"}]...
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[{"post_id": 74313, "ts": "202 [{"post_id": 74313, "ts": "2026-09-27T05:15:22Z", "hours": 0.4189, "text": "so i revamped the css, ive added more apps, paint, notepad, watch history, a cool chakra app (it doesnt have a big funtion but has a cool animation) ive also implemented taskbar, clock , start menue and pin to taskbar feature. since the app is anime theme i decided to use my japanese skills and made the logos in japanese i think this is cool and complete"}, {"post_id": 74283, "ts": "2026-09-27T03:49:29Z", "hours": 0.3342, "text": "so i succesfully made this completly anime themes i hope you like it"}, {"post_id": 74268, "ts": "2026-09-27T03:15:49Z", "hours": 0.2803, "text": "so i have started this anime os project today and created a basic os now were gonna add elements to it PS: (i realised in the editor i was making it didnt have hackatime linked :( so only 16 mins it says)"}]...
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Title: animeos by @shauz | Stardance
Devlogs:
so Title: animeos by @shauz | Stardance
Devlogs:
so i have started this anime os project today and created a basic os now were gonna add elements to it PS: (i realised in the editor i was making it didnt have hackatime linked :( so only 16 mins it says)
so i succesfully made this completly anime themes i hope you like it
so i revamped the css, ive added more apps, paint, notepad, watch history, a cool chakra app (it doesnt have a big funtion but has a cool animation) ive also implemented taskbar, clock , start menue and pin to taskbar feature. since the app is anime theme i decided to use my japanese skills and made the logos in japanese i think this is cool and complete
Ships:
So, here i have finnaly completed the anime webOS which is obviously a web os but anime themed, i made ive added wallpaper, added apps such as paint, notepad, watch list and a really cool chakra animation app. ive made a taskbar with real time clock and a start menu with the ability to pin apps to taskbar(just click it in the start menu) ive used some japanese to for the icons and the taskbar since this was anime themed and it looks cool so thats about it. css was bit challenging so ive used some ai help for css part and debugging. Thanks...
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1792817315.2800422
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1792903715.2800422
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58819
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Tab Rot VS Code by @madushankarajapaksha999 | Star Tab Rot VS Code by @madushankarajapaksha999 | Stardance...
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madushankarajapaksha999
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1
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15.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T05:23:53Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built Tab Rot, a VS Code extension that makes your files visually decay if you ignore them. The most annoying part was mocking the VS Code API to write unit tests, plus fixing a random Node js crash when I tried to publish. Im super proud of the actual visual rot effect and that the state save even if you restart VS Code. If you wanna test it, just drop the decay timer in the setting to like 1 minute, otherwise you’ll be waiting an hour to see it work.", "repo": "https://github.com/MadushankaRajapaksha/Tab-Rot-VS-Code", "demo": "https://github.com/MadushankaRajapaksha/Tab-Rot-VS-Code/releases/tag/v1.0.1"}]...
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[{"post_id": 74312, "ts": "202 [{"post_id": 74312, "ts": "2026-09-27T05:12:52Z", "hours": 1.1833, "text": "deployed manually with vsce publish instead. Wrote a full README with install guide, all settings, presets, and troubleshooting. Extension is live on the Repo Releases.."}, {"post_id": 73902, "ts": "2026-09-26T09:16:51Z", "hours": 0.7158, "text": "Fixedd command registration, compilation paths, settings panel display, and database state persistence acrosssrc/extension.ts`, src/settingsPanel.ts, and src/tabTracker.ts"}, {"post_id": 73863, "ts": "2026-09-26T06:49:16Z", "hours": 2.0989, "text": "I built a proper settings webview panel for Tab Rot because asking users to edit raw JSON for threhold values felt hostile. Made a settingsPanel.ts that opens a dedicated webview tab with a clean form — three number inputs for the decay thresholds (stage 1, 2, 3 in minute), three toggle switches for decorations, status bar, and notifications. The whole thing uses VS Code’s CSS variables so it automatically matches the user’s theme — dark mode, light mode, high contrast, whatever. It looks native.The panel is a singleton — if you already have it open, running the command again just focuses the existing panel instead of spawning duplicates. The HTML is inline because it’s small enough that a separate file feels like overkill, but it’s structured with proper labels, hints explaining what each value means, and a little visual preview of the three decay stages as colored badges. The toggles are custom CSS switches that feels nicer than raw checkboxes."}, {"post_id": 73539, "ts": "2026-09-25T10:57:58Z", "hours": 1.6992, "text": "Testing today I finally sat down to write unit tests for tabTracker.ts. I’ve been putting this off becaus, honestly, testing feels like homework when you just want to see the thing work. But I knew if I didn’t write tests now, Id never catch the bug s hiding in the decay logic."}, {"post_id": 72968, "ts": "2026-09-24T04:05:08Z", "hours": 2.2619, "text": "built the sidebar tree view for Tab Rot. Made a decayView.ts with a DecayTreeProvider that implements VS Code s TreeDataProvider interface. It pulls all decayed tabs from the tracker, sorts them by stage with the worst rot first, and renders each one as a DecayItem with the filename as the label, a stage emoji + name as the description (like “🍂 Faded” or “💀 Cracked”), and a tooltip showing how long it’s been since the file was last visited. Each item gets a stage-specific SVG icon and clicking it’s opens the file in the editor.I also created four littl SVG leaf icons in resources/icons/ — a green one for fresh tabs, orange-yellow for faded, brown with dots for grainy, and a dark cracked one for stage 3. They’re just simple leaf shapes but the color coding makes the sidebar immediately scannable.Wired the tree provider into extension.ts and registered it under the view ID tabRot.decayedTabs in package.json. The view lives in the Explorer sidebar and only shows up when there are actually decayed tabs, thanks to a context key tabRot.hasDecayedTabs that I set on every refresh. So if all your tabs are fresh, the sidebar section disappears completely instead of sitting there empty and sad.Added a tabRot.openDecayedTab command that the tree items use to open files when clicked. Since opening the file triggers onDidChangeActiveTextEditor, the tab gets touched and restored automatically, complete with the green flash animation from Phase 5. So the flow is: see rotting tab in sidebar → click it → file opens → green flash → tab is fresh again. Very satisfying.I also updated all the refresh calls so the sidebar stays in sync — it refreshes after every tab touch, close, restore command, and interval tick. And the showDecayedTabs command from Phase 4 now actually works because the view is registered, so that unhandled rejection error is gone."}, {"post_id": 69019, "ts": "2026-09-16T07:07:50Z", "hours": 0.6325, "text": "I builts the restoration flash animation today because instantly snapping from cracked stage-3 to pristine stage-0 felt robotic. I wanted a little “healing” moment — like the file is literally coming back to life. Added a flashRestore() method to tabDecorator.ts that chains two temporary decoration flashes: a bright green pulse at 0ms, a softer second pulse at 300ms, then clear at 600ms. The tab breathes green for a second and then settles into its clean state. I also added a “✨ Tab restored!” info message because I’m a sucker for positive feedback.I wired the flash into two places: when you actively switch to a decayed tab (it detects the old stage was > 0, touches it, then flashes), and when you run the restoreTab comand manually. So whether you click into a rotting file or hit the command palette, you get the dopamine hit.I also added an optional decay notification system. Every 60 seconds during the interval tick, it checks if any tab crossed into a higher decay stage. If tabRot.showNotifications is enabled, it pops a toast like “📉 utils.ts reached stage 2 (unvisited for 1440 minutes)”. I defaulted it to false because getting spammed every minute that your tabs are dying would make people uninstall immediatey. But for accountability masochists, its there."}, {"post_id": 68591, "ts": "2026-09-15T11:16:32Z", "hours": 1.4983, "text": "I built the status bar and command layer for Tab Rot. Made a statusBar.ts that creates a StatusBarItem shoved over to the right side of the bar at priority 100. It shows a little 🍂 leaf emoji followed by how many tabs are rotting — like “🍂 3 rotting” — but only when there’s actually something decaying. When the count hits zero it hides itself completely so it’s not sitting there being useless and cluttering the bar. Clicking it is supposed to focus the sidebar view later, but since I haven’t built the sidebar yet, it’s basically a button that promises something it can’t deliver. I also gated it behind the tabRot.enableStatusBar config so people can kill it if they want.Registered three commands in package.json — tabRot.restoreTab to freshen up whatever file I’m currently staring at, tabRot.restoreAllTabs to reset every tracked tab back to stage 0, and tabRot.showDecayedTabs which is supposed to focus the sidebar. I wired all the handlers in extension.ts. restoreTab grabs the active editor URI, calls tracker.restoreTab(), then immediately refreshes the decorations and status bar so the rot vanishes right away. restoreAllTabs does the same thing but for everything and pops up a little info message saying “✨ All tabs restored!” because I wanted it to feel satisfying. showDecayedTabs tries to execute tabRot.decayedTabs.focus which is a VS Code auto-generated command for tree views.I also added a context menu to contributes.menus.editor/title/context so when you right-click in the editor area you get “Restore Tab” and “Restore All Tabs” right there without having to open the Command Palette. I grouped them under 9_tabRot so they sit in their own little section instead of getting drowned in the giant VS Code right-click menu."}, {"post_id": 65256, "ts": "2026-09-10T08:09:52Z", "hours": 1.3453, "text": "Implimented Visual Decay Decorations I built the entire visual decay layer for Tab Rot over the past two days. Created tabDecorator.ts with three TextEditorDecorationTyp instances one for each decay stage. Stage 1 is a slight washout with opacity: 0.75 and a warm background tint. Stage 2 gets heavier with opacity: 0.55, a dashed brown border, and a darker background. Stage 3 is the nasty one — opacity: 0.4, solid border, wavy strikethrough, and a dark background that makes the code genuinely look abandoned. The updateDecorations() method loops through all visibleTextEditors, grabs the decay stage from the tracker, clears any previous decorations (super important so they dont stack), and applies a full-document Range if the stage is above zero. I register all decoration types in context.subscriptions so VS Code cleans them up on deactivate. I also registered custom theme colors in package.json under contributes.colors — background tints and overview ruler colors for all three stages, with separate defaults for dark, light, and high-contrast themes. Then I swapped out all the hardcoded rgba() values in the decorator for new vscode.ThemeColor(…) so user can customize the palette in their settings.json if they want. Wired everything into extension.ts — updateDecorations() gets called after activation, after every onDidChangeActiveTextEditor (so visiting a tab instantly removes the rot), after onDidCloseTextDocument (cleanup), inside the 60-second interval (so decay progresses live), and on onDidChangeVisibleTextEditors (for split views)."}, {"post_id": 64655, "ts": "2026-09-09T07:04:21Z", "hours": 0.8492, "text": "Wiring the Engine + Config Schema I wired up the TabTracker into the actual extension entry point today. Made an extension.ts that instantiates the trackr when VS Code activates the extension, then immediately scans all already-open text documents and registers them with touchTab() so nothing gets lost if the user already has files open. I hooked into onDidChangeActiveTextEditr to call touchTab() every time the user switches tabs, and onDidCloseTextDocument to remove tabs when files close. I also set up a setInterval that fires every 60 second to call updateAllStages() so the decay actually progresses in real time without waiting for someone to interact.I also completely redid the configuration schem in package.json. Instead of the array-based thresholds I had before, I switched to individual keys : tabRot.stage1Threshold, stage2Threshold, and stage3Threshold with defaults of 60, 1440, and 10080 minutes respectively. That maps to 1 hour, 1 day, and 1 week which feels way more intuitive than the old array. I also added two boolean flags — enableDecorations and enableStatusBar — so users can toggle the UI features later without digging through code.I updated tabTracker.ts to read from the individual config key instead of the array, and kept the hot-reload listener so if someone edits their settings the thresholds update live. I peppered console.log everywhere for debugging — activation messages, tab touch events, removals, and a periodic log of how many decayed tabs exist."}, {"post_id": 63613, "ts": "2026-09-07T15:18:58Z", "hours": 1.4383, "text": "Core State Engine — tabTracker.ts I finally started the actual VS Code extension part of Tab Rot after planning everything out. Today’s goal was just the core state engine — basically tracking when each file was last visited and making sure it survives if you close and reopen VS Code. I made a tabTracker.ts file that has a TabState interface and a TabTracker class. The interface is super strict with the decay stages locked to 0 | 1 | 2 | 3 which felt like good TypeScript practice but also kind of a pain later.The tracker uses a Map to hold everything in memory, but it loads from and saves to context.workspaceState so the data persists across restarts. I added all the main methods — touchTab() to mark something as visited right now, removeTab() when a file closes, getDecayStage() to figure out how rotten a tab is based on the time thresholds, and getDecayedTabs() to spit out everything that’s stage 1 or higher sorted by how dead it is. I also threw in restoreTab() and restoreAllTabs() for when you want to pretend you never abandoned that file.I set it up to read the decay thresholds from VS Code settings (tabRot.decayThresholds) and even made it hot-reload when you change the config without restarting the whole editor. Oh and I added a debounced save because I realized it would be stupid to write to disk every single time you switch tab"}, {"post_id": 63394, "ts": "2026-09-07T06:24:47Z", "hours": 0.5092, "text": "Planned the Tab Root Project Today, I planned the development roadmap for my Tab Root VS Code extension. After finishing the initial project setup, I broke the project into smaller tasks and subtasks so I can develop the extenssion step by step.I created a task list covering the main parts of the project, including tab tracking, the decay system, tab activity detection, visual tab changes, restore functionality, user configuration, testing, documentation, and the final release.Breaking the project into small tasks should make it easier to track my progress and understand what I need to work on next. I also organized the tasks into diffarent phase so I can focus on building the core functionality before moving on to the UI and release."}, {"post_id": 62927, "ts": "2026-09-06T13:53:50Z", "hours": 0.7317, "text": "Implemented Project Structure What I worked on:Today, I started working on my first VS Code extension, called Tab Root. I initialized the project and set up Git for version control. I also created the basic file and folder structure for the extension and configured the project to use TypeScript.After setting everything up, I created my first working VS Code extension. I added a basic VS Code command and tested it successfully inside VS Code. This was my first time creating and running an extension, so getting the basic setup working was an important first step for the project."}]...
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Title: Tab Rot VS Code by @madushankarajapaksha999 Title: Tab Rot VS Code by @madushankarajapaksha999 | Stardance
Devlogs:
Implemented Project Structure What I worked on:Today, I started working on my first VS Code extension, called Tab Root. I initialized the project and set up Git for version control. I also created the basic file and folder structure for the extension and configured the project to use TypeScript.After setting everything up, I created my first working VS Code extension. I added a basic VS Code command and tested it successfully inside VS Code. This was my first time creating and running an extension, so getting the basic setup working was an important first step for the project.
Planned the Tab Root Project Today, I planned the development roadmap for my Tab Root VS Code extension. After finishing the initial project setup, I broke the project into smaller tasks and subtasks so I can develop the extenssion step by step.I created a task list covering the main parts of the project, including tab tracking, the decay system, tab activity detection, visual tab changes, restore functionality, user configuration, testing, documentation, and the final release.Breaking the project into small tasks should make it easier to track my progress and understand what I need to work on next. I also organized the tasks into diffarent phase so I can focus on building the core functionality before moving on to the UI and release.
Core State Engine — tabTracker.ts I finally started the actual VS Code extension part of Tab Rot after planning everything out. Today’s goal was just the core state engine — basically tracking when each file was last visited and making sure it survives if you close and reopen VS Code. I made a tabTracker.ts file that has a TabState interface and a TabTracker class. The interface is super strict with the decay stages locked to 0 | 1 | 2 | 3 which felt like good TypeScript practice but also kind of a pain later.The tracker uses a Map to hold everything in memory, but it loads from and saves to context.workspaceState so the data persists across restarts. I added all the main methods — touchTab() to mark something as visited right now, removeTab() when a file closes, getDecayStage() to figure out how rotten a tab is based on the time thresholds, and getDecayedTabs() to spit out everything that’s stage 1 or higher sorted by how dead it is. I also threw in restoreTab() and restoreAllTabs() for when you want to pretend you never abandoned that file.I set it up to read the decay thresholds from VS Code settings (tabRot.decayThresholds) and even made it hot-reload when you change the config without restarting the whole editor. Oh and I added a debounced save because I realized it would be stupid to write to disk every single time you switch tab
Wiring the Engine + Config Schema I wired up the TabTracker into the actual extension entry point today. Made an extension.ts that instantiates the trackr when VS Code activates the extension, then immediately scans all already-open text documents and registers them with touchTab() so nothing gets lost if the user already has files open. I hooked into onDidChangeActiveTextEditr to call touchTab() every time the user switches tabs, and onDidCloseTextDocument to remove tabs when files close. I also set up a setInterval that fires every 60 second to call updateAllStages() so the decay actually progresses in real time without waiting for someone to interact.I also completely redid the configuration schem in package.json. Instead of the array-based thresholds I had before, I switched to individual keys : tabRot.stage1Threshold, stage2Threshold, and stage3Threshold with defaults of 60, 1440, and 10080 minutes respectively. That maps to 1 hour, 1 day, and 1 week which feels way more intuitive than the old array. I also added two boolean flags — enableDecorations and enableStatusBar — so users can toggle the UI features later without digging through code.I updated tabTracker.ts to read from the individual config key instead of the array, and kept the hot-reload listener so if someone edits their settings the thresholds update live. I peppered console.log everywhere for debugging — activation messages, tab touch events, removals, and a periodic log of how many decayed tabs exist.
Implimented Visual Decay Decorations I built the entire visual decay layer for Tab Rot over the past two days. Created tabDecorator.ts with three TextEditorDecorationTyp instances one for each decay stage. Stage 1 is a slight washout with opacity: 0.75 and a warm background tint. Stage 2 gets heavier with opacity: 0.55, a dashed brown border, and a darker background. Stage 3 is the nasty one — opacity: 0.4, solid border, wavy strikethrough, and a dark background that makes the code genuinely look abandoned. The updateDecorations() method loops through all visibleTextEditors, grabs the decay stage from the tracker, clears any previous decorations (super important so they dont stack), and applies a full-document Range if the stage is above zero. I register all decoration types in context.subscriptions so VS Code cleans them up on deactivate. I also registered custom theme colors in package.json under contributes.colors — background tints and overview ruler colors for all three stages, with separate defaults for dark, light, and high-contrast themes. Then I swapped out all the hardcoded rgba() values in the decorator for new vscode.ThemeColor(…) so user can customize the palette in their settings.json if they want. Wired everything into extension.ts — updateDecorations() gets called after activation, after every onDidChangeActiveTextEditor (so visiting a tab instantly removes the rot), after onDidCloseTextDocument (cleanup), inside the 60-second interval (so decay progresses live), and on onDidChangeVisibleTextEditors (for split views).
I built the status bar and command layer for Tab Rot. Made a statusBar.ts that creates a StatusBarItem shoved over to the right side of the bar at priority 100. It shows a little 🍂 leaf emoji followed by how many tabs are rotting — like “🍂 3 rotting” — but only when there’s actually something decaying. When the count hits zero it hides itself completely so it’s not sitting there being useless and cluttering the bar. Clicking it is supposed to focus the sidebar view later, but since I haven’t built the sidebar yet, it’s basically a button that promises something it can’t deliver. I also gated it behind the tabRot.enableStatusBar config so people can kill it if they want.Registered three commands in package.json — tabRot.restoreTab to freshen up whatever file I’m currently staring at, tabRot.restoreAllTabs to reset every tracked tab back to stage 0, and tabRot.showDecayedTabs which is supposed to focus the sidebar. I wired all the handlers in extension.ts. restoreTab grabs the active editor URI, calls tracker.restoreTab(), then immediately refreshes the decorations and status bar so the rot vanishes right away. restoreAllTabs does the same thing but for everything and pops up a little info message saying “✨ All tabs restored!” because I wanted it to feel satisfying. showDecayedTabs tries to execute tabRot.decayedTabs.focus which is a VS Code auto-generated command for tree views.I also added a context menu to contributes.menus.editor/title/context so when you right-click in the editor area you get “Restore Tab” and “Restore All Tabs” right there without having to open the Command Palette. I grouped them under 9_tabRot so they sit in their own little section instead of getting drowned in the giant VS Code right-click menu.
I builts the restoration flash animation today because instantly snapping from cracked stage-3 to pristine stage-0 felt robotic. I wanted a little “healing” moment — like the file is literally coming back to life. Added a flashRestore() method to tabDecorator.ts that chains two temporary decoration flashes: a bright green pulse at 0ms, a softer second pulse at 300ms, then clear at 600ms. The tab breathes green for a second and then settles into its clean state. I also added a “✨ Tab restored!” info message because I’m a sucker for positive feedback.I wired the flash into two places: when you actively switch to a decayed tab (it detects the old stage was > 0, touches it, then flashes), and when you run the restoreTab comand manually. So whether you click into a rotting file or hit the command palette, you get the dopamine hit.I also added an optional decay notification system. Every 60 seconds during the interval tick, it checks if any tab crossed into a higher decay stage. If tabRot.showNotifications is enabled, it pops a toast like “📉 utils.ts reached stage 2 (unvisited for 1440 minutes)”. I defaulted it to false because getting spammed every minute that your tabs are dying would make people uninstall immediatey. But for accountability masochists, its there.
built the sidebar tree view for Tab Rot. Made a decayView.ts with a DecayTreeProvider that implements VS Code s TreeDataProvider interface. It pulls all decayed tabs from the tracker, sorts them by stage with the worst rot first, and renders each one as a DecayItem with the filename as the label, a stage emoji + name as the description (like “🍂 Faded” or “💀 Cracked”), and a tooltip showing how long it’s been since the file was last visited. Each item gets a stage-specific SVG icon and clicking it’s opens the file in the editor.I also created four littl SVG leaf icons in resources/icons/ — a green one for fresh tabs, orange-yellow for faded, brown with dots for grainy, and a dark cracked one for stage 3. They’re just simple leaf shapes but the color coding makes the sidebar immediately scannable.Wired the tree provider into extension.ts and registered it under the view ID tabRot.decayedTabs in package.json. The view lives in the Explorer sidebar and only shows up when there are actually decayed tabs, thanks to a context key tabRot.hasDecayedTabs that I set on every refresh. So if all your tabs are fresh, the sidebar section disappears completely instead of sitting there empty and sad.Added a tabRot.openDecayedTab command that the tree items use to open files when clicked. Since opening the file triggers onDidChangeActiveTextEditor, the tab gets touched and restored automatically, complete with the green flash animation from Phase 5. So the flow is: see rotting tab in sidebar → click it → file opens → green flash → tab is fresh again. Very satisfying.I also updated all the refresh calls so the sidebar stays in sync — it refreshes after every tab touch, close, restore command, and interval tick. And the showDecayedTabs command from Phase 4 now actually works because the view is registered, so that unhandled rejection error is gone.
Testing today I finally sat down to write unit tests for tabTracker.ts. I’ve been putting this off becaus, honestly, testing feels like homework when you just want to see the thing work. But I knew if I didn’t write tests now, Id never catch the bug s hiding in the decay logic.
I built a proper settings webview panel for Tab Rot because asking users to edit raw JSON for threhold values felt hostile. Made a settingsPanel.ts that opens a dedicated webview tab with a clean form — three number inputs for the decay thresholds (stage 1, 2, 3 in minute), three toggle switches for decorations, status bar, and notifications. The whole thing uses VS Code’s CSS variables so it automatically matches the user’s theme — dark mode, light mode, high contrast, whatever. It looks native.The panel is a singleton — if you already have it open, running the command again just focuses the existing panel instead of spawning duplicates. The HTML is inline because it’s small enough that a separate file feels like overkill, but it’s structured with proper labels, hints explaining what each value means, and a little visual preview of the three decay stages as colored badges. The toggles are custom CSS switches that feels nicer than raw checkboxes.
Fixedd command registration, compilation paths, settings panel display, and database state persistence acrosssrc/extension.ts`, src/settingsPanel.ts, and src/tabTracker.ts
deployed manually with vsce publish instead. Wrote a full README with install guide, all settings, presets, and troubleshooting. Extension is live on the Repo Releases..
Ships:
I built Tab Rot, a VS Code extension that makes your files visually decay if you ignore them. The most annoying part was mocking the VS Code API to write unit tests, plus fixing a random Node js crash when I tried to publish. Im super proud of the actual visual rot effect and that the state save even if you restart VS Code. If you wanna test it, just drop the decay timer in the setting to like 1 minute, otherwise you’ll be waiting an hour to see it work....
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1792856931.236827
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1792943331.236827
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61742
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prism.exe by @Srikar1705 | Stardance
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Srikar1705
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1
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15.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T05:05:01Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "prism.exe A Custom New Tab website with a 2000s Desktop theme. Designed as minimal and modern version of the Internet Explorer with no eye-catching or distracting elements. Its packed with features such as a Notepad for quick notes, Bookmarks Manager for bookmarking your most-visited websites and also an option to change the background theme of the website. Additionally, it has an InfoBox which gives random information about a tech device from the Y2K era using my API from my last project. It also has minimize and close animations for windows. Features: Advanced Searchbar : The searchbar in the website is capable of differentiating between a query or an URL entered by the user just like the omnibox on Google. Notepad Window : It’s a window which looks just like the Notepad application on WinXP. It can save the user’s note and also shows the character count of the text! Bookmarks : The website has a bookmarks bar under the searchbar which helps the user navigate easily to his most visited wbesites. Also displays the icons of the websites! Bookmarks Manager : This feature allows the user to add or remove upto 6 website bookmarks of his choice Background Themes : This allows the user to switch between 6 preset background themes Info Box : A small box which gives info about a cool tech device from the Y2K using my API, inspired by dialog box from WinXP. Date-Time Window : A simple and silent date-time window at the bottom-right of the website, replicating the icon Windows XP System Tray. My Journey This is my second project shipped for the Stardance Challenge and I really enjoyed developing prism.exe . Though I had multiple exams in the last two weeks, I managed to balance my studies and my project. This website started with a basic searchbar on Devlog 1 and my aim was to add features which are useful to the website, keeping it very minimal and also that it should not have any attention-grabbing or loud colors/elements. I’m very happy that I could achieve this by Devlog 6, making prism.exe very efficient for the users. Do checkout prism.exe here! Don’t forget to minimize a window to view the icons of other features… Thanks, Srikar.", "repo": "https://github.com/SRIKAR-B-S-S/prism.exe", "demo": "https://srikar-b-s-s.github.io/prism.exe/"}]...
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[{"post_id": 73175, "ts": "202 [{"post_id": 73175, "ts": "2026-09-24T15:10:23Z", "hours": 1.9172, "text": "Devlog 6 - Preparing for Ship #1 I’ve added all the main features for my website in my previous devlog and now I have to fill the bottom right space! Looking at Windows XP, I wanted to replicate its system tray as a date-time window in project… After some experimenting with CSS, I added the date-time window with a transparent background, placed it on the bottom right of the website with thin black text! I liked its minimal look as I wanted to design it in a way that it doesn’t grab our attention much. I was switching themes to check if it looks good on all of them… And due to the black text, it was not properly visible on themes having a darker background. So, I added a line of code which makes the colour of the date-time window white when the user selected a dark colored background. And the cool part of this devlog is the “Info Box”, inspired from the dialog box of WinXP, this displays a info about a random tech device from the 2000s era. This uses the API which I made for my previous project, which has a lot of data about tech devices from the Y2K. Additionally, I’ve also added the feature of character counting for the Notepad Window Now that everything’s done, I think this project is ready to be shipped! I hope you guys like the website!"}, {"post_id": 72286, "ts": "2026-09-22T16:18:22Z", "hours": 3.0942, "text": "Devlog 5 - The Background Themes I was casually browsing through the projects made by others for this mission with a thought in mind to add something which others missed. That’s when I got the idea of adding the feature of Background Themes. And of course people do have different interests and likings and I think they’d love the idea of different themes. I started preparing an idea of how it should look and where people can change the settings. I added an icon named “Settings” and by clicking on it, the user could select a theme out of the available ones. I’ve also integrated localStorage which will save the theme selected by the user and loads it the next time he returns to the website. Initially, I’ve planned to add the colours from Frutiger Aero design aesthetic but upon adding them, the website looks too odd and bright, my idea was to select colors which looked minimal and were also seen during the Y2K era. Themes only not change the background color of the website but also the color of the logo text at the top-left, its just small detailing but it gives the website a cleaner look. A quick tip for developers who love designing good UI and pick perfect colors for their projects - Just search “color picker” on Google and a you can find a color picker displayed on your screen! (except that it doesn’t have an option to set transparency) Additionally, I’ve also fixed two bugs from the recent bookmarks feature. Do check how the Mint and DarkUI themes look!"}, {"post_id": 71053, "ts": "2026-09-20T07:48:45Z", "hours": 5.3733, "text": "Devlog 4 - The Bookmarks Manager Heyy, it’s been 5 days since my last devlog and I had an important exam yesterday for which I was studying the whole week.. It took me a lot of time to plan and implement this bookmarks feature which is why, this is my longest time logged for a devlog! After my last devlog, the next feature I wanted to add to my project was a bookmarks section under the searchbar. I started experimenting with some design ideas in mind but later fixed on the desktop-icon styled bookmark icons. I spent a lot of time on adding and modifying designs in CSS but thanks to VS Code’s suggestions for CSS properties it made my work easy! While implementing the bookmarks feature, I first developed a static bookmarks section which had 5 bookmarks pre-coded (I included websites such as Hackclub, Gmail, Github, Hackatime, Youtube), where users cannot add website bookmarks of their choice. Later, I planned for a custom bookmarks section where people can add/remove bookmarks of their choice. I also planned for an application-like interface where people can add or remove websites bookmarks and all of this should be done in a Windows XP theme. There was another challenge which was to display the icon whichever website the user added as a bookmark. After some research, I found this answer on StackOverflow . Attaching the logo to that API grabs the icon of the website, so that we can directly use it as a source for an image tag. I added the icon of WinXP’s Control Panel as the icon for Bookmarks Manager. And I’ve also added a limit where the user can only add upto 6 bookmarks, as a maximum of 6 bookmark cards look perfect under the searchbar. I don’t wish to make this devlog any longer. Thanks for your time! If you ever try out my website, don’t forget to minimize the notepad to view the icon of Bookmarks Manager. Do check the bookmarks section below…"}, {"post_id": 68487, "ts": "2026-09-15T06:40:34Z", "hours": 1.7808, "text": "Devlog 3 - The Optimization I was bored yesterday and I was scrolling through the projects which are completed for the ‘Give Your Website a Pulse’ mission and they are very creative! But there was one problem in almost all of their projects. The problem was that the content which people enter in the searchbar is of two types: Keyword or a query just like how we search on Google. URL or a website link. And the website has only one searchbar which is either redirecting to “google.com/search?q=[content-in-searchbar]” or “https://[content-in-searchbar]” according to what the developer has written in the code. What if the user searched for a query and it redirects him to https://keyword (or) if the user searched for a URL and it redirects him to google.com/search?q=userurl.com . It’s really annoying! To prevent this, the code should be structured to check if the entered content is a URL, if yes - redirect him to that website; if no - redirect him to a google search. After doing some research on how to validate a URL, I got to know about URL Object Validation in Javascript. Thanks to this guide , it helped me implement the URL validation in my website. I’ve also added two lines of code just to ensure that the https:// gets added to the URL, incase the user doesn’t enter it. I’ve added the feature of localStorage which automatically saves the text typed by the user in the notepad window and loads it the next time he returns to the website. There’s no worry of losing the data now! Along with that I’ve added a feature of minimizing or closing the notepad window and you can see a notepad icon at the bottom left of your screen after minimizing it! Checkout the minimize feature ⬇"}, {"post_id": 68026, "ts": "2026-09-14T12:20:02Z", "hours": 1.25, "text": "Devlog 2 - The Notepad Window In my previous devlog, I’ve noticed that a lot of space on my website looks very empty. I couldn’t figure out what to fill that space with, until I thought to add small space in the screen where people could fill it with their to-do lists or ideas! And as my project being ‘2000s Desktop’ themed, I thought that adding a Windows XP-styled Notepad Window would be the best! Though this may look like a small feature to be added, it took me a lot of time to design the Notepad window! Thanks to this website , which replicated exactly how a WinXP OS would be running like. It helped me to exactly replicate that user interface. Wait until my next devlog to see what I’d fill the other half of the screen with! The Notepad Window 👇🏻"}, {"post_id": 67954, "ts": "2026-09-14T08:46:49Z", "hours": 1.5708, "text": "Devlog 1 - The Idea This is my 2nd project on Stardance and I’ve started it yesterday. Just like my previous project, I wanted to design this website in the same 2000s Desktop aesthetic. I’ve started with finding a catchy name, which I thought to go with ‘prism.exe’. The .exe in the naming refers to the Windows Executable File which points out the desktop aesthetic of my website. I’ve also designed a logo for my website on Canva. I’ve started developing the website with an off-white background which was intended to look like the background of File Explorer on Windows XP or the color used in some parts of the Windows 98. I’m still experimenting with various CSS properties but right now I’ve added a basic centered searchbar with a Windows XP styled Search button which shows orange shade when hovered. That’s everything I’ve done yesterday! It was too late in the night, so I couldn’t post a devlog yesterday… This is how the website looks right now ⬇"}]...
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Title: prism.exe by @Srikar1705 | Stardance
Devlo Title: prism.exe by @Srikar1705 | Stardance
Devlogs:
Devlog 1 - The Idea This is my 2nd project on Stardance and I’ve started it yesterday. Just like my previous project, I wanted to design this website in the same 2000s Desktop aesthetic. I’ve started with finding a catchy name, which I thought to go with ‘prism.exe’. The .exe in the naming refers to the Windows Executable File which points out the desktop aesthetic of my website. I’ve also designed a logo for my website on Canva. I’ve started developing the website with an off-white background which was intended to look like the background of File Explorer on Windows XP or the color used in some parts of the Windows 98. I’m still experimenting with various CSS properties but right now I’ve added a basic centered searchbar with a Windows XP styled Search button which shows orange shade when hovered. That’s everything I’ve done yesterday! It was too late in the night, so I couldn’t post a devlog yesterday… This is how the website looks right now ⬇
Devlog 2 - The Notepad Window In my previous devlog, I’ve noticed that a lot of space on my website looks very empty. I couldn’t figure out what to fill that space with, until I thought to add small space in the screen where people could fill it with their to-do lists or ideas! And as my project being ‘2000s Desktop’ themed, I thought that adding a Windows XP-styled Notepad Window would be the best! Though this may look like a small feature to be added, it took me a lot of time to design the Notepad window! Thanks to this website , which replicated exactly how a WinXP OS would be running like. It helped me to exactly replicate that user interface. Wait until my next devlog to see what I’d fill the other half of the screen with! The Notepad Window 👇🏻
Devlog 3 - The Optimization I was bored yesterday and I was scrolling through the projects which are completed for the ‘Give Your Website a Pulse’ mission and they are very creative! But there was one problem in almost all of their projects. The problem was that the content which people enter in the searchbar is of two types: Keyword or a query just like how we search on Google. URL or a website link. And the website has only one searchbar which is either redirecting to “google.com/search?q=[content-in-searchbar]” or “https://[content-in-searchbar]” according to what the developer has written in the code. What if the user searched for a query and it redirects him to https://keyword (or) if the user searched for a URL and it redirects him to google.com/search?q=userurl.com . It’s really annoying! To prevent this, the code should be structured to check if the entered content is a URL, if yes - redirect him to that website; if no - redirect him to a google search. After doing some research on how to validate a URL, I got to know about URL Object Validation in Javascript. Thanks to this guide , it helped me implement the URL validation in my website. I’ve also added two lines of code just to ensure that the https:// gets added to the URL, incase the user doesn’t enter it. I’ve added the feature of localStorage which automatically saves the text typed by the user in the notepad window and loads it the next time he returns to the website. There’s no worry of losing the data now! Along with that I’ve added a feature of minimizing or closing the notepad window and you can see a notepad icon at the bottom left of your screen after minimizing it! Checkout the minimize feature ⬇
Devlog 4 - The Bookmarks Manager Heyy, it’s been 5 days since my last devlog and I had an important exam yesterday for which I was studying the whole week.. It took me a lot of time to plan and implement this bookmarks feature which is why, this is my longest time logged for a devlog! After my last devlog, the next feature I wanted to add to my project was a bookmarks section under the searchbar. I started experimenting with some design ideas in mind but later fixed on the desktop-icon styled bookmark icons. I spent a lot of time on adding and modifying designs in CSS but thanks to VS Code’s suggestions for CSS properties it made my work easy! While implementing the bookmarks feature, I first developed a static bookmarks section which had 5 bookmarks pre-coded (I included websites such as Hackclub, Gmail, Github, Hackatime, Youtube), where users cannot add website bookmarks of their choice. Later, I planned for a custom bookmarks section where people can add/remove bookmarks of their choice. I also planned for an application-like interface where people can add or remove websites bookmarks and all of this should be done in a Windows XP theme. There was another challenge which was to display the icon whichever website the user added as a bookmark. After some research, I found this answer on StackOverflow . Attaching the logo to that API grabs the icon of the website, so that we can directly use it as a source for an image tag. I added the icon of WinXP’s Control Panel as the icon for Bookmarks Manager. And I’ve also added a limit where the user can only add upto 6 bookmarks, as a maximum of 6 bookmark cards look perfect under the searchbar. I don’t wish to make this devlog any longer. Thanks for your time! If you ever try out my website, don’t forget to minimize the notepad to view the icon of Bookmarks Manager. Do check the bookmarks section below…
Devlog 5 - The Background Themes I was casually browsing through the projects made by others for this mission with a thought in mind to add something which others missed. That’s when I got the idea of adding the feature of Background Themes. And of course people do have different interests and likings and I think they’d love the idea of different themes. I started preparing an idea of how it should look and where people can change the settings. I added an icon named “Settings” and by clicking on it, the user could select a theme out of the available ones. I’ve also integrated localStorage which will save the theme selected by the user and loads it the next time he returns to the website. Initially, I’ve planned to add the colours from Frutiger Aero design aesthetic but upon adding them, the website looks too odd and bright, my idea was to select colors which looked minimal and were also seen during the Y2K era. Themes only not change the background color of the website but also the color of the logo text at the top-left, its just small detailing but it gives the website a cleaner look. A quick tip for developers who love designing good UI and pick perfect colors for their projects - Just search “color picker” on Google and a you can find a color picker displayed on your screen! (except that it doesn’t have an option to set transparency) Additionally, I’ve also fixed two bugs from the recent bookmarks feature. Do check how the Mint and DarkUI themes look!
Devlog 6 - Preparing for Ship #1 I’ve added all the main features for my website in my previous devlog and now I have to fill the bottom right space! Looking at Windows XP, I wanted to replicate its system tray as a date-time window in project… After some experimenting with CSS, I added the date-time window with a transparent background, placed it on the bottom right of the website with thin black text! I liked its minimal look as I wanted to design it in a way that it doesn’t grab our attention much. I was switching themes to check if it looks good on all of them… And due to the black text, it was not properly visible on themes having a darker background. So, I added a line of code which makes the colour of the date-time window white when the user selected a dark colored background. And the cool part of this devlog is the “Info Box”, inspired from the dialog box of WinXP, this displays a info about a random tech device from the 2000s era. This uses the API which I made for my previous project, which has a lot of data about tech devices from the Y2K. Additionally, I’ve also added the feature of character counting for the Notepad Window Now that everything’s done, I think this project is ready to be shipped! I hope you guys like the website!
Ships:
prism.exe A Custom New Tab website with a 2000s Desktop theme. Designed as minimal and modern version of the Internet Explorer with no eye-catching or distracting elements. Its packed with features such as a Notepad for quick notes, Bookmarks Manager for bookmarking your most-visited websites and also an option to change the background theme of the website. Additionally, it has an InfoBox which gives random information about a tech device from the Y2K era using my API from my last project. It also has minimize and close animations for windows. Features: Advanced Searchbar : The searchbar in the website is capable of differentiating between a query or an URL entered by the user just like the omnibox on Google. Notepad Window : It’s a window which looks just like the Notepad application on WinXP. It can save the user’s note and also shows the character count of the text! Bookmarks : The website has a bookmarks bar under the searchbar which helps the user navigate easily to his most visited wbesites. Also displays the icons of the websites! Bookmarks Manager : This feature allows the user to add or remove upto 6 website bookmarks of his choice Background Themes : This allows the user to switch between 6 preset background themes Info Box : A small box which gives info about a cool tech device from the Y2K using my API, inspired by dialog box from WinXP. Date-Time Window : A simple and silent date-time window at the bottom-right of the website, replicating the icon Windows XP System Tray. My Journey This is my second project shipped for the Stardance Challenge and I really enjoyed developing prism.exe . Though I had multiple exams in the last two weeks, I managed to balance my studies and my project. This website started with a basic searchbar on Devlog 1 and my aim was to add features which are useful to the website, keeping it very minimal and also that it should not have any attention-grabbing or loud colors/elements. I’m very happy that I could achieve this by Devlog 6, making prism.exe very efficient for the users. Do checkout prism.exe here! Don’t forget to minimize a window to view the icons of other features… Thanks, Srikar....
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1792813875.9848912
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1792900275.9848912
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33896
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UNSW Antweight Battle Bot by @Haiiitsme | Stardanc UNSW Antweight Battle Bot by @Haiiitsme | Stardance...
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Haiiitsme
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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": "2026-09-27T04:59:32Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Competition Day Overview Cat-Aclysm was an amazing bot to fight, and I thoroughly enjoyed the build process, so thank you to everyone for your support, whether you helped me buid it, liked or viewed my devlogs, or just wanted to see some custom RC cars destroy each other. It did not place as well in the competition as I would have liked, but I do have lots of good feedback and stuff to improve. Placement Cat-Aclysm placed 12th out of 18 robots in the plastic ant class, winning 1 battle and losing 3. On the first day, the bot’s weapon unfortunately blew up in every single battle due to a structural issue, which was promptly fixed through lotsa overnight work and no sleep, and then Cataclysm won its first battle on the second day! TIME TO SHIP! The battle bot is finally complete, and I will be shipping the project after this final devlog! Attached below is one of the fights with my bot, as unfortunately the rest of them are too heavy to attach. If you would like them, as well as some much more explosive fights, DM me on slack for the full videos! Enjoy! New Bots Are Coming I will be continuing the hobby of combat robotics, so look out for some of my new robot designs that will be coming soon! A video of my bot fighting is attached on my last video, so if you want to check that out, go to my profile or click on the project! Thank you!", "repo": "https://github.com/CoolMetalClaws/UNSW-Ant-Weight-Battle-Bot", "demo": ""}]...
|
[{"post_id": 74304, "ts": "202 [{"post_id": 74304, "ts": "2026-09-27T04:55:30Z", "hours": 0.3339, "text": "Competition Day Overview Cat-Aclysm was an amazing bot to fight, and I thoroughly enjoyed the build process, so thank you to everyone for your support, whether you helped me buid it, liked or viewed my devlogs, or just wanted to see some custom RC cars destroy each other. It did not place as well in the competition as I would have liked, but I do have lots of good feedback and stuff to improve. Placement Cat-Aclysm placed 12th out of 18 robots in the plastic ant class, winning 1 battle and losing 3. On the first day, the bot’s weapon unfortunately blew up in every single battle due to a structural issue, which was promptly fixed through lotsa overnight work and no sleep, and then Cataclysm won its first battle on the second day! TIME TO SHIP! The battle bot is finally complete, and I will be shipping the project after this final devlog! Attached below is one of the fights with my bot, as unfortunately the rest of them are too heavy to attach. If you would like them, as well as some much more explosive fights, DM me on slack for the full videos! Enjoy! New Bots Are Coming I will be continuing the hobby of combat robotics, so look out for some of my new robot designs that will be coming soon!"}, {"post_id": 69579, "ts": "2026-09-17T10:52:00Z", "hours": 3.7086, "text": "Most likely final Log Thank you! Firstly, before i keep going on about what i did to finalise my bot, i want to thank everyone who followed along for the journey, liked my devlogs, gave me a comment, or took the time to read the nonsnse i type. Thanks for all of the support and im so excited for this bot to fight this weekend! I will upload videos for anyone whos interested! Wheels dont FITT! The wheels that i purchased unfortunately did not fit on the motor, so i had to design my own, with rubber grips. It was a pretty quick process, and i got the sizes perfect first try, and solved that problem pretty quick! Battery doesn’t FITT! Unfortunately for me, i forgot to account for the space the wiring would require, so there wasn’t enough space left for the battery to fit. To accomodate for this, i did a pretty makeshift solution, and slightly raised the section above the battery to allow it to fit! SLIGHT miscalculations I have suprisingly made a mistake when calculating the weight, as the bot is severely underweight, weighing in at 130.98g! This is nothing to worry about, the weight is well below the 150g limit, and provides me with a bit of buffer in case something happens. Soldering I soldered together all the components of the bot at UNSW, and unfortunately did not lapse my lead fume filled hours spent attaching wires to more wires. I suprisingly got the circuit right the first time, and it funtions perfectly! Thank you again! Thanks for reading this log if you made it this far, and hope you will be supporting my bot for this competetion! Ty! An image of the bot is attached below!"}, {"post_id": 64652, "ts": "2026-09-09T06:51:51Z", "hours": 3.9603, "text": "Final Tweaks Maths is over! My maths test is finally done, so now i have some extra time to work on this! Sorry i havent posted a devlog in a while. 4hrs of tweaks Im logging 4hrs of tweaking the design, making tiny changes to make it ready for printing with ABS! Some of the things i changed were; Different type of N20 motor mounts Added weapon motor mounts Made the weapon struts removable and replaceable Added routing for the weapon motor’s wires Added screw holes DECIDED UPON A NAME!!! This bot is officially registered into the competetion in 2 weeks as… drumroll…..Cat Aclysm! This name was chosen since the bot looks kinda like a cat from the top profile. Soldering I began to solder together the parts of the bot, involving very intricate wire splicing because i thought it would be fun to add 2 LEDs instead of the required 1. :/ Thats It! Thats it for this devlog! Thank you for reading if you made it this far!"}, {"post_id": 57220, "ts": "2026-08-29T10:07:17Z", "hours": 2.6781, "text": "Partss! Funding Approved Thank you soo much @RR for approving funding for my project! Sorry I haven’t posted a devlog in a while, I was ordering parts and doing the final tweaks to the design. All the parts have been ordered, and I’m currently waiting for delivery. Lower Chassis I lowered the chassis by making the wheels closer to the floor, and sloped the front armour to restrict my bot from getting picked up from the front or outmanoeuvred. This also allows my bot to scoop up other bots and guide them into my weapon blade. Mouting the BE1806 motor I split the chassis struts into seperate parts so they can be printed flat, which makes them stronger vertically. Then I added mounting holes for M2 screws, which directly screw into the motor. Then a channel was extruded to route the motor wires back through the chassis and to the ESC and the Malenki. Break This project will be taking a back seat for the next week as I wait for parts to deliver and due to upcoming exams! I’ll finish the build pretty soon after though, as the event I’m competing in is on 20th September! Controller I also purchased the controller for the bot, and will need to set it up myself soon! It is a Jumper T16 with replaced ribbons. An annoying thing is that i have to charge the batteries using a specific LiPo charger that I don’t have, so I’ll need to get that. Thank you! Thanks for reading this devlog if u made it this far! Hope you’re as excited for this bot as I am! P.S: I still need a name, so please suggest me some names in the comments below! Thank you!"}, {"post_id": 49476, "ts": "2026-08-18T10:38:35Z", "hours": 0.3056, "text": "Test Rig CAD I quickly CADed up a test rig adaptor for the weapon, to allow me to test the weapon’s centre of gravity and damage using a small 3V motor i had lying around while i wait for the approval of funding so i can buy the brushless motor it was designed for. The 3V motor only reaches around 8000 RPM, which is much lower than the 20,000 RPM the BLDC can provide. Making the Rig I 3D printed the adaptor with some PLA, and assembled the rig with a stable base. I used the motor mount that came with the 3V motor to secure it to a wooden block (and yes, your eyes do not deceive you, it’s a massive domino peice), so it doesn’t move around while testing. An Image of the rig is attached below. Now we wait… I have everything ready to test, now i just need to wait for my funding to be approved so i can purchase the required fillament for the Robot! As soon as i get the fillament and print the part, i will be releasing a devlog showing the testing of the weapon on the rig!!! Thank you for reading this far lol! I hope i get the funding soon so i can begin building!"}, {"post_id": 48621, "ts": "2026-08-17T02:48:19Z", "hours": 0.7328, "text": "Problems have arisen Switch Cover design While I was waiting for the project to get approved for funding, I decided to add a small cover for the screw switch, and generally touch up the design. I countersunk the screw holes for M3 screws I bought (hopefully I can get re-imbursed for these as well) and designed 2 types of covers for the screw switch on the robot that turns it on. The two designs are attached in the image below, so please tell me which one I should keep on the bot! (Spikes or the flat, boring, plain cover) Weight Issues My bot is slightly overweight, around 5 grams over, and I need to drop dead weight, especially from the chassis. I tried hollowing out the front prongs, but this actually increased the weight as it added more walls, meaning a denser design. I then adjusted some slicer settings and thinned the walls of my bot, which got the weight back under the limit. Unfortunately, I would prefer to have some margin as I still need to add hot glue to stick in the motors and the PCB, and my bot is currently 149.8 grams (the limit is 150g). To solve this issue, I plan to make the blade thinner, which does mean it will have a lesser reach. If anyone has better suggestions to drop weight, pls let me know in the comments since I really would prefer to keep a wider blade."}, {"post_id": 45612, "ts": "2026-08-12T06:54:18Z", "hours": 0.4417, "text": "Just a lil extra thing i was working on that i wanted to share! Below is the image for my robot team’s (just me so far) logo; Robo Sapiens! Lol I found this so amusing I had to make a devlog about it! P.s if anyone has name suggestions for my bot, pls tell me down in the comments, i currently have no idea what in going to name it"}, {"post_id": 45048, "ts": "2026-08-11T09:18:26Z", "hours": 0.4786, "text": "Chosen Design After careful consideration, I chose the aggressive vertical front spinner as my final design. I have moderate to extensive experience in Onshape, so i used that to begin designing. Before beginning to design, i found STEP files for N20 motors and used the dimensions from my planning stage to place in the electronic components. Then i began with a roughly shaped sketch of the design, which i extruded to the desired length. Then I shelled it out with a 2mm wall to allow space for the electronics. Weapon design My weapon blade design is based off James KIrby’s D.E.S blade. The weapon support struts are extremely thick as many bots have lost their weapons due to broken struts. The weapon uses a BE1806 motor and a 20Ah ESC to drive it. The weapon unfortunately was not big enough to house the motor, so adjustments had to be made to allow a larger weapon. Feedback and Re-iteration An extremely helpful individual from the university provided me extensive feedback upon the design, which significantly improved my design and allowed my robot to remain under the weight category. Thank you! Specific Design modifications through feedback; Changed Malenki nano orientation to vertical just behind weapon Allowed the wheels to protrude slighly from the back so the bot doesnt get stuck on its back Smaller chassis for lesser weight (Removed unecessary space) Added Mounts for screw switch and LED If you made it this far, thank you for reading! If you have any suggestions for my bot, I’m always willing to improve, so please tell me in the comments below. Thanks! Final Design is attached below along with a wiring diagram (It should be unless theres something else to fix) P.s there’s a cover on the bot, i just dont have it visible in the renders"}, {"post_id": 44479, "ts": "2026-08-10T08:21:47Z", "hours": 13.5217, "text": "Sketching Robot Designs and Parts with Dimensions Inspiration I’ve always been intrigued by battle robots, and when I discovered that there is a competition near by that hosts mini battle bots, I was immediately drawn to it. I did lots of research into it and discovered there were many categories and classes. I decided to make a bot for the Antweight plastic class category, and one that would easily be upgraded to the open class category. An example battle bot is shown below (not mine). Overview The Antweight Battle Bot competition is a miniature combat robotics event where custom-built remote-controlled machines face off in a bulletproof, enclosed arena. This weight class serves as the ultimate entry point for engineering hobbyists due to its low cost, minimal space requirements, and strict design constraints. Weapon and drive motor sketches with dimensions I first sketched out the motors and electronic components used for the battle bot at a 1:1 scale with dimensions, to give me a better sense of the sizing of the parts and to start thinking of the arrangements. Bot concept sketches After planning a base robot in my mind, I finalised 3 main robot designs I liked. I sketched these 3 out and asked for input from a few people who have experience in this field, including Angus from makers muse (the YouTuber). I decided upon the vertical spinner design with aggressive front forks. My 3 bot sketches are attached below. Version 1: Viper Version 2: (Unamed) Version 3: Skull Krusher"}]...
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Title: UNSW Antweight Battle Bot by @Haiiitsme | S Title: UNSW Antweight Battle Bot by @Haiiitsme | Stardance
Devlogs:
Sketching Robot Designs and Parts with Dimensions Inspiration I’ve always been intrigued by battle robots, and when I discovered that there is a competition near by that hosts mini battle bots, I was immediately drawn to it. I did lots of research into it and discovered there were many categories and classes. I decided to make a bot for the Antweight plastic class category, and one that would easily be upgraded to the open class category. An example battle bot is shown below (not mine). Overview The Antweight Battle Bot competition is a miniature combat robotics event where custom-built remote-controlled machines face off in a bulletproof, enclosed arena. This weight class serves as the ultimate entry point for engineering hobbyists due to its low cost, minimal space requirements, and strict design constraints. Weapon and drive motor sketches with dimensions I first sketched out the motors and electronic components used for the battle bot at a 1:1 scale with dimensions, to give me a better sense of the sizing of the parts and to start thinking of the arrangements. Bot concept sketches After planning a base robot in my mind, I finalised 3 main robot designs I liked. I sketched these 3 out and asked for input from a few people who have experience in this field, including Angus from makers muse (the YouTuber). I decided upon the vertical spinner design with aggressive front forks. My 3 bot sketches are attached below. Version 1: Viper Version 2: (Unamed) Version 3: Skull Krusher
Chosen Design After careful consideration, I chose the aggressive vertical front spinner as my final design. I have moderate to extensive experience in Onshape, so i used that to begin designing. Before beginning to design, i found STEP files for N20 motors and used the dimensions from my planning stage to place in the electronic components. Then i began with a roughly shaped sketch of the design, which i extruded to the desired length. Then I shelled it out with a 2mm wall to allow space for the electronics. Weapon design My weapon blade design is based off James KIrby’s D.E.S blade. The weapon support struts are extremely thick as many bots have lost their weapons due to broken struts. The weapon uses a BE1806 motor and a 20Ah ESC to drive it. The weapon unfortunately was not big enough to house the motor, so adjustments had to be made to allow a larger weapon. Feedback and Re-iteration An extremely helpful individual from the university provided me extensive feedback upon the design, which significantly improved my design and allowed my robot to remain under the weight category. Thank you! Specific Design modifications through feedback; Changed Malenki nano orientation to vertical just behind weapon Allowed the wheels to protrude slighly from the back so the bot doesnt get stuck on its back Smaller chassis for lesser weight (Removed unecessary space) Added Mounts for screw switch and LED If you made it this far, thank you for reading! If you have any suggestions for my bot, I’m always willing to improve, so please tell me in the comments below. Thanks! Final Design is attached below along with a wiring diagram (It should be unless theres something else to fix) P.s there’s a cover on the bot, i just dont have it visible in the renders
Just a lil extra thing i was working on that i wanted to share! Below is the image for my robot team’s (just me so far) logo; Robo Sapiens! Lol I found this so amusing I had to make a devlog about it! P.s if anyone has name suggestions for my bot, pls tell me down in the comments, i currently have no idea what in going to name it
Problems have arisen Switch Cover design While I was waiting for the project to get approved for funding, I decided to add a small cover for the screw switch, and generally touch up the design. I countersunk the screw holes for M3 screws I bought (hopefully I can get re-imbursed for these as well) and designed 2 types of covers for the screw switch on the robot that turns it on. The two designs are attached in the image below, so please tell me which one I should keep on the bot! (Spikes or the flat, boring, plain cover) Weight Issues My bot is slightly overweight, around 5 grams over, and I need to drop dead weight, especially from the chassis. I tried hollowing out the front prongs, but this actually increased the weight as it added more walls, meaning a denser design. I then adjusted some slicer settings and thinned the walls of my bot, which got the weight back under the limit. Unfortunately, I would prefer to have some margin as I still need to add hot glue to stick in the motors and the PCB, and my bot is currently 149.8 grams (the limit is 150g). To solve this issue, I plan to make the blade thinner, which does mean it will have a lesser reach. If anyone has better suggestions to drop weight, pls let me know in the comments since I really would prefer to keep a wider blade.
Test Rig CAD I quickly CADed up a test rig adaptor for the weapon, to allow me to test the weapon’s centre of gravity and damage using a small 3V motor i had lying around while i wait for the approval of funding so i can buy the brushless motor it was designed for. The 3V motor only reaches around 8000 RPM, which is much lower than the 20,000 RPM the BLDC can provide. Making the Rig I 3D printed the adaptor with some PLA, and assembled the rig with a stable base. I used the motor mount that came with the 3V motor to secure it to a wooden block (and yes, your eyes do not deceive you, it’s a massive domino peice), so it doesn’t move around while testing. An Image of the rig is attached below. Now we wait… I have everything ready to test, now i just need to wait for my funding to be approved so i can purchase the required fillament for the Robot! As soon as i get the fillament and print the part, i will be releasing a devlog showing the testing of the weapon on the rig!!! Thank you for reading this far lol! I hope i get the funding soon so i can begin building!
Partss! Funding Approved Thank you soo much @RR for approving funding for my project! Sorry I haven’t posted a devlog in a while, I was ordering parts and doing the final tweaks to the design. All the parts have been ordered, and I’m currently waiting for delivery. Lower Chassis I lowered the chassis by making the wheels closer to the floor, and sloped the front armour to restrict my bot from getting picked up from the front or outmanoeuvred. This also allows my bot to scoop up other bots and guide them into my weapon blade. Mouting the BE1806 motor I split the chassis struts into seperate parts so they can be printed flat, which makes them stronger vertically. Then I added mounting holes for M2 screws, which directly screw into the motor. Then a channel was extruded to route the motor wires back through the chassis and to the ESC and the Malenki. Break This project will be taking a back seat for the next week as I wait for parts to deliver and due to upcoming exams! I’ll finish the build pretty soon after though, as the event I’m competing in is on 20th September! Controller I also purchased the controller for the bot, and will need to set it up myself soon! It is a Jumper T16 with replaced ribbons. An annoying thing is that i have to charge the batteries using a specific LiPo charger that I don’t have, so I’ll need to get that. Thank you! Thanks for reading this devlog if u made it this far! Hope you’re as excited for this bot as I am! P.S: I still need a name, so please suggest me some names in the comments below! Thank you!
Final Tweaks Maths is over! My maths test is finally done, so now i have some extra time to work on this! Sorry i havent posted a devlog in a while. 4hrs of tweaks Im logging 4hrs of tweaking the design, making tiny changes to make it ready for printing with ABS! Some of the things i changed were; Different type of N20 motor mounts Added weapon motor mounts Made the weapon struts removable and replaceable Added routing for the weapon motor’s wires Added screw holes DECIDED UPON A NAME!!! This bot is officially registered into the competetion in 2 weeks as… drumroll…..Cat Aclysm! This name was chosen since the bot looks kinda like a cat from the top profile. Soldering I began to solder together the parts of the bot, involving very intricate wire splicing because i thought it would be fun to add 2 LEDs instead of the required 1. :/ Thats It! Thats it for this devlog! Thank you for reading if you made it this far!
Most likely final Log Thank you! Firstly, before i keep going on about what i did to finalise my bot, i want to thank everyone who followed along for the journey, liked my devlogs, gave me a comment, or took the time to read the nonsnse i type. Thanks for all of the support and im so excited for this bot to fight this weekend! I will upload videos for anyone whos interested! Wheels dont FITT! The wheels that i purchased unfortunately did not fit on the motor, so i had to design my own, with rubber grips. It was a pretty quick process, and i got the sizes perfect first try, and solved that problem pretty quick! Battery doesn’t FITT! Unfortunately for me, i forgot to account for the space the wiring would require, so there wasn’t enough space left for the battery to fit. To accomodate for this, i did a pretty makeshift solution, and slightly raised the section above the battery to allow it to fit! SLIGHT miscalculations I have suprisingly made a mistake when calculating the weight, as the bot is severely underweight, weighing in at 130.98g! This is nothing to worry about, the weight is well below the 150g limit, and provides me with a bit of buffer in case something happens. Soldering I soldered together all the components of the bot at UNSW, and unfortunately did not lapse my lead fume filled hours spent attaching wires to more wires. I suprisingly got the circuit right the first time, and it funtions perfectly! Thank you again! Thanks for reading this log if you made it this far, and hope you will be supporting my bot for this competetion! Ty! An image of the bot is attached below!
Competition Day Overview Cat-Aclysm was an amazing bot to fight, and I thoroughly enjoyed the build process, so thank you to everyone for your support, whether you helped me buid it, liked or viewed my devlogs, or just wanted to see some custom RC cars destroy each other. It did not place as well in the competition as I would have liked, but I do have lots of good feedback and stuff to improve. Placement Cat-Aclysm placed 12th out of 18 robots in the plastic ant class, winning 1 battle and losing 3. On the first day, the bot’s weapon unfortunately blew up in every single battle due to a structural issue, which was promptly fixed through lotsa overnight work and no sleep, and then Cataclysm won its first battle on the second day! TIME TO SHIP! The battle bot is finally complete, and I will be shipping the project after this final devlog! Attached below is one of the fights with my bot, as unfortunately the rest of them are too heavy to attach. If you would like them, as well as some much more explosive fights, DM me on slack for the full videos! Enjoy! New Bots Are Coming I will be continuing the hobby of combat robotics, so look out for some of my new robot designs that will be coming soon!
Ships:
Competition Day Overview Cat-Aclysm was an amazing bot to fight, and I thoroughly enjoyed the build process, so thank you to everyone for your support, whether you helped me buid it, liked or viewed my devlogs, or just wanted to see some custom RC cars destroy each other. It did not place as well in the competition as I would have liked, but I do have lots of good feedback and stuff to improve. Placement Cat-Aclysm placed 12th out of 18 robots in the plastic ant class, winning 1 battle and losing 3. On the first day, the bot’s weapon unfortunately blew up in every single battle due to a structural issue, which was promptly fixed through lotsa overnight work and no sleep, and then Cataclysm won its first battle on the second day! TIME TO SHIP! The battle bot is finally complete, and I will be shipping the project after this final devlog! Attached below is one of the fights with my bot, as unfortunately the rest of them are too heavy to attach. If you would like them, as well as some much more explosive fights, DM me on slack for the full videos! Enjoy! New Bots Are Coming I will be continuing the hobby of combat robotics, so look out for some of my new robot designs that will be coming soon! A video of my bot fighting is attached on my last video, so if you want to check that out, go to my profile or click on the project! Thank you!...
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1792857023.794932
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1792943423.794932
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66163
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Perfect Day Website by @Imobes | Stardance
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Imobes
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1
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0.34
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T04:52:53Z", "hours": 0.0, "multiplier": 1.0, "payout": 0, "blessing": "neutral", "text": "I made a website showing my perfect indoors day by creating a mug brownie recipe! It was challenging customizing my website by adding cool Google fonts because it was my first time coding.", "repo": "https://github.com/aroushkhan13/Perfect-Day", "demo": "https://aroushkhan13.github.io/Perfect-Day/"}]...
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[{"post_id": 75798, "ts": "202 [{"post_id": 75798, "ts": "2026-10-01T05:27:46Z", "hours": 0.3433, "text": "I worked on adding more images to my site and a few more links and tried to get a good background color but that is all."}, {"post_id": 74301, "ts": "2026-09-27T04:44:11Z", "hours": 0.3444, "text": "A website depicting my perfect day! I built this at my local Sunbeam in around 6 hours. It was my first time coding! The website shows a quick mug brownie recipe as well as some tips."}]...
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Title: Perfect Day Website by @Imobes | Stardance
Title: Perfect Day Website by @Imobes | Stardance
Devlogs:
A website depicting my perfect day! I built this at my local Sunbeam in around 6 hours. It was my first time coding! The website shows a quick mug brownie recipe as well as some tips.
I worked on adding more images to my site and a few more links and tried to get a good background color but that is all.
Ships:
I made a website showing my perfect indoors day by creating a mug brownie recipe! It was challenging customizing my website by adding cool Google fonts because it was my first time coding....
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1792817314.4204385
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1792903714.4204385
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28931
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ploot by @yay | Stardance
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yay
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1
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21.0
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257
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T04:44:39Z", "hours": 21.0, "multiplier": 12.18, "payout": 257, "blessing": "neutral", "text": "this is ploot, an ai powered planner that helps you allocate time to your tasks. you drag your availability on the calendar, write down your tasks in the rich text editor, then it gives you an editable calendar that you can export to a real calendar app(.ics format)! this was my first time making an app like this, so i used a bit of ai in the debugging process, especially for small things that i didn’t notice. there were a lot of challenges, but some of the especially annoying ones were the models returning errors, having signup errors, and timezone mismatches. what i really like about this is that its actually usable in my daily life :D its not something i make and then leave to rot, and is really useful for my indecisiveness. things to note beforehand: its passwordless and uses magic link login, is very slow in loading events(so pls be patient), and the generated schedules are not saved into a database or anything so once you refresh the page they’re gone. also (this probably wont happen) but you might get ratelimited", "repo": "https://github.com/nxzeh727/ploot", "demo": "https://ploot1.vercel.app"}]...
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[{"post_id": 74296, "ts": "202 [{"post_id": 74296, "ts": "2026-09-27T04:18:39Z", "hours": 4.8806, "text": "ploot devlog #3 :D i added a modifications section so that you can modify your schedule to how you would want it to be. i also changed the ai models so that it would be better and cleaned up remaining bugs. its almost ready to ship! :D"}, {"post_id": 62279, "ts": "2026-09-05T15:58:02Z", "hours": 6.3167, "text": "devlog #2 :D i fixed the ui :D and also got rid of a bunch of bugs related to scheduling and signup/login i also added a dashboard but theres nothing in it so far there are still some problems though, since the ai doesn’t generate schedules half the time. after this, i mostly plan on adding a modification part for the schedule, a place to save the calendar and check it, and some stuff in the dashboard. :D I’m also planning on upgrading the text place into a proper todo-list thanks for reading :D"}, {"post_id": 42754, "ts": "2026-08-07T17:03:52Z", "hours": 9.8656, "text": "ploot devlog #1: so far, I’ve added a lot of things: the basic funciton(a calendar where you select the times available, a somewhat formatted editor where you can put what you need to do for that day, and an AI schedule generated from these pieces of information). i also created authentication(using maigc link only). initially, i stored the events and resulting schedule in a json, but i changed the inputs and put them into a database, and then converted the resulting schedule into .ics format so you can download it. as of right now, its a bit ugly, but that will be fixed in the future!"}]...
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Title: ploot by @yay | Stardance
Devlogs:
ploot d Title: ploot by @yay | Stardance
Devlogs:
ploot devlog #1: so far, I’ve added a lot of things: the basic funciton(a calendar where you select the times available, a somewhat formatted editor where you can put what you need to do for that day, and an AI schedule generated from these pieces of information). i also created authentication(using maigc link only). initially, i stored the events and resulting schedule in a json, but i changed the inputs and put them into a database, and then converted the resulting schedule into .ics format so you can download it. as of right now, its a bit ugly, but that will be fixed in the future!
devlog #2 :D i fixed the ui :D and also got rid of a bunch of bugs related to scheduling and signup/login i also added a dashboard but theres nothing in it so far there are still some problems though, since the ai doesn’t generate schedules half the time. after this, i mostly plan on adding a modification part for the schedule, a place to save the calendar and check it, and some stuff in the dashboard. :D I’m also planning on upgrading the text place into a proper todo-list thanks for reading :D
ploot devlog #3 :D i added a modifications section so that you can modify your schedule to how you would want it to be. i also changed the ai models so that it would be better and cleaned up remaining bugs. its almost ready to ship! :D
Ships:
this is ploot, an ai powered planner that helps you allocate time to your tasks. you drag your availability on the calendar, write down your tasks in the rich text editor, then it gives you an editable calendar that you can export to a real calendar app(.ics format)! this was my first time making an app like this, so i used a bit of ai in the debugging process, especially for small things that i didn’t notice. there were a lot of challenges, but some of the especially annoying ones were the models returning errors, having signup errors, and timezone mismatches. what i really like about this is that its actually usable in my daily life :D its not something i make and then leave to rot, and is really useful for my indecisiveness. things to note beforehand: its passwordless and uses magic link login, is very slow in loading events(so pls be patient), and the generated schedules are not saved into a database or anything so once you refresh the page they’re gone. also (this probably wont happen) but you might get ratelimited...
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1792853600.598867
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1792940000.598867
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32480
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Pac-Man by @raslanyossif | Stardance
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raslanyossif
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1
|
95.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T04:21:15Z", "hours": 95.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Pac-man but with power ups and more ghosts as you proceed to level up. challenging part was making the maze I struggled a lot. I’m proud that I was able to complete such a project. When you get one of the power ups which is Shield your Pac-man becomes blue, so the ghosts can’t eat you and you can’t eat them. It isn’t a bug I made it that way.", "repo": "https://github.com/Yossifraslan/Pac-Man", "demo": "https://yossifraslan.github.io/Pac-Man/"}]...
|
[{"post_id": 74295, "ts": "202 [{"post_id": 74295, "ts": "2026-09-27T04:15:28Z", "hours": 9.2853, "text": "It’s DEVLOG TIME:» Just pushed a much-needed update to the project! First up, I finally tracked down and killed a frustrating maze error in Level 10 that was completely breaking the game right near the finish line—so the final levels are officially working and playable now. While I was at it, I also took the time to write a proper README. It covers everything from setup instructions to gameplay mechanics, making the codebase a lot more welcoming and less of a black box for anyone who wants to test it out or contribute. Next up is getting some feedback and seeing how quickly people can break it! Also, when you are shielded for the power up, you can’t eat the ghosts."}, {"post_id": 49457, "ts": "2026-08-18T09:45:17Z", "hours": 9.5264, "text": "IT’S DEVLOG TIMEE :»> It’s been a tough few days trying to figure out how to fix the MAZE, but I finally figured out how to do it through A* pathfinding. Fixed all the maps. Which took me so longggg. Also, Fixed speed inconsistency bugs and collision detection to eliminate Pac-Man getting stuck at maze tiles - movement now uses tile-based physics that checks every frame with no edge-case stalls, plus input buffering lets players queue moves ahead for responsive controls. Implemented proper ghost freeze behavior where frozen ghosts stop completely for 5 seconds, stay visible, and remain killable while frozen. Made the Extra Life now work on the screen when you get an Extra life it will update in the UI top middle and see a new Pac-man face get added. On the side of the Maps you can see there is no wall blocking, because now I made it a teleport to the other side."}, {"post_id": 46650, "ts": "2026-08-14T01:56:32Z", "hours": 9.1808, "text": "Fixed all six power-up behaviours this session. Speed boost and double points were already working. The main rework was on shield, freeze, and slow. Shield now stays active until a ghost physically touches the player, when that happens, the ghost turns scared/blue instead of the player dying, and the shield remains active for future hits on a 15-second timer. Freeze keeps ghosts in their normal colour but completely stops their movement for 3 seconds - they’re still killable while frozen. Slow keeps ghosts at their normal appearance but skips movement every other frame, effectively halving their speed for 5 seconds. Also implemented proper ghost spawn behavior. Ghosts now spawn at the center of the maze (on or near the ghost house tiles) and release one by one first ghost after 2 seconds, then one every 3 seconds. While waiting to release they bob up and down inside the house. After death, the release sequence resets so ghosts trickle out again rather than all rushing at once. Pac-Man now spawns at a random open tile at least a third of the maze width away from the centre, so every life and every game starts from a different position. Maze connectivity fix was attempted this session but not completed - some maps still have corridors that can trap the player. Carrying this into the next session"}, {"post_id": 43330, "ts": "2026-08-08T15:07:17Z", "hours": 9.7428, "text": "I fixed up my previous issues with lives resetting to 3 for each level completed as well as start Game taking you back to level 1 rather than starting at the highest level you’ve unlocked. The ghost speed has been halved (from 2px to 1px/frame) which makes everything seem much more balanced with me running around at 60fps! I’ve added a proper pause menu overlay along with options to toggle Music & SFX - I had previously run into an issue where if you paused the game then played again the menu music would keep playing. To fix this I’m keeping track of all active WebAudio Oscillators and automatically stop them whenever we begin gameplay. We’ve added some really nice little touches too! For example, when you die Pac-Man will close his mouth, spin twice and slowly shrink away over 80 frames before disappearing completely. You’ll also get a sweet animation when you spawn growing up from 0 to full size over 40 frames. We originally couldn’t get the death animation working because we’d set our global variable gameActive = false during dying which turned off the entire update loop so I’ve updated Pac-Man’s update method to continue updating even when he’s dying / spawning. Finally, I made sure to make Pac-Man disappear once he dies to ensure no weird visuals happen after respawning. We added a yellow flash on finishing a level. Floating score popups show up every time you eat a ghost. Now there’s an animated HUD that shows your current score. Previously, canvas animations were off due to transform translation applied twice (once during animation and once more when drawing). Now we translate to our sprite’s center before applying any additional transformation."}, {"post_id": 40526, "ts": "2026-08-04T03:32:16Z", "hours": 9.2125, "text": "DEVLOG TIME:> During this session, I incorporated complete mobile compatibility. The directional pad appears automatically on touch devices through (pointer:coarse) through CSS thus eliminating the need for any device detection as it will be shown as soon as the browser detects a device with touch input. Each button utilizes touchstart instead of click , so there is no 300ms tap delay that would make the controls slow or laggy. I also introduced swipe detection on the canvas as a substitute for the directional pad. The minimum distance for swipe detection is 30px, filtering unintended touches and also utilizing the main axis (horizontal or vertical) in order to identify the direction even in case of diagonal swipes. I added responsive CSS for screens smaller than 480px thus allowing the fonts, buttons, and HUD to resize, so no overflowing occurs on small screens. I verified this by checking the local network IP through my mobile, as both devices were connected to the same Wi-Fi network. The InputManager is now capable of working with three types of input in one place - keyboard, touch directional pad, and swipe, all of them leading to a single nextDirection property, which is accessed by the main game loop."}, {"post_id": 39312, "ts": "2026-08-02T06:34:55Z", "hours": 9.3164, "text": "Added an audio system using the WebAudio API. No external sound files everything is generated programmatically using oscillators and gain nodes. Each game event has its sound: a short square wave blip for eating dots a sawtooth drop for eating pellets, a triangle tone for eating ghosts a descending three-note jingle for death and a rising three-note fanfare for level complete. The main menu has a looping chiptune melody. 25 Notes scheduled ahead of time using ctx.currentTime, which avoids timing drift that would happen with repeated setTimeout calls. It loops by scheduling the playthrough when the current one ends. The trickiest part was the browser autoplay policy. Browsers block AudioContext from making sound until the user interacts with the page. The fix was checking ctx.state === suspended on the click and calling ctx.resume() before trying to play anything. Finished power-up effects. Freeze and slow work via frame timers (_frozenTimer _slowTimer) set directly on each monster. The monster update method checks these at the top before doing anything effectively pausing or slowing it without touching core movement logic. Known issue: menu music doesn’t stop immediately when the game starts. There’s a 1-2 overlap before it cuts out. Will fix session along with, in-game sound effects not always triggering. Investigating AudioContext state management across the menu-> game transition."}, {"post_id": 33922, "ts": "2026-07-24T07:11:48Z", "hours": 9.5589, "text": "DEVLOG TIME!!! Added ghosts to the game this session. The ghost AI has 4 behavior types - chaser, ambusher, predictor, and patroller, targeting player based on various positions. Also added A* path finding to have the ghosts go around walls instead of choosing adjacent tiles that are closer to them. Majority of time in this session was spent debugging the movement. It turned out to be a floating-point problem where, when the ghost speed is not divisible by the tile size (20 px), the pixelX % tileSize is never equal to 0 and therefore the alignment function is never called resulting in the ghost moving for 2 px per frame. Fixed this by making the ghost speed fixed at an integer value (2) that is divisible by 20. Eating the power pellet causes the ghost to go into the frighten state which makes the ghost turn blue and move randomly. The player receives 200 points and the respawn timer starts when a ghost in the frighten state is eaten."}, {"post_id": 31207, "ts": "2026-07-19T12:53:56Z", "hours": 9.6542, "text": "WHAT’s NEW:> Devlog Time!!! Got Pac-Man actually moving through the maze this session. Built the Player class with grid-based movement - Pac-Man only changes direction when pixel position is exactly aligned to a tile, which prevents clipping through walls. Added direction queuing so if you press a turn slightly early it still registers when the next tile is reached, making controls feel responsive instead of stiff. Also split out InputManager , CollisionSystem , and UIManager into their own modules. Dot collection works - eating a dot removes it from the array, updates the grid, and increments score. Level completes when all dots and pellets are cleared, with a 500 x level bonus. One thing worth noting from Devlog 2 - the maze connectivity issue. After designing all 10 maze layouts, levels 3-10 had isolated sections where dots were completely unreachable. Wrote a flood-fill validator that BFS traverses from the first dot and counts how many dots are reachable. Then wrote an auto-fixer that finds disconnected sections and carves the shortest Manhattan path between them. All 10 levels now pass with 100% dots reachable."}, {"post_id": 29256, "ts": "2026-07-16T01:45:12Z", "hours": 9.4397, "text": "DEVLOG TIME:> !! I have improved the maze system used in my game, Pac-Man. Originally, I thought of not only using one maze and having a full leveling system. In this, I calculated and created 10 mazes with different sizes, difficulties, and complexity levels. In addition, I modified the class MazeManager in such a way that our game automatically changes levels without requiring a manual change of the mazes. In testing new mazes, I introduced a checking mechanism so that we will know whether our mazes have any unreachable dots. For some reason, it turned out that some parts of the maze were blocked. Maze validation: 195/218 dots reachable Blocked sections were identified. Some of the dots can’t be accessed. Interestingly, the maze looked perfectly okay visually, but the navigation test indicated that some of the areas of my maze were not accessible. At the moment, I plan on fixing the blocked paths and test out each level. I might also change some things later once the game is fully playable and I can properly test the difficulty, such as: maze layouts ghost difficulty level progression number of ghosts/speed scaling Right now the goal is getting the core gameplay working first, then balancing everything afterwards."}, {"post_id": 26506, "ts": "2026-07-11T10:41:25Z", "hours": 9.9617, "text": "I’ve been really busy but here is the first DEVLOG for Pac-man:> I’m planning on doing unique things in this Pac-man it won’t be a normal Pac-man. What I did: Built all 5 screens for the game - main menu, level select, how to play, game screen and game over. No gameplay yet, just the full UI shell. Screen switching works by toggling a single. active class, all screens live in the DOM simultaneously. Biggest challenge was the SVG ghosts. Drew them in pure SVG using and so the shape is defined once and reused everywhere with different colors via a CSS variable –gc. Also styled elements in the How to Play screen to look like actual keyboard keys. Ghost bobbing animation on the menu uses staggered animation-delay so they move in a wave instead of all at once."}]...
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Title: Pac-Man by @raslanyossif | Stardance
Devlo Title: Pac-Man by @raslanyossif | Stardance
Devlogs:
I’ve been really busy but here is the first DEVLOG for Pac-man:> I’m planning on doing unique things in this Pac-man it won’t be a normal Pac-man. What I did: Built all 5 screens for the game - main menu, level select, how to play, game screen and game over. No gameplay yet, just the full UI shell. Screen switching works by toggling a single. active class, all screens live in the DOM simultaneously. Biggest challenge was the SVG ghosts. Drew them in pure SVG using and so the shape is defined once and reused everywhere with different colors via a CSS variable –gc. Also styled elements in the How to Play screen to look like actual keyboard keys. Ghost bobbing animation on the menu uses staggered animation-delay so they move in a wave instead of all at once.
DEVLOG TIME:> !! I have improved the maze system used in my game, Pac-Man. Originally, I thought of not only using one maze and having a full leveling system. In this, I calculated and created 10 mazes with different sizes, difficulties, and complexity levels. In addition, I modified the class MazeManager in such a way that our game automatically changes levels without requiring a manual change of the mazes. In testing new mazes, I introduced a checking mechanism so that we will know whether our mazes have any unreachable dots. For some reason, it turned out that some parts of the maze were blocked. Maze validation: 195/218 dots reachable Blocked sections were identified. Some of the dots can’t be accessed. Interestingly, the maze looked perfectly okay visually, but the navigation test indicated that some of the areas of my maze were not accessible. At the moment, I plan on fixing the blocked paths and test out each level. I might also change some things later once the game is fully playable and I can properly test the difficulty, such as: maze layouts ghost difficulty level progression number of ghosts/speed scaling Right now the goal is getting the core gameplay working first, then balancing everything afterwards.
WHAT’s NEW:> Devlog Time!!! Got Pac-Man actually moving through the maze this session. Built the Player class with grid-based movement - Pac-Man only changes direction when pixel position is exactly aligned to a tile, which prevents clipping through walls. Added direction queuing so if you press a turn slightly early it still registers when the next tile is reached, making controls feel responsive instead of stiff. Also split out InputManager , CollisionSystem , and UIManager into their own modules. Dot collection works - eating a dot removes it from the array, updates the grid, and increments score. Level completes when all dots and pellets are cleared, with a 500 x level bonus. One thing worth noting from Devlog 2 - the maze connectivity issue. After designing all 10 maze layouts, levels 3-10 had isolated sections where dots were completely unreachable. Wrote a flood-fill validator that BFS traverses from the first dot and counts how many dots are reachable. Then wrote an auto-fixer that finds disconnected sections and carves the shortest Manhattan path between them. All 10 levels now pass with 100% dots reachable.
DEVLOG TIME!!! Added ghosts to the game this session. The ghost AI has 4 behavior types - chaser, ambusher, predictor, and patroller, targeting player based on various positions. Also added A* path finding to have the ghosts go around walls instead of choosing adjacent tiles that are closer to them. Majority of time in this session was spent debugging the movement. It turned out to be a floating-point problem where, when the ghost speed is not divisible by the tile size (20 px), the pixelX % tileSize is never equal to 0 and therefore the alignment function is never called resulting in the ghost moving for 2 px per frame. Fixed this by making the ghost speed fixed at an integer value (2) that is divisible by 20. Eating the power pellet causes the ghost to go into the frighten state which makes the ghost turn blue and move randomly. The player receives 200 points and the respawn timer starts when a ghost in the frighten state is eaten.
Added an audio system using the WebAudio API. No external sound files everything is generated programmatically using oscillators and gain nodes. Each game event has its sound: a short square wave blip for eating dots a sawtooth drop for eating pellets, a triangle tone for eating ghosts a descending three-note jingle for death and a rising three-note fanfare for level complete. The main menu has a looping chiptune melody. 25 Notes scheduled ahead of time using ctx.currentTime, which avoids timing drift that would happen with repeated setTimeout calls. It loops by scheduling the playthrough when the current one ends. The trickiest part was the browser autoplay policy. Browsers block AudioContext from making sound until the user interacts with the page. The fix was checking ctx.state === suspended on the click and calling ctx.resume() before trying to play anything. Finished power-up effects. Freeze and slow work via frame timers (_frozenTimer _slowTimer) set directly on each monster. The monster update method checks these at the top before doing anything effectively pausing or slowing it without touching core movement logic. Known issue: menu music doesn’t stop immediately when the game starts. There’s a 1-2 overlap before it cuts out. Will fix session along with, in-game sound effects not always triggering. Investigating AudioContext state management across the menu-> game transition.
DEVLOG TIME:> During this session, I incorporated complete mobile compatibility. The directional pad appears automatically on touch devices through (pointer:coarse) through CSS thus eliminating the need for any device detection as it will be shown as soon as the browser detects a device with touch input. Each button utilizes touchstart instead of click , so there is no 300ms tap delay that would make the controls slow or laggy. I also introduced swipe detection on the canvas as a substitute for the directional pad. The minimum distance for swipe detection is 30px, filtering unintended touches and also utilizing the main axis (horizontal or vertical) in order to identify the direction even in case of diagonal swipes. I added responsive CSS for screens smaller than 480px thus allowing the fonts, buttons, and HUD to resize, so no overflowing occurs on small screens. I verified this by checking the local network IP through my mobile, as both devices were connected to the same Wi-Fi network. The InputManager is now capable of working with three types of input in one place - keyboard, touch directional pad, and swipe, all of them leading to a single nextDirection property, which is accessed by the main game loop.
I fixed up my previous issues with lives resetting to 3 for each level completed as well as start Game taking you back to level 1 rather than starting at the highest level you’ve unlocked. The ghost speed has been halved (from 2px to 1px/frame) which makes everything seem much more balanced with me running around at 60fps! I’ve added a proper pause menu overlay along with options to toggle Music & SFX - I had previously run into an issue where if you paused the game then played again the menu music would keep playing. To fix this I’m keeping track of all active WebAudio Oscillators and automatically stop them whenever we begin gameplay. We’ve added some really nice little touches too! For example, when you die Pac-Man will close his mouth, spin twice and slowly shrink away over 80 frames before disappearing completely. You’ll also get a sweet animation when you spawn growing up from 0 to full size over 40 frames. We originally couldn’t get the death animation working because we’d set our global variable gameActive = false during dying which turned off the entire update loop so I’ve updated Pac-Man’s update method to continue updating even when he’s dying / spawning. Finally, I made sure to make Pac-Man disappear once he dies to ensure no weird visuals happen after respawning. We added a yellow flash on finishing a level. Floating score popups show up every time you eat a ghost. Now there’s an animated HUD that shows your current score. Previously, canvas animations were off due to transform translation applied twice (once during animation and once more when drawing). Now we translate to our sprite’s center before applying any additional transformation.
Fixed all six power-up behaviours this session. Speed boost and double points were already working. The main rework was on shield, freeze, and slow. Shield now stays active until a ghost physically touches the player, when that happens, the ghost turns scared/blue instead of the player dying, and the shield remains active for future hits on a 15-second timer. Freeze keeps ghosts in their normal colour but completely stops their movement for 3 seconds - they’re still killable while frozen. Slow keeps ghosts at their normal appearance but skips movement every other frame, effectively halving their speed for 5 seconds. Also implemented proper ghost spawn behavior. Ghosts now spawn at the center of the maze (on or near the ghost house tiles) and release one by one first ghost after 2 seconds, then one every 3 seconds. While waiting to release they bob up and down inside the house. After death, the release sequence resets so ghosts trickle out again rather than all rushing at once. Pac-Man now spawns at a random open tile at least a third of the maze width away from the centre, so every life and every game starts from a different position. Maze connectivity fix was attempted this session but not completed - some maps still have corridors that can trap the player. Carrying this into the next session
IT’S DEVLOG TIMEE :»> It’s been a tough few days trying to figure out how to fix the MAZE, but I finally figured out how to do it through A* pathfinding. Fixed all the maps. Which took me so longggg. Also, Fixed speed inconsistency bugs and collision detection to eliminate Pac-Man getting stuck at maze tiles - movement now uses tile-based physics that checks every frame with no edge-case stalls, plus input buffering lets players queue moves ahead for responsive controls. Implemented proper ghost freeze behavior where frozen ghosts stop completely for 5 seconds, stay visible, and remain killable while frozen. Made the Extra Life now work on the screen when you get an Extra life it will update in the UI top middle and see a new Pac-man face get added. On the side of the Maps you can see there is no wall blocking, because now I made it a teleport to the other side.
It’s DEVLOG TIME:» Just pushed a much-needed update to the project! First up, I finally tracked down and killed a frustrating maze error in Level 10 that was completely breaking the game right near the finish line—so the final levels are officially working and playable now. While I was at it, I also took the time to write a proper README. It covers everything from setup instructions to gameplay mechanics, making the codebase a lot more welcoming and less of a black box for anyone who wants to test it out or contribute. Next up is getting some feedback and seeing how quickly people can break it! Also, when you are shielded for the power up, you can’t eat the ghosts.
Ships:
I made a Pac-man but with power ups and more ghosts as you proceed to level up. challenging part was making the maze I struggled a lot. I’m proud that I was able to complete such a project. When you get one of the power ups which is Shield your Pac-man becomes blue, so the ghosts can’t eat you and you can’t eat them. It isn’t a bug I made it that way....
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1792856956.1370156
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1792943356.1370156
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12006
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Sh’elah by @akiva_yevdayev | Stardance
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akiva_yevdayev
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1
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96.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T04:13:30Z", "hours": 96.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did I make? I made Sh’elah (shelah.org) — the Torah Encyclopedia, literally. a searchable library of Torah and judaic texts and commentary (all powered by Sefaria’s texts and made to feel easy to use), an AI assistant that answers questions on Jewish law (halachah) by pulling information from primary sources like the Torah and judaic texts instead of just guessing, and the practical stuff people actually need everyday — live prayer times (zmanim), a Hebrew calendar, and how different communities observe different customs. The AI is built to always point you back to your own rabbi for anything that’s actually a different based on community and needs a ruling, and it steps out of the way entirely for anything medical or safety-related, and has safeguards to protect it from answering strange or unrelated questions or from being prompt injected (because we don’t want our site to get hacked lol). The prayer-times/calendar run off of your exact location, and the calendar shows the weekly Torah portion and candle lighting times too. What was challenging for me? Getting the AI to have safeguards, not hallucinate, follow judaic law and texts, and all set up took way longer than I had originally expected. It’s easy to make a chatbot that sounds confident; it’s much harder to make one that cites where an answer actually comes from, doesn’t quietly make things up, and knows when to deflect a question or malicious prompt. I also spent a lot of time on things nobody will ever see directly — locking down who can access what in the database, making sure a runaway request can’t rack up a huge AI bill (because this site is made for the public to be free, and not to make me go broke °~°), keeping the site fast and not-broken in English and Hebrew, light and dark mode, and working/looking well on phone or tablet-sized screens. Giving the AI real tool-use so it reaches for live prayer times/calendar/texts itself was its own project, and I found out at one point my login system and database weren’t even linked correctly, silently breaking database reads/writes (was a pain to fix…). There’s also a bug where the page jumped up by 5-10 chapters at once which I fixed (and have been trying to fix that issue for MONTHS!) What am I proud of? That it actually exists as an actual product and as a solution instead of just an idea living inside someone’s head. Every page has a real link you can share — a specific judaic text, an AI answer, a specific calendar day— and it opens back up exactly the way you left it. The commentary and translations are genuinely fast now (they were super buggy and slow before), the calendar actually gives candle-lighting times and areas in my app where the torah portions are and had a huge glow-up. I also went from 60% test coverage to over 99%, with nearly 4,000 tests passing cleanly. Keep in mind the whole thing was built by myself (yes ofc was built using ai but without that it would’ve taken years to make), end to end, including a real test suite, real security practices, accessibility support, and full legal documentation and copyright license, and not just a prototype held together by hopes and prayers. What should people know so they can test it? Try asking it an actual halacha question (but since most of you guys aren’t Jewish ask it a question you’ve had on the old testament or on Judaism maybe) that you may have wondered about and see if it gives you a real answer with sources instead of a vague and incorrect answer. Open a Torah portion and look at commentaries or a translation of a specific word. Switch it into Hebrew and make sure nothing breaks. Try it on your phone. See the prayer times based on location. Look at the calendar. Go bananas! Just know that if there is any issue at all, contact me through my email [email protected] and I’ll try my best to fix it as soon as I can.", "repo": "https://github.com/akivayevdayev-debug/Shelah", "demo": "https://shelah.org"}]...
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[{"post_id": 74270, "ts": "202 [{"post_id": 74270, "ts": "2026-09-27T03:25:18Z", "hours": 4.7697, "text": "Sh’elah — Devlog 8 WE FINALLY SHIP TODAY!!!!!!!!!!!!!!!!!!!!!!!! Over the past week or so, I had… Redesigned parts of the ai look again so that it doesn’t look like ai slop :) Gave the whole site links and web addresses whic h means any page or ai chat or settings u have and wanna give someone the link they can open to the same place as you (major issue fixed!). Added /signin and /profile as real pages that layer on top of whatever you’re looking at, so signing in from a legal or help page brings you right back where you started. Found and fixed why the AI sometimes gave no answer at all: the sign-in check between the site and the database was rejecting valid logins, which quietly broke saving your conversations and preferences. (YAY MORE BUGS FIXED) Sped up word/translation lookups. A word Sefaria didn’t recognize used to try several spellings against the dictionary and then several more against translation, one at a time — now it takes a second (maybe 2 if needs more sources). Fixed animation and fading issues, as well as issues when switching reading layout, switching commentary verses, and jumping to a cited passage (which, it turned out, didn’t actually highlight anything yet). Fixed the reader losing its place. Scrolling to load more text, or loading a previous chapter, could silently jump the page’s address to the wrong chapter. It now tracks what you’re actually reading, not just whichever paragraph happened to load first. (I’VE BEEN TRYNA FIX THAT ISSUE FOR MONTHS!) Cleaned up account and privacy details: a smaller profile menu, a delete-account warning that isn’t half-pink in dark mode, and your data export now actually includes your AI chats. Fixed a leftover database error that had been showing up in the logs from a migrations table that never existed — it’s created properly now, with the right access rules attached. WE SHIP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"}, {"post_id": 73745, "ts": "2026-09-25T20:42:53Z", "hours": 12.4672, "text": "Sh’elah — Devlog 7 — WE SHIP THIS WEEK!!!!! Over the past week or so, I had… Gave every page of the site its own real address. Any text, prayer, calendar day or AI answer now has its own link that opens straight to that page, even on a refresh. Old-style links still work too. Made AI answers shareable. Anyone can hit Copy Link to send a specific answer, or open it as its own page, and it stays out of search engines unless it’s meant to be public. Went through a 15-item punch list end to end: infinite scroll no longer jumps around, the commentary sidebar loads way faster and lighter, various calendar issues are fixed, parashah and commentary names are now accurate and properly ranked, community pages have full Hebrew translations, the header date now follows your actual location, loading spinners recover on their own when a connection drops, and implemented a bunch of Hebrew translate and bolding fixes. Completely Redid EVERYTHING about the AI: Redid the AI window’s entrance animation so it grows out of the Ask button on desktop instead of just popping in, and rises as a proper sheet on phones. Moved the Ask button onto the phone’s top bar instead of hiding it behind a Search tap, and gave the bottom tabs real icons above their labels with even spacing. Added a new ai small window, new ai fullscreen window, and new ai chat sharing links that legitimately work. Polished motion sitewide: screens fade up, buttons get a proper hover/press/focus feel, every emoji became a matching icon, and calendar hover states got fixed instead of going backwards (the close button used to lighten on hover, now it darkens like everything else). Built a real holiday detail card for the calendar, with accurate clock times and links straight into the reader. Fixed prayer and reader text losing its bold and italic formatting when pulled from the source library. Fixed the reader jumping around when loading earlier text, and gave it a slimmer bar with commentary that preloads before you tap it. Locked down the AI’s spending: the plain (non-agentic) chat route was quietly skipping the budget check, and a bug in the model-calling code could leak the API key. Both are fixed, and every path now respects the daily budget. Added a circuit breaker to the rate limiter so a database lag can’t take the whole site down with it, and made sure static files are never rate-limited. Cleared out SonarCloud’s entire backlog again: dead code removed, regexes hardened against slowdowns, and a chunk of new tests written along the way. Made Turnstile (the invisible spam check) actually invisible instead of showing its widget. Reconciled a stack of parallel work — calendar icons, i18n, reader fixes, security fixes — that had drifted across a few branches, merged clean. Let me know if there is anything y’all wanna see on my site in the future p.s. WE ARE ALMOST SHIPPED, but i still want those hours to count so this is not the last devlog."}, {"post_id": 70879, "ts": "2026-09-19T22:38:15Z", "hours": 11.8378, "text": "Sh’elah — Devlog 6 Over the past week or so, I had… Fixed certain dark mode values so they match the overall theme of the site. Added an ai symbol in the shape of a star and added animations to the searchbar when the ai is thinking, adding an ai feedback button, and fixed spacing and other issues with the ai answers. Added a commentary button to the reader’s top bar to show people how to use it Fixed zmanim (prayer/holiday times) on Holidays and fast days, added fast start and end times, and gave the AI Hebrew-date math tools. Finalized the legal pages with real operator info, registered a DMCA agent, and added an age confirmation. Went through every SonarCloud finding and the quality gate now passes, with the security and reliability ratings both at A. Wrote a big batch of new tests. Coverage went from 60% to about 84% overall, and all 3517 tests (yes ik its a lot of tests) pass cleanly. (yes somehow it was 60% before when I explicitly added tests for 93% coverage · ~ ·) Rotated the leaked Gemini key and cleaned it out of the repo history. (correcty this time), and merged two drifting copies of the code, so shared pieces like the AI answer builder now live in one place. Rewrote the README, added a changelog, documented every environment variable, and regenerated the database docs from the live schema. Let me know if there is anything y’all wanna see on my site in the future p.s. shipping v1.00 in a day or two!!!!!! FINALLY!!!!! (This may take longer than two days but hopefully not!)"}, {"post_id": 68421, "ts": "2026-09-15T02:54:39Z", "hours": 14.2753, "text": "Sh’elah — Devlog 5 Over the past week or so, I had… Gave the AI real tool-use, allowing it to get live prayer times, calendar dates, and texts as it needs them, instead of having everything be pre-loaded at each request. Finalized the legal pages and filed my site for DMCA Copyright protection for 3 years. Added self-serve privacy controls, where you can now export or delete your own account and data yourself. Added a feedback button on AI answers so people can flag bad ones directly. Added accessibility keyboard/screen-reader support along with their appropriate tests in CI. Fixed a security issue where a malicious AI-cited link could execute code, and added a bot-check in front of the AI endpoint to cut down on abuse. Fixed the caching bug from last devlog this time; pages get served from cache properly now instead of requesting from the server on every load. Fixed a bunch of small little annoying bugs like the page jumping back while scrolling, the wrong section getting highlighted, calendar color glitches, and animations not loading. Fixed a security-check script that had quietly been failing every single scheduled run for over a week. Spent alot of time simplifying complex functions across the codebase to make it more reliable. Let me know if there is anything y’all wanna see on my site in the future p.s. getting closer to that v1.00 site goal every day — planning on achieving it next week!"}, {"post_id": 61981, "ts": "2026-09-05T05:45:36Z", "hours": 10.3361, "text": "Sh’elah — Devlog 4 Over the past week or so, I had… Fixed an issue with RLS in Supabase so that one user doesn’t see another user’s personal info, as well as security issues with Vercel and Clerk (Which was a pain to fix :<) Found out my login system and database weren’t linked to each other correctly, which was breaking authenticated reads/writes, and fixed it Added an ai usage tracker and fixed old usage records so the spending log is correct, and so I don’t go broke when other people use my site’s ai My webhook (discord error bot) was malfunctioning (and still kinda is in clerk :<) and no longer is! YAY MORE ERRORS FOR ME! (at least I’ll know why they happen :|) Fixed a bug where the site was incorrectly caching files in browsers, making things slower and more expensive (yay less money to spend!!!!!) Ran accessibility tests and fixed any issues they found, and made my site more ready for releasing v1.00! Removed old files Fixed some legal documentation issues (like my Privacy Policy and ToS) so I don’t get sued!!! Let me know if there is anything y’all wanna see on my site in the future p.s. I’m planning a huge commit soon announcing version 1.00 of my website so if you haven’t seen my first devlog announcing that, go check it out."}, {"post_id": 55408, "ts": "2026-08-27T06:56:47Z", "hours": 10.6378, "text": "Sh’elah — Devlog 3 Over the past week or so, I had… Fixed a bug where a malformed cache config could crash the whole app on startup. Split a file that handled AI question-answering into smaller, cleaner, more compact files, and added tests to make sure that both versions (one for gemini and one for claude) always answered the same way with the same guardrails. Sped up busy/resource heavy pages (library, prayers, texts, daily study, and the calendar lookup) by adding a shared caching layer, so they don’t request the database on every single request anymore. Added rate limiting across the whole site instead of having it scattered in different places. Cleaned up a batch of files that were referenced in the code which was uncommitted and caused boot errors. Simplified a few functions that had been made too complex to safely maintain. Sped up cold starts by delaying AI library imports until they’re actually needed. Let me know if there is anything y’all wanna see on my site in the future p.s. I’m planning a huge commit soon announcing version 1.00 of my website so if you haven’t seen my first devlog announcing that, go check it out."}, {"post_id": 51996, "ts": "2026-08-22T00:35:52Z", "hours": 9.3681, "text": "Sh’elah — Devlog 2 Over the past 9 hours or so, I had… Removed a leftover routing rule in Vercel that was returning a 404 error in my production site. Added a server-side daily budget per user, so if someone goes past it and heavily uses the AI past what’s normal, they get rate limited and can’t spam multiple requests at once. Also fixed an issue where AI usage was being reported as $0 when it wasn’t. Updated my site’s README.md on GitHub, fixed a license mismatch, and added a CONTRIBUTING.md and a code of conduct. Old logs and history get deleted on a schedule now, so trash doesn’t build up over time. Built a dark-mode accessibility checker and fixed contrast issues. Also integrated circuit breakers so when an external resource fails the site doesn’t crash. Added About/Help/glossary pages, a sitemap, a feedback widget, and analytics that you can opt into. Added CI checks and Vercel Speed Insights to track loading times. Swapped the GPS permission for zmanim (prayer times) based on location to cookie/IP-based location instead. Let me know if there is anything y’all wanna see on my site in the future p.s. I’m planning a huge commit soon announcing version 1.00 of my website so if you haven’t seen my first devlog announcing that, go check it out."}, {"post_id": 49112, "ts": "2026-08-17T18:53:44Z", "hours": 22.1481, "text": "Sh’elah — First Devlog: I’ve been working on Sh’elah for a while now and finally uploaded it here. It’s a Jewish learning app that combines a searchable Torah library (similar to Sefaria) with an AI tool designed to actually answer your halacha questions. Instead of just throwing related sources at you that don’t end up answering the question, it walks you through the actual answer, explains the reasoning, cites the sources, and tailors everything based on your community’s specific customs. What it does today Answers questions across any area of Jewish law using primary sources rather than generic guesses. Allows you to search the library with customs broken out by community (Ashkenazi, Sefardi, Teimani, and others). Calculates live zmanim (prayer times) and a Hebrew calendar based on your exact location. Ends every answer with a clear reminder: this is for learning purposes, not an official ruling, and real questions should always go to your rabbi. It works right now, but it’s still in the early stages, so I want to be upfront about what still needs work before calling it a complete release. Making the AI reach for things, not just recite them Right now, the AI only knows what gets put into the prompt ahead of time. I am working on moving it toward real tool use so it can pull zmanim, calendar dates, commentaries, and community customs dynamically as needed. Judaic texts and laws will always remain the main priority, with web searching kept strictly as a last resort. Getting the safety layer right (in progress) Halacha touches sensitive material, and I want to make sure a younger user doesn’t receive graphic content when the real answer should simply be “ask your rabbi for details.” Any queries related to medical issues, mental health, or abuse will automatically route to real professional resources rather than generating an AI ruling. Behind-the-scenes technical updates Breaking down a backend file that got way too large so the code is easier to maintain and debug. Securing the caching layer so it handles concurrent load safely. Adding circuit breakers to prevent a third-party outage from crashing the whole platform. What needs to happen before full launch Verifying every feature works properly while keeping the user experience smooth and simple. Completing a thorough security review (already finished). Setting up error tracking and rate limiting to protect the site from abuse. Performing a full accessibility audit. Building this isn’t going to be easy, and the order of these steps will probably shift around. However, this is the general direction of the project, and I’ll share more updates as new features roll out."}]...
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Title: Sh’elah by @akiva_yevdayev | Stardance
Dev Title: Sh’elah by @akiva_yevdayev | Stardance
Devlogs:
Sh’elah — First Devlog: I’ve been working on Sh’elah for a while now and finally uploaded it here. It’s a Jewish learning app that combines a searchable Torah library (similar to Sefaria) with an AI tool designed to actually answer your halacha questions. Instead of just throwing related sources at you that don’t end up answering the question, it walks you through the actual answer, explains the reasoning, cites the sources, and tailors everything based on your community’s specific customs. What it does today Answers questions across any area of Jewish law using primary sources rather than generic guesses. Allows you to search the library with customs broken out by community (Ashkenazi, Sefardi, Teimani, and others). Calculates live zmanim (prayer times) and a Hebrew calendar based on your exact location. Ends every answer with a clear reminder: this is for learning purposes, not an official ruling, and real questions should always go to your rabbi. It works right now, but it’s still in the early stages, so I want to be upfront about what still needs work before calling it a complete release. Making the AI reach for things, not just recite them Right now, the AI only knows what gets put into the prompt ahead of time. I am working on moving it toward real tool use so it can pull zmanim, calendar dates, commentaries, and community customs dynamically as needed. Judaic texts and laws will always remain the main priority, with web searching kept strictly as a last resort. Getting the safety layer right (in progress) Halacha touches sensitive material, and I want to make sure a younger user doesn’t receive graphic content when the real answer should simply be “ask your rabbi for details.” Any queries related to medical issues, mental health, or abuse will automatically route to real professional resources rather than generating an AI ruling. Behind-the-scenes technical updates Breaking down a backend file that got way too large so the code is easier to maintain and debug. Securing the caching layer so it handles concurrent load safely. Adding circuit breakers to prevent a third-party outage from crashing the whole platform. What needs to happen before full launch Verifying every feature works properly while keeping the user experience smooth and simple. Completing a thorough security review (already finished). Setting up error tracking and rate limiting to protect the site from abuse. Performing a full accessibility audit. Building this isn’t going to be easy, and the order of these steps will probably shift around. However, this is the general direction of the project, and I’ll share more updates as new features roll out.
Sh’elah — Devlog 2 Over the past 9 hours or so, I had… Removed a leftover routing rule in Vercel that was returning a 404 error in my production site. Added a server-side daily budget per user, so if someone goes past it and heavily uses the AI past what’s normal, they get rate limited and can’t spam multiple requests at once. Also fixed an issue where AI usage was being reported as $0 when it wasn’t. Updated my site’s README.md on GitHub, fixed a license mismatch, and added a CONTRIBUTING.md and a code of conduct. Old logs and history get deleted on a schedule now, so trash doesn’t build up over time. Built a dark-mode accessibility checker and fixed contrast issues. Also integrated circuit breakers so when an external resource fails the site doesn’t crash. Added About/Help/glossary pages, a sitemap, a feedback widget, and analytics that you can opt into. Added CI checks and Vercel Speed Insights to track loading times. Swapped the GPS permission for zmanim (prayer times) based on location to cookie/IP-based location instead. Let me know if there is anything y’all wanna see on my site in the future p.s. I’m planning a huge commit soon announcing version 1.00 of my website so if you haven’t seen my first devlog announcing that, go check it out.
Sh’elah — Devlog 3 Over the past week or so, I had… Fixed a bug where a malformed cache config could crash the whole app on startup. Split a file that handled AI question-answering into smaller, cleaner, more compact files, and added tests to make sure that both versions (one for gemini and one for claude) always answered the same way with the same guardrails. Sped up busy/resource heavy pages (library, prayers, texts, daily study, and the calendar lookup) by adding a shared caching layer, so they don’t request the database on every single request anymore. Added rate limiting across the whole site instead of having it scattered in different places. Cleaned up a batch of files that were referenced in the code which was uncommitted and caused boot errors. Simplified a few functions that had been made too complex to safely maintain. Sped up cold starts by delaying AI library imports until they’re actually needed. Let me know if there is anything y’all wanna see on my site in the future p.s. I’m planning a huge commit soon announcing version 1.00 of my website so if you haven’t seen my first devlog announcing that, go check it out.
Sh’elah — Devlog 4 Over the past week or so, I had… Fixed an issue with RLS in Supabase so that one user doesn’t see another user’s personal info, as well as security issues with Vercel and Clerk (Which was a pain to fix :<) Found out my login system and database weren’t linked to each other correctly, which was breaking authenticated reads/writes, and fixed it Added an ai usage tracker and fixed old usage records so the spending log is correct, and so I don’t go broke when other people use my site’s ai My webhook (discord error bot) was malfunctioning (and still kinda is in clerk :<) and no longer is! YAY MORE ERRORS FOR ME! (at least I’ll know why they happen :|) Fixed a bug where the site was incorrectly caching files in browsers, making things slower and more expensive (yay less money to spend!!!!!) Ran accessibility tests and fixed any issues they found, and made my site more ready for releasing v1.00! Removed old files Fixed some legal documentation issues (like my Privacy Policy and ToS) so I don’t get sued!!! Let me know if there is anything y’all wanna see on my site in the future p.s. I’m planning a huge commit soon announcing version 1.00 of my website so if you haven’t seen my first devlog announcing that, go check it out.
Sh’elah — Devlog 5 Over the past week or so, I had… Gave the AI real tool-use, allowing it to get live prayer times, calendar dates, and texts as it needs them, instead of having everything be pre-loaded at each request. Finalized the legal pages and filed my site for DMCA Copyright protection for 3 years. Added self-serve privacy controls, where you can now export or delete your own account and data yourself. Added a feedback button on AI answers so people can flag bad ones directly. Added accessibility keyboard/screen-reader support along with their appropriate tests in CI. Fixed a security issue where a malicious AI-cited link could execute code, and added a bot-check in front of the AI endpoint to cut down on abuse. Fixed the caching bug from last devlog this time; pages get served from cache properly now instead of requesting from the server on every load. Fixed a bunch of small little annoying bugs like the page jumping back while scrolling, the wrong section getting highlighted, calendar color glitches, and animations not loading. Fixed a security-check script that had quietly been failing every single scheduled run for over a week. Spent alot of time simplifying complex functions across the codebase to make it more reliable. Let me know if there is anything y’all wanna see on my site in the future p.s. getting closer to that v1.00 site goal every day — planning on achieving it next week!
Sh’elah — Devlog 6 Over the past week or so, I had… Fixed certain dark mode values so they match the overall theme of the site. Added an ai symbol in the shape of a star and added animations to the searchbar when the ai is thinking, adding an ai feedback button, and fixed spacing and other issues with the ai answers. Added a commentary button to the reader’s top bar to show people how to use it Fixed zmanim (prayer/holiday times) on Holidays and fast days, added fast start and end times, and gave the AI Hebrew-date math tools. Finalized the legal pages with real operator info, registered a DMCA agent, and added an age confirmation. Went through every SonarCloud finding and the quality gate now passes, with the security and reliability ratings both at A. Wrote a big batch of new tests. Coverage went from 60% to about 84% overall, and all 3517 tests (yes ik its a lot of tests) pass cleanly. (yes somehow it was 60% before when I explicitly added tests for 93% coverage · ~ ·) Rotated the leaked Gemini key and cleaned it out of the repo history. (correcty this time), and merged two drifting copies of the code, so shared pieces like the AI answer builder now live in one place. Rewrote the README, added a changelog, documented every environment variable, and regenerated the database docs from the live schema. Let me know if there is anything y’all wanna see on my site in the future p.s. shipping v1.00 in a day or two!!!!!! FINALLY!!!!! (This may take longer than two days but hopefully not!)
Sh’elah — Devlog 7 — WE SHIP THIS WEEK!!!!! Over the past week or so, I had… Gave every page of the site its own real address. Any text, prayer, calendar day or AI answer now has its own link that opens straight to that page, even on a refresh. Old-style links still work too. Made AI answers shareable. Anyone can hit Copy Link to send a specific answer, or open it as its own page, and it stays out of search engines unless it’s meant to be public. Went through a 15-item punch list end to end: infinite scroll no longer jumps around, the commentary sidebar loads way faster and lighter, various calendar issues are fixed, parashah and commentary names are now accurate and properly ranked, community pages have full Hebrew translations, the header date now follows your actual location, loading spinners recover on their own when a connection drops, and implemented a bunch of Hebrew translate and bolding fixes. Completely Redid EVERYTHING about the AI: Redid the AI window’s entrance animation so it grows out of the Ask button on desktop instead of just popping in, and rises as a proper sheet on phones. Moved the Ask button onto the phone’s top bar instead of hiding it behind a Search tap, and gave the bottom tabs real icons above their labels with even spacing. Added a new ai small window, new ai fullscreen window, and new ai chat sharing links that legitimately work. Polished motion sitewide: screens fade up, buttons get a proper hover/press/focus feel, every emoji became a matching icon, and calendar hover states got fixed instead of going backwards (the close button used to lighten on hover, now it darkens like everything else). Built a real holiday detail card for the calendar, with accurate clock times and links straight into the reader. Fixed prayer and reader text losing its bold and italic formatting when pulled from the source library. Fixed the reader jumping around when loading earlier text, and gave it a slimmer bar with commentary that preloads before you tap it. Locked down the AI’s spending: the plain (non-agentic) chat route was quietly skipping the budget check, and a bug in the model-calling code could leak the API key. Both are fixed, and every path now respects the daily budget. Added a circuit breaker to the rate limiter so a database lag can’t take the whole site down with it, and made sure static files are never rate-limited. Cleared out SonarCloud’s entire backlog again: dead code removed, regexes hardened against slowdowns, and a chunk of new tests written along the way. Made Turnstile (the invisible spam check) actually invisible instead of showing its widget. Reconciled a stack of parallel work — calendar icons, i18n, reader fixes, security fixes — that had drifted across a few branches, merged clean. Let me know if there is anything y’all wanna see on my site in the future p.s. WE ARE ALMOST SHIPPED, but i still want those hours to count so this is not the last devlog.
Sh’elah — Devlog 8 WE FINALLY SHIP TODAY!!!!!!!!!!!!!!!!!!!!!!!! Over the past week or so, I had… Redesigned parts of the ai look again so that it doesn’t look like ai slop :) Gave the whole site links and web addresses whic h means any page or ai chat or settings u have and wanna give someone the link they can open to the same place as you (major issue fixed!). Added /signin and /profile as real pages that layer on top of whatever you’re looking at, so signing in from a legal or help page brings you right back where you started. Found and fixed why the AI sometimes gave no answer at all: the sign-in check between the site and the database was rejecting valid logins, which quietly broke saving your conversations and preferences. (YAY MORE BUGS FIXED) Sped up word/translation lookups. A word Sefaria didn’t recognize used to try several spellings against the dictionary and then several more against translation, one at a time — now it takes a second (maybe 2 if needs more sources). Fixed animation and fading issues, as well as issues when switching reading layout, switching commentary verses, and jumping to a cited passage (which, it turned out, didn’t actually highlight anything yet). Fixed the reader losing its place. Scrolling to load more text, or loading a previous chapter, could silently jump the page’s address to the wrong chapter. It now tracks what you’re actually reading, not just whichever paragraph happened to load first. (I’VE BEEN TRYNA FIX THAT ISSUE FOR MONTHS!) Cleaned up account and privacy details: a smaller profile menu, a delete-account warning that isn’t half-pink in dark mode, and your data export now actually includes your AI chats. Fixed a leftover database error that had been showing up in the logs from a migrations table that never existed — it’s created properly now, with the right access rules attached. WE SHIP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Ships:
What did I make? I made Sh’elah (shelah.org) — the Torah Encyclopedia, literally. a searchable library of Torah and judaic texts and commentary (all powered by Sefaria’s texts and made to feel easy to use), an AI assistant that answers questions on Jewish law (halachah) by pulling information from primary sources like the Torah and judaic texts instead of just guessing, and the practical stuff people actually need everyday — live prayer times (zmanim), a Hebrew calendar, and how different communities observe different customs. The AI is built to always point you back to your own rabbi for anything that’s actually a different based on community and needs a ruling, and it steps out of the way entirely for anything medical or safety-related, and has safeguards to protect it from answering strange or unrelated questions or from being prompt injected (because we don’t want our site to get hacked lol). The prayer-times/calendar run off of your exact location, and the calendar shows the weekly Torah portion and candle lighting times too. What was challenging for me? Getting the AI to have safeguards, not hallucinate, follow judaic law and texts, and all set up took way longer than I had originally expected. It’s easy to make a chatbot that sounds confident; it’s much harder to make one that cites where an answer actually comes from, doesn’t quietly make things up, and knows when to deflect a question or malicious prompt. I also spent a lot of time on things nobody will ever see directly — locking down who can access what in the database, making sure a runaway request can’t rack up a huge AI bill (because this site is made for the public to be free, and not to make me go broke °~°), keeping the site fast and not-broken in English and Hebrew, light and dark mode, and working/looking well on phone or tablet-sized screens. Giving the AI real tool-use so it reaches for live prayer times/calendar/texts itself was its own project, and I found out at one point my login system and database weren’t even linked correctly, silently breaking database reads/writes (was a pain to fix…). There’s also a bug where the page jumped up by 5-10 chapters at once which I fixed (and have been trying to fix that issue for MONTHS!) What am I proud of? That it actually exists as an actual product and as a solution instead of just an idea living inside someone’s head. Every page has a real link you can share — a specific judaic text, an AI answer, a specific calendar day— and it opens back up exactly the way you left it. The commentary and translations are genuinely fast now (they were super buggy and slow before), the calendar actually gives candle-lighting times and areas in my app where the torah portions are and had a huge glow-up. I also went from 60% test coverage to over 99%, with nearly 4,000 tests passing cleanly. Keep in mind the whole thing was built by myself (yes ofc was built using ai but without that it would’ve taken years to make), end to end, including a real test suite, real security practices, accessibility support, and full legal documentation and copyright license, and not just a prototype held together by hopes and prayers. What should people know so they can test it? Try asking it an actual halacha question (but since most of you guys aren’t Jewish ask it a question you’ve had on the old testament or on Judaism maybe) that you may have wondered about and see if it gives you a real answer with sources instead of a vague and incorrect answer. Open a Torah portion and look at commentaries or a translation of a specific word. Switch it into Hebrew and make sure nothing breaks. Try it on your phone. See the prayer times based on location. Look at the calendar. Go bananas! Just know that if there is any issue at all, contact me through my email [email protected] and I’ll try my best to fix it as soon as I can....
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1792939719.4143212
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64032
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deadbot by @arsenal4eva | Stardance
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arsenal4eva
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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": "2026-09-27T03:56:24Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Had to debug a lot due to my git branches being messed up but now they finally work. Sytemctl wa quite annoying as well", "repo": "https://github.com/arsenal4eva/deadbot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0C4TBCFATB"}]...
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[{"post_id": 74285, "ts": "202 [{"post_id": 74285, "ts": "2026-09-27T03:53:44Z", "hours": 0.9964, "text": "Finally finished my slack bot"}]...
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Title: deadbot by @arsenal4eva | Stardance
Devlog Title: deadbot by @arsenal4eva | Stardance
Devlogs:
Finally finished my slack bot
Ships:
Had to debug a lot due to my git branches being messed up but now they finally work. Sytemctl wa quite annoying as well...
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1791908298.317114
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1792772298.317114
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65944
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xX_Obsolete_Sky_Lab_Xx by @Asta_does_stuff | Stard xX_Obsolete_Sky_Lab_Xx by @Asta_does_stuff | Stardance...
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Asta_does_stuff
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1
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8.5
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T03:48:12Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Its the starting point of a big software project which showcase NASA’s old instrument or the one that is still running This devlog I just add essential stuff like funcitons! (open/close, minimize, footer, header) Currently it only have 2 apps (calculator and welcome page) Feel free to suggest other related app! I’m planning to give users the ability to open NASA’s instrument 3D model, their history, missions and other data", "repo": "https://github.com/aryasatyaardy-cell/xX_Obsolete_Sky_Lab_Xx", "demo": "https://obsolete-skylab.netlify.app/"}]...
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[{"post_id": 78310, "ts": "202 [{"post_id": 78310, "ts": "2026-10-10T11:51:30Z", "hours": 0.4361, "text": "Fixing buggy app"}, {"post_id": 76351, "ts": "2026-10-03T08:44:47Z", "hours": 1.6631, "text": "Changed almost everything So the old one is just hide and set a style of a div to “open” and “close” it, this one actually open it By opening it, js copy and delete it, and js reopen it when a button pressed"}, {"post_id": 76314, "ts": "2026-10-03T05:12:43Z", "hours": 2.3989, "text": "Added and fixed an app Added credits and filling the “about this site”"}, {"post_id": 74274, "ts": "2026-09-27T03:33:57Z", "hours": 1.2556, "text": "Finished WebOS 1 Added a working calculator app (cba to code it so I use Iframe) Added a footer to preview minimized tab"}, {"post_id": 74224, "ts": "2026-09-26T23:35:34Z", "hours": 0.7764, "text": "What I’ve added Welcome loading screen in 8 different langguages (if I’m not mistaken) A tab that is draggable and can be closed and opened"}, {"post_id": 74021, "ts": "2026-09-26T15:24:57Z", "hours": 0.6806, "text": "added window"}, {"post_id": 73997, "ts": "2026-09-26T14:28:12Z", "hours": 0.3311, "text": "Added a cool transition when pressing space"}, {"post_id": 73921, "ts": "2026-09-26T10:15:29Z", "hours": 0.5672, "text": "Made the header lol"}]...
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Title: xX_Obsolete_Sky_Lab_Xx by @Asta_does_stuff Title: xX_Obsolete_Sky_Lab_Xx by @Asta_does_stuff | Stardance
Devlogs:
Made the header lol
Added a cool transition when pressing space
added window
What I’ve added Welcome loading screen in 8 different langguages (if I’m not mistaken) A tab that is draggable and can be closed and opened
Finished WebOS 1 Added a working calculator app (cba to code it so I use Iframe) Added a footer to preview minimized tab
Added and fixed an app Added credits and filling the “about this site”
Changed almost everything So the old one is just hide and set a style of a div to “open” and “close” it, this one actually open it By opening it, js copy and delete it, and js reopen it when a button pressed
Fixing buggy app
Ships:
Its the starting point of a big software project which showcase NASA’s old instrument or the one that is still running This devlog I just add essential stuff like funcitons! (open/close, minimize, footer, header) Currently it only have 2 apps (calculator and welcome page) Feel free to suggest other related app! I’m planning to give users the ability to open NASA’s instrument 3D model, their history, missions and other data...
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1792817288.101673
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1792903688.101673
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57680
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NTHS Website by @Summer22 | Stardance
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Summer22
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1
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15.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T03:41:28Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website for my high school’s NTHS (National Technical Honor Society) Chapter. I am very proud of how it turned out. The challenging part was probably getting the pictures to work, as I don’t use pictures in code much, so I didn’t know how to use them and had to work around the text and the picture overlapping.", "repo": "", "demo": ""}]...
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[{"post_id": 74259, "ts": "202 [{"post_id": 74259, "ts": "2026-09-27T02:44:13Z", "hours": 1.0072, "text": "I finally finished the project"}, {"post_id": 73782, "ts": "2026-09-25T23:26:36Z", "hours": 2.1922, "text": "I added Javascript to the code to make it so that the people trying to join the club could see if they are eligable."}, {"post_id": 73614, "ts": "2026-09-25T14:12:39Z", "hours": 5.295, "text": "Ive forgotten to log in a while but I have completed the leadership and membership pages and got rid of the resources and events pages."}, {"post_id": 64599, "ts": "2026-09-09T03:30:59Z", "hours": 2.525, "text": "Added a logo and completed more visual aspects"}, {"post_id": 63333, "ts": "2026-09-07T03:03:25Z", "hours": 1.3142, "text": "I started the visual aspects of the about page"}, {"post_id": 62650, "ts": "2026-09-06T03:35:52Z", "hours": 0.2875, "text": "I have started creating the next page (the about page) on the website"}, {"post_id": 61301, "ts": "2026-09-04T04:26:55Z", "hours": 0.6758, "text": "I was able to add 2 sections to the project."}, {"post_id": 60622, "ts": "2026-09-03T02:29:54Z", "hours": 0.7806, "text": "I was able to fade some of the color together and add some extra sections"}, {"post_id": 60579, "ts": "2026-09-03T01:02:38Z", "hours": 1.2456, "text": "So far I have made a navigation bar, set the color scheme, and made the main header"}]...
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Title: NTHS Website by @Summer22 | Stardance
Devl Title: NTHS Website by @Summer22 | Stardance
Devlogs:
So far I have made a navigation bar, set the color scheme, and made the main header
I was able to fade some of the color together and add some extra sections
I was able to add 2 sections to the project.
I have started creating the next page (the about page) on the website
I started the visual aspects of the about page
Added a logo and completed more visual aspects
Ive forgotten to log in a while but I have completed the leadership and membership pages and got rid of the resources and events pages.
I added Javascript to the code to make it so that the people trying to join the club could see if they are eligable.
I finally finished the project
Ships:
I made a website for my high school’s NTHS (National Technical Honor Society) Chapter. I am very proud of how it turned out. The challenging part was probably getting the pictures to work, as I don’t use pictures in code much, so I didn’t know how to use them and had to work around the text and the picture overlapping....
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1792853844.5130262
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1792940244.5130262
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14863
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WebOS by OS :) by @TXJ_PROGRAMER | Stardance
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TXJ_PROGRAMER
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4
|
34.0
|
74
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T03:32:59Z", "hours": 10.0, "multiplier": 6.27, "payout": 61, "blessing": "neutral", "text": "i added more features and fixed some bugs . Ii added games like snake, 2048, minesweeper", "repo": "https://github.com/srinj-ai/WebOS-portfolio", "demo": "https://web-os-portfolio-lake.vercel.app/"}, {"ship_num": 2, "ts": "2026-08-26T14:06:12Z", "hours": 23.0, "multiplier": 2.91, "payout": 11, "blessing": "neutral", "text": "Its a WebOS made to experement and experence a OS ina website.", "repo": "https://github.com/srinj-ai/WebOS-portfolio", "demo": "https://web-os-portfolio-lake.vercel.app/"}, {"ship_num": 3, "ts": "2026-06-23T10:02:08Z", "hours": 0.0, "multiplier": 8.23, "payout": 2, "blessing": "neutral", "text": "Its a WebOS made to experement and experence a OS ina website.", "repo": "https://github.com/srinj-ai/WebOS-portfolio", "demo": "https://web-os-portfolio-lake.vercel.app/"}, {"ship_num": 4, "ts": "2026-06-23T05:03:46Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Its a WebOS made to experement and experence a OS ina website.", "repo": "https://github.com/srinj-ai/WebOS-portfolio", "demo": "https://web-os-portfolio-lake.vercel.app/"}]...
|
[{"post_id": 74272, "ts": "202 [{"post_id": 74272, "ts": "2026-09-27T03:30:56Z", "hours": 5.0336, "text": "Dev Vlog #10 — Added Minesweeper! 💣 Hey everyone, welcome back to another WebOS update! This time I made another classic game, Minesweeper . Some lines of code to make the mines and tile revealing work, like: const revealCell = ( row : number , col : number ) => { if ( board [ row ][ col ]. isMine ) { setGameStatus ( ' lost ' ); return ; } const newBoard = board . map (( r ) => [... r ]); newBoard [ row ][ col ]. isRevealed = true ; setBoard ( newBoard ); }; The game now has tile movement, merging tiles, and adding new tiles after each move. it was too hard to set the tile screen and mines & it still have bugs , but its good for now and i am gona a ship it 😋😋"}, {"post_id": 73917, "ts": "2026-09-26T09:54:03Z", "hours": 1.1503, "text": "JUST A QUICK CAPUP just to remind u guys to I fixed some lag issue abt 2048 and snake and added both to CMD :)"}, {"post_id": 73124, "ts": "2026-09-24T13:18:57Z", "hours": 0.3172, "text": "Dev Vlog #9 — Added 2048 Game! Hey everyone, welcome back to another WebOS update! This time I made another popular game, 2048 . Some lines of code to make the tiles move and merge, like: const moveRow = ( row : number []) => { const filtered = row . filter (( value ) => value !== 0 ); const result : number [] = []; for ( let i = 0 ; i < filtered . length ; i ++ ) { if ( filtered [ i ] === filtered [ i + 1 ]) { result . push ( filtered [ i ] * 2 ); i ++ ; } else { result . push ( filtered [ i ]); } } while ( result . length < 4 ) { result . push ( 0 ); } return result ; }; I changed my mind at last to shift form minesweeper It was pretty fun making 2048 and getting the tile movement and merging to work properly inside WebOS. i will make minesweeper now!!!!!!"}, {"post_id": 62751, "ts": "2026-09-06T08:28:04Z", "hours": 3.295, "text": "Dev Vlog #9 — Added Snake Game! Hey everyone, welcome back to another WebOS update! This time I made a game, quite a popular one, Snake Game. Some lines of code to make its movement and food growth work, like: currentWindows . map (( appWindow ) => { const game = appWindow . gameState ?. snake ; if ( ! game || game . status !== ' playing ' ) return appWindow ; const head = game . body [ 0 ]; const direction = game . nextDirection ; const nextHead = { x : ( head . x + direction . x + SNAKE_SIZE ) % SNAKE_SIZE , y : ( head . y + direction . y + SNAKE_SIZE ) % SNAKE_SIZE , }; const hitSelf = game . body . some ( ( point ) => point . x === nextHead . x && point . y === nextHead . y ); if ( hitSelf ) { return { ... appWindow , gameState : { ... appWindow . gameState , snake : { ... game , status : ' lost ' }, }, }; } It does not die when it hits the wall, but ends up on the other side of the screen. It dies when it hits itself. OK then , its all for today if will make minesweeper next it may take AI to help , but i will try my best 🤧🤧"}, {"post_id": 54533, "ts": "2026-08-25T15:44:14Z", "hours": 20.9406, "text": "Dev Vlog #8 — Finally Working! Hey everyone, welcome back to another WebOS update! I have fully compleated my terminal and going for a ship please support and enjoy thank u all and bye!!! XD"}, {"post_id": 23367, "ts": "2026-07-06T09:14:41Z", "hours": 0.6261, "text": "Dev Vlog #7 — Terminal is Finally Working! Hey everyone, welcome back to another WebOS update! This time I finished one of the apps I was most excited abt the : Terminal . It can now run basic commands and works right inside the WebOS window system. Current commands include: help — Shows all available commands clear — Clears the terminal about — Gives a short description about the project XD date — Shows the current date and time apps — Shows all the available apps files — Shows all available files stored open notepad — Opens Notepad open calculator — Opens Calculator open files — Opens Files open portfolio — Redirects website to my portfolio https://srinj-ai.github.io/MY-PORTFOLIO/ XD Getting all of these commands working took a lot more logic than I expected, but it was definitely worth it. Next, I’m planning to add more commands, improve the desktop, and keep making WebOS feel more like a real operating system. thank u all and bye!!! XD"}, {"post_id": 22678, "ts": "2026-07-05T07:18:57Z", "hours": 0.6128, "text": "Dev Vlog #6 — File Explorer is Finally Done! Hey everyone, welcome back to another WebOS update! it took longer than I expected, but it finally work . it Stores the file created by notebook and displaces it in file explorer NEXT Next, I’ll be working on adding more apps like CMD ( i think so). There’s still a lot I want to add, and plese give me suggestion what to add next. bye see in the next one !!"}, {"post_id": 17428, "ts": "2026-06-28T06:26:47Z", "hours": 0.3492, "text": "DevLog #5 Minor bug fix and Notepad update Hey everyone, welcome back to another WebOS update! i have fix some bugs related to calcylator and notepad i also changed the colour of text in notepad so you gays can have a hacker vibe :)"}, {"post_id": 14266, "ts": "2026-06-23T09:21:18Z", "hours": 0.2822, "text": "Dev Vlog #4 — Last-Minute Fixes Before Release 🚀 Hey everyone, welcome back to another WebOS update! This update was mostly about fixing things before release. Changes Made Fixed photo issues Fixed source code issues Honestly, there’s not much to show in this update, but these fixes were important to get done before shipping. Hopefully everything goes well and it gets accepted Project Status: 🟢 Release Ready"}, {"post_id": 12961, "ts": "2026-06-21T06:45:19Z", "hours": 0.5425, "text": "Dev Vlog #3 — WebOS is Ready to Ship 🚀 After weeks of coding, fixing bugs, and adding features, WebOS is finally finished and ready to ship! WebOS is a browser-based desktop experience built with React, TypeScript, and Vite. The goal was simple: make something that feels like a real operating system while running entirely in the browser. Features Desktop-style operating system interface Draggable and focusable application windows Notepad Calculator About/Welcome App Start Menu Live taskbar clock Active window management Window controls (open, close) Responsive design With everything planned now completed, WebOS v1 is officially finished and ready to ship. 🎉 Thanks to everyone who followed the project and read the devlogs along the way. This is the end of the WebOS v1 journey, and now let’s see if all the hard work pays off and how people react to it. Project Status: 🟢 Ready to Ship"}, {"post_id": 12386, "ts": "2026-06-20T06:54:44Z", "hours": 0.4369, "text": "Dev Vlog #2 — Calculator is Done! Hey everyone, welcome back to another WebOS update! Since the last devlog, I’ve finished the second app : a Calculator !!! . It can: Perform basic calculations Use multiple operators in one expression Handle parentheses correctly Display accurate results Run inside the WebOS window system One thing I’m pretty happy with is that it doesn’t use JavaScript’s built-in eval() function. Instead, it processes expressions itself, which gives me more control over how calculations work. Next, I’ll be improving the window system and starting work on a File Explorer. Project Status: 🟡 Early Development ALSO FOLLOW MY “VORTEX AI” PROJECT"}, {"post_id": 6211, "ts": "2026-06-10T13:02:02Z", "hours": 0.3842, "text": "Dev Vlog #1 — Notepad is Done! 🚀 Hey everyone, welcome to the first WebOS devlog! I’ve finished the first app for WebOS: Notepad . Right now, it lets you: Open it from the desktop Type and edit text Use it as a simple note-taking app Experience the first working WebOS window I’m also working on improving the desktop, fixing bugs, and planning the next features. Next up: Taskbar Calculator WebOS is still in the very early stages, but it’s nice to finally have the first app up and running. Project Status: 🟡 Early Development"}]...
|
Title: WebOS by OS :) by @TXJ_PROGRAMER | Stardanc Title: WebOS by OS :) by @TXJ_PROGRAMER | Stardance
Devlogs:
Dev Vlog #1 — Notepad is Done! 🚀 Hey everyone, welcome to the first WebOS devlog! I’ve finished the first app for WebOS: Notepad . Right now, it lets you: Open it from the desktop Type and edit text Use it as a simple note-taking app Experience the first working WebOS window I’m also working on improving the desktop, fixing bugs, and planning the next features. Next up: Taskbar Calculator WebOS is still in the very early stages, but it’s nice to finally have the first app up and running. Project Status: 🟡 Early Development
Dev Vlog #2 — Calculator is Done! Hey everyone, welcome back to another WebOS update! Since the last devlog, I’ve finished the second app : a Calculator !!! . It can: Perform basic calculations Use multiple operators in one expression Handle parentheses correctly Display accurate results Run inside the WebOS window system One thing I’m pretty happy with is that it doesn’t use JavaScript’s built-in eval() function. Instead, it processes expressions itself, which gives me more control over how calculations work. Next, I’ll be improving the window system and starting work on a File Explorer. Project Status: 🟡 Early Development ALSO FOLLOW MY “VORTEX AI” PROJECT
Dev Vlog #3 — WebOS is Ready to Ship 🚀 After weeks of coding, fixing bugs, and adding features, WebOS is finally finished and ready to ship! WebOS is a browser-based desktop experience built with React, TypeScript, and Vite. The goal was simple: make something that feels like a real operating system while running entirely in the browser. Features Desktop-style operating system interface Draggable and focusable application windows Notepad Calculator About/Welcome App Start Menu Live taskbar clock Active window management Window controls (open, close) Responsive design With everything planned now completed, WebOS v1 is officially finished and ready to ship. 🎉 Thanks to everyone who followed the project and read the devlogs along the way. This is the end of the WebOS v1 journey, and now let’s see if all the hard work pays off and how people react to it. Project Status: 🟢 Ready to Ship
Dev Vlog #4 — Last-Minute Fixes Before Release 🚀 Hey everyone, welcome back to another WebOS update! This update was mostly about fixing things before release. Changes Made Fixed photo issues Fixed source code issues Honestly, there’s not much to show in this update, but these fixes were important to get done before shipping. Hopefully everything goes well and it gets accepted Project Status: 🟢 Release Ready
DevLog #5 Minor bug fix and Notepad update Hey everyone, welcome back to another WebOS update! i have fix some bugs related to calcylator and notepad i also changed the colour of text in notepad so you gays can have a hacker vibe :)
Dev Vlog #6 — File Explorer is Finally Done! Hey everyone, welcome back to another WebOS update! it took longer than I expected, but it finally work . it Stores the file created by notebook and displaces it in file explorer NEXT Next, I’ll be working on adding more apps like CMD ( i think so). There’s still a lot I want to add, and plese give me suggestion what to add next. bye see in the next one !!
Dev Vlog #7 — Terminal is Finally Working! Hey everyone, welcome back to another WebOS update! This time I finished one of the apps I was most excited abt the : Terminal . It can now run basic commands and works right inside the WebOS window system. Current commands include: help — Shows all available commands clear — Clears the terminal about — Gives a short description about the project XD date — Shows the current date and time apps — Shows all the available apps files — Shows all available files stored open notepad — Opens Notepad open calculator — Opens Calculator open files — Opens Files open portfolio — Redirects website to my portfolio https://srinj-ai.github.io/MY-PORTFOLIO/ XD Getting all of these commands working took a lot more logic than I expected, but it was definitely worth it. Next, I’m planning to add more commands, improve the desktop, and keep making WebOS feel more like a real operating system. thank u all and bye!!! XD
Dev Vlog #8 — Finally Working! Hey everyone, welcome back to another WebOS update! I have fully compleated my terminal and going for a ship please support and enjoy thank u all and bye!!! XD
Dev Vlog #9 — Added Snake Game! Hey everyone, welcome back to another WebOS update! This time I made a game, quite a popular one, Snake Game. Some lines of code to make its movement and food growth work, like: currentWindows . map (( appWindow ) => { const game = appWindow . gameState ?. snake ; if ( ! game || game . status !== ' playing ' ) return appWindow ; const head = game . body [ 0 ]; const direction = game . nextDirection ; const nextHead = { x : ( head . x + direction . x + SNAKE_SIZE ) % SNAKE_SIZE , y : ( head . y + direction . y + SNAKE_SIZE ) % SNAKE_SIZE , }; const hitSelf = game . body . some ( ( point ) => point . x === nextHead . x && point . y === nextHead . y ); if ( hitSelf ) { return { ... appWindow , gameState : { ... appWindow . gameState , snake : { ... game , status : ' lost ' }, }, }; } It does not die when it hits the wall, but ends up on the other side of the screen. It dies when it hits itself. OK then , its all for today if will make minesweeper next it may take AI to help , but i will try my best 🤧🤧
Dev Vlog #9 — Added 2048 Game! Hey everyone, welcome back to another WebOS update! This time I made another popular game, 2048 . Some lines of code to make the tiles move and merge, like: const moveRow = ( row : number []) => { const filtered = row . filter (( value ) => value !== 0 ); const result : number [] = []; for ( let i = 0 ; i < filtered . length ; i ++ ) { if ( filtered [ i ] === filtered [ i + 1 ]) { result . push ( filtered [ i ] * 2 ); i ++ ; } else { result . push ( filtered [ i ]); } } while ( result . length < 4 ) { result . push ( 0 ); } return result ; }; I changed my mind at last to shift form minesweeper It was pretty fun making 2048 and getting the tile movement and merging to work properly inside WebOS. i will make minesweeper now!!!!!!
JUST A QUICK CAPUP just to remind u guys to I fixed some lag issue abt 2048 and snake and added both to CMD :)
Dev Vlog #10 — Added Minesweeper! 💣 Hey everyone, welcome back to another WebOS update! This time I made another classic game, Minesweeper . Some lines of code to make the mines and tile revealing work, like: const revealCell = ( row : number , col : number ) => { if ( board [ row ][ col ]. isMine ) { setGameStatus ( ' lost ' ); return ; } const newBoard = board . map (( r ) => [... r ]); newBoard [ row ][ col ]. isRevealed = true ; setBoard ( newBoard ); }; The game now has tile movement, merging tiles, and adding new tiles after each move. it was too hard to set the tile screen and mines & it still have bugs , but its good for now and i am gona a ship it 😋😋
Ships:
Its a WebOS made to experement and experence a OS ina website.
Its a WebOS made to experement and experence a OS ina website.
Its a WebOS made to experement and experence a OS ina website.
i added more features and fixed some bugs . Ii added games like snake, 2048, minesweeper...
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1792846368.1972728
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1792932768.1972728
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64484
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whats up in nasa by @shauz | Stardance
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shauz
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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": "2026-09-27T01:54:15Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i have made a very attractive looking ui for this Nasa website. this website calls NASA’s api key for todays article and photo and displays it beautifully in the website. LANGUAGES USED: JavaScript, css, html", "repo": "https://github.com/wowaidummy/Random-website-project", "demo": "https://nasaarticles.vercel.app"}]...
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[{"post_id": 74248, "ts": "202 [{"post_id": 74248, "ts": "2026-09-27T01:51:23Z", "hours": 0.2886, "text": "the app was not displaying on the webso now i hosted it properly using vercel"}, {"post_id": 74029, "ts": "2026-09-26T15:38:04Z", "hours": 0.2661, "text": "I have completed the website for the nasa api project. this porject calls tha nasa api for an image and a article and displays it with flawless css for a clean and proper webpage. ive use ai for debugging and fixing error. thanks for checking out!"}]...
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Title: whats up in nasa by @shauz | Stardance
Dev Title: whats up in nasa by @shauz | Stardance
Devlogs:
I have completed the website for the nasa api project. this porject calls tha nasa api for an image and a article and displays it with flawless css for a clean and proper webpage. ive use ai for debugging and fixing error. thanks for checking out!
the app was not displaying on the webso now i hosted it properly using vercel
Ships:
i have made a very attractive looking ui for this Nasa website. this website calls NASA’s api key for todays article and photo and displays it beautifully in the website. LANGUAGES USED: JavaScript, css, html...
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1792814145.6702552
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1792900545.6702552
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27889
|
My first slack bot! by @Baule | Stardance
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Baule
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2
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9.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T01:08:02Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my second Ship for this project Changes : • I reworked the github command now it can post the github account info if you only @someone if he has linked its github to his slack •Added a new command to link your github with your Slack account to use the github command", "repo": "https://github.com/345235/Slackbot", "demo": "https://hackclub.slack.com/archives/C0BM1E8ATQT"}, {"ship_num": 2, "ts": "2026-07-28T23:55:50Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So i made a slackbot that respons 24/7 you can say /hackbot-github then the slackbot posts your user name into the chat its only visible to you. Then we have the slackbot-todo command were you can create a todo in the future i will add more big commands i have smaller ones like the ping and help command the help command is called simple-help In the picture are all commands", "repo": "https://github.com/345235/Slackbot", "demo": "https://hackclub.slack.com/archives/C0BM1E8ATQT"}]...
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[{"post_id": 65388, "ts": "202 [{"post_id": 65388, "ts": "2026-09-10T14:27:00Z", "hours": 2.7858, "text": "i have made a new command the /hackbot-linkgithub command it links your github to your slack account. And i also updated the github command , now you only need to @someone to see his github but it only works with when the person you @ has linked his github to his slack account"}, {"post_id": 36537, "ts": "2026-07-28T18:36:47Z", "hours": 0.4667, "text": "I fixed the todo command"}, {"post_id": 36097, "ts": "2026-07-27T23:38:16Z", "hours": 0.4633, "text": "Devlog 5 I am really desperate since my code deletet it self through a bad github pull from me nothing works.The todo command if you doesnt write anything it gives you an massage that you didnt write anything but then it creates the todo anyway and the github command doesnt work anymore and the repo command works but then the app posts that it doesnt work every command worked befor but now it nothing works so if someone wants to help me please contac me and sorry that i complain so much but i am really angry that nothing works"}, {"post_id": 35800, "ts": "2026-07-27T13:52:36Z", "hours": 1.6619, "text": "Devloge 4 I am so close to finish the project I have made it run 24/7 and any other command is working except the github command it worked before but then i messd up and all my code was reseted to the simple hackbot ping command i worked the whole day to remake the commands but now it gives me on slacke everytime an error that the app doesnt respond but the ping command workes so if someone nows where the problem is the notify me"}, {"post_id": 31246, "ts": "2026-07-19T14:33:20Z", "hours": 0.8025, "text": "Devloge 3 I have now added a command that shows your github account"}, {"post_id": 29782, "ts": "2026-07-16T21:45:14Z", "hours": 1.3136, "text": "Devlog 2 I now will implement github add-ons so you could send direkt to some one your github account or track a projects repo"}, {"post_id": 28187, "ts": "2026-07-14T09:56:54Z", "hours": 0.8661, "text": "The basics of my bot are now ready now i will add more commands"}]...
|
Title: My first slack bot! by @Baule | Stardance
Title: My first slack bot! by @Baule | Stardance
Devlogs:
The basics of my bot are now ready now i will add more commands
Devlog 2 I now will implement github add-ons so you could send direkt to some one your github account or track a projects repo
Devloge 3 I have now added a command that shows your github account
Devloge 4 I am so close to finish the project I have made it run 24/7 and any other command is working except the github command it worked before but then i messd up and all my code was reseted to the simple hackbot ping command i worked the whole day to remake the commands but now it gives me on slacke everytime an error that the app doesnt respond but the ping command workes so if someone nows where the problem is the notify me
Devlog 5 I am really desperate since my code deletet it self through a bad github pull from me nothing works.The todo command if you doesnt write anything it gives you an massage that you didnt write anything but then it creates the todo anyway and the github command doesnt work anymore and the repo command works but then the app posts that it doesnt work every command worked befor but now it nothing works so if someone wants to help me please contac me and sorry that i complain so much but i am really angry that nothing works
I fixed the todo command
i have made a new command the /hackbot-linkgithub command it links your github to your slack account. And i also updated the github command , now you only need to @someone to see his github but it only works with when the person you @ has linked his github to his slack account
Ships:
So i made a slackbot that respons 24/7 you can say /hackbot-github then the slackbot posts your user name into the chat its only visible to you. Then we have the slackbot-todo command were you can create a todo in the future i will add more big commands i have smaller ones like the ping and help command the help command is called simple-help In the picture are all commands
This is my second Ship for this project Changes : • I reworked the github command now it can post the github account info if you only @someone if he has linked its github to his slack •Added a new command to link your github with your Slack account to use the github command...
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1792835398.5968313
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1792921798.5968313
|
|
65309
|
Cherry on top by @shyamks1828 | Stardance
|
shyamks1828
|
2
|
4.32
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T00:52:34Z", "hours": 0.0, "multiplier": 1.07, "payout": 0, "blessing": "neutral", "text": "helloo guyss. this is my warioware project. it is published on itchi.io. right now its only optimized for desktop or laptop play. or just hookup a keyboard to your phone. it has apoints system and 2 levels. i am in the process of adding hitpoint system and also enemies which damge the player. rn try out version 1 and lmk what to add or change. (note to shipwright - I am not shipping this for warioware ik i have clciked confirm but feel free to reject if u feel so. im just shipping this for ratings from the community)", "repo": "https://github.com/coderrcboy/Cherry-on-top-videogame", "demo": "https://proplayersaitama008.itch.io/cherry-on-top"}, {"ship_num": 2, "ts": "2026-09-24T11:32:02Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "hi, so i made a simple point collecting game called cherry on top. it uses wasd and arrow control for movememnt. it has 2 games. rather 2 parts. i made it from schratch no ai using godt engine. it was a very nice experience. i learned coding and drawing and controlling sprites with code. i will be making more devlopements to the game like more levles or maybe shop system to use the points. pls do go try it out!!", "repo": "https://github.com/coderrcboy/Cherry-on-top-videogame", "demo": "https://proplayersaitama008.itch.io/cherry-on-top"}]...
|
[{"post_id": 74480, "ts": "202 [{"post_id": 74480, "ts": "2026-09-27T14:07:29Z", "hours": 1.3228, "text": "helloo guyss. in this edit, i have added the following changes. i added a health bar i added enemies if u jump on the enemies theyll die if u hit the enemies form the side, youll get knockback and lose a life-there are 3 lives theres also a pause menu when u click escape. you can resume of go to main menu. also pls note, i have not updated those features in itch.io yet but feel free to try the existing version it is also nice. next update, ill add a secret level. c ya later"}, {"post_id": 74235, "ts": "2026-09-27T00:48:43Z", "hours": 0.3806, "text": "Helloo guyss, So i have started working on a hp system and am gonna add villains. i am waiting for the itch.io grant to be approved so i can download the texture pack and skins for the game. after that i will add enemies and related game physics too. keep an eye out for v2 of the game. if you havent played it yet chck it out now!"}, {"post_id": 73086, "ts": "2026-09-24T11:01:13Z", "hours": 0.715, "text": "guysss, first edition of game is over. i will be updating all my files and resources to github and linking itch.io to this project. for now it has 2 games/levels a main menu. a sprite collecting objects i.e cherries. rn if you fall somewhere u shudnt refresh page or close and open cos i havent configured it to respawn somewhere. aslo will be adding chckpoints, enemies and stuff next post. cya till then"}, {"post_id": 73070, "ts": "2026-09-24T10:05:20Z", "hours": 0.5003, "text": "so guyss.. added main menu with game name. each button directs you to diff games. charecters are mostly same for now in both games will work on that later"}, {"post_id": 73065, "ts": "2026-09-24T09:30:29Z", "hours": 1.1964, "text": "wassup guyss finished level 1 of the game. added collectible items. the cherries. i made the map very big but those are for next levels :). also added apoints system. every time you collect cherry you will get a point."}, {"post_id": 73023, "ts": "2026-09-24T07:19:52Z", "hours": 0.8031, "text": "halloo guys. started working on the game. referring ot a youtube tutorial who was kind enough to give download link for textures. rn still figuring out animation for movement. cu soon wtih more updates"}]...
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Title: Cherry on top by @shyamks1828 | Stardance
Title: Cherry on top by @shyamks1828 | Stardance
Devlogs:
halloo guys. started working on the game. referring ot a youtube tutorial who was kind enough to give download link for textures. rn still figuring out animation for movement. cu soon wtih more updates
wassup guyss finished level 1 of the game. added collectible items. the cherries. i made the map very big but those are for next levels :). also added apoints system. every time you collect cherry you will get a point.
so guyss.. added main menu with game name. each button directs you to diff games. charecters are mostly same for now in both games will work on that later
guysss, first edition of game is over. i will be updating all my files and resources to github and linking itch.io to this project. for now it has 2 games/levels a main menu. a sprite collecting objects i.e cherries. rn if you fall somewhere u shudnt refresh page or close and open cos i havent configured it to respawn somewhere. aslo will be adding chckpoints, enemies and stuff next post. cya till then
Helloo guyss, So i have started working on a hp system and am gonna add villains. i am waiting for the itch.io grant to be approved so i can download the texture pack and skins for the game. after that i will add enemies and related game physics too. keep an eye out for v2 of the game. if you havent played it yet chck it out now!
helloo guyss. in this edit, i have added the following changes. i added a health bar i added enemies if u jump on the enemies theyll die if u hit the enemies form the side, youll get knockback and lose a life-there are 3 lives theres also a pause menu when u click escape. you can resume of go to main menu. also pls note, i have not updated those features in itch.io yet but feel free to try the existing version it is also nice. next update, ill add a secret level. c ya later
Ships:
hi, so i made a simple point collecting game called cherry on top. it uses wasd and arrow control for movememnt. it has 2 games. rather 2 parts. i made it from schratch no ai using godt engine. it was a very nice experience. i learned coding and drawing and controlling sprites with code. i will be making more devlopements to the game like more levles or maybe shop system to use the points. pls do go try it out!!
helloo guyss. this is my warioware project. it is published on itchi.io. right now its only optimized for desktop or laptop play. or just hookup a keyboard to your phone. it has apoints system and 2 levels. i am in the process of adding hitpoint system and also enemies which damge the player. rn try out version 1 and lmk what to add or change. (note to shipwright - I am not shipping this for warioware ik i have clciked confirm but feel free to reject if u feel so. im just shipping this for ratings from the community)...
|
1792817236.9709597
|
1792903636.9709597
|
|
61503
|
SimpleOS by @reyansh_saindane | Stardance
|
reyansh_saindane
|
2
|
10.0
|
12
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T23:01:58Z", "hours": 3.0, "multiplier": 3.44, "payout": 12, "blessing": "neutral", "text": "I made a SimpleOS for the WebOS challenge. The most challenging part of this project was the notes app (because it took a log time to style properly) and the weather app (because I had to connect it to an API). I’m really proud of this project because I know barely any HTML/CSS/JS and I was still able to build something pretty clean and coherent. Try it out yourself at the link below!", "repo": "https://github.com/ReyanshS11/SimpleOS", "demo": "https://reyanshs11.github.io/SimpleOS"}, {"ship_num": 2, "ts": "2026-09-20T17:07:50Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Simple WebOS. The theme is to keep it simple. It has a simple notes app, a simple date and time, and a simple weather app. The most challenging thing for me in this project was learning HTML/CSS/JS. I have had barely any experience with those in the past (like a few hours), so this project really helped me learn new things. I am most proud of the weather app because I had to connect it to an API.", "repo": "https://github.com/ReyanshS11/SimpleOS", "demo": "https://reyanshs11.github.io/SimpleOS"}]...
|
[{"post_id": 74219, "ts": "202 [{"post_id": 74219, "ts": "2026-09-26T22:57:44Z", "hours": 0.8744, "text": "Music app I added a music app with 5 different choices of music (all instrumental because they were they only free downloads I could find). I’m going to ship now!"}, {"post_id": 74183, "ts": "2026-09-26T21:13:17Z", "hours": 1.1025, "text": "Two new apps! I added two new apps! You can now open Google in SimpleOS and you can also change the background color."}, {"post_id": 71994, "ts": "2026-09-21T23:16:20Z", "hours": 1.4242, "text": "New app! I just made a timer app. I couldn’t think of any ideas for apps so I just went to some default smartphone apps, and ended up choosing a timer. If you have any ideas, I’m open to them. Just comment on this devlog."}, {"post_id": 70863, "ts": "2026-09-19T21:48:38Z", "hours": 0.3825, "text": "Small change to the notes I made it so that you can now add notes and edit their names."}, {"post_id": 70851, "ts": "2026-09-19T21:23:50Z", "hours": 3.5383, "text": "Finished website I just finished the website. The final website has a welcome screen, notes app, and a weather app with real time weather data from your location!"}, {"post_id": 67409, "ts": "2026-09-13T14:40:57Z", "hours": 3.4986, "text": "Finished basic functionality I’m building a very simple webOS (maybe too simple). I’ve just finished the basic functionality, which includes, adding a window, opening and closing it, and a top bar with data like data and time. Next up is to make some apps!"}]...
|
Title: SimpleOS by @reyansh_saindane | Stardance
Title: SimpleOS by @reyansh_saindane | Stardance
Devlogs:
Finished basic functionality I’m building a very simple webOS (maybe too simple). I’ve just finished the basic functionality, which includes, adding a window, opening and closing it, and a top bar with data like data and time. Next up is to make some apps!
Finished website I just finished the website. The final website has a welcome screen, notes app, and a weather app with real time weather data from your location!
Small change to the notes I made it so that you can now add notes and edit their names.
New app! I just made a timer app. I couldn’t think of any ideas for apps so I just went to some default smartphone apps, and ended up choosing a timer. If you have any ideas, I’m open to them. Just comment on this devlog.
Two new apps! I added two new apps! You can now open Google in SimpleOS and you can also change the background color.
Music app I added a music app with 5 different choices of music (all instrumental because they were they only free downloads I could find). I’m going to ship now!
Ships:
I made a Simple WebOS. The theme is to keep it simple. It has a simple notes app, a simple date and time, and a simple weather app. The most challenging thing for me in this project was learning HTML/CSS/JS. I have had barely any experience with those in the past (like a few hours), so this project really helped me learn new things. I am most proud of the weather app because I had to connect it to an API.
I made a SimpleOS for the WebOS challenge. The most challenging part of this project was the notes app (because it took a log time to style properly) and the weather app (because I had to connect it to an API). I’m really proud of this project because I know barely any HTML/CSS/JS and I was still able to build something pretty clean and coherent. Try it out yourself at the link below!...
|
1792813851.9009902
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1792900251.9009902
|
|
65900
|
Visitor Site by @luke_ib_bronson | Stardance
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luke_ib_bronson
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1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T22:23:20Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Message to Mega was created as a means for people to send messages to me without any judgment and to claim a spot in the registry, like historic visitor websites people have made in the past. I have worked on the project mostly disconnected from stardance and hackclub for hours on my own, attempting to make the quality presentable and publishable. People on the website can post a message of their own, use their own username, see other people’s messages, and give suggestions on the website. The website features responsive mobile styling that adapts to mobile browsers. The backend is not publicly editable, so if someone would like me to delete one of their messages they are encouraged to contact me at [email protected] . Generally, message submissions are run through the backend to allow them to speak their mind, but prevent any kind of blocked words or phrases, spam, promotion, urls, etc. (full list can be found in the project README] I have also added an adjustable backend variable to change the message character limits easily preventing extremely long messages. Some other features that I have added are a side bar with a page index that allows you to quickly jump to a section and a contact section, a spotify widget that updates to a playlist I have made, a clickable heart counter on the side, and suggestion form box for playlist suggestions. I am currently working on improving the form and am considering removing the spotify widget to protect my personal account privacy. I may also add a total visitor count and remove some of the unnecessary animations in order to be more resource efficient. This project is currently licensed under an MIT license .", "repo": "https://github.com/megamann81/message-to-mega", "demo": "https://message-to-mega.vercel.app/"}]...
|
[{"post_id": 74202, "ts": "202 [{"post_id": 74202, "ts": "2026-09-26T22:15:37Z", "hours": 0.4858, "text": "Message to Mega Project Purpose This markdown file was made by megamann81 to explain this projects purpose for the Stardance Challenge project (this part was made for the repository to explain the PROJECTPURPOSE.md file) Message to Mega was created as a means for people to send messages to me without any judgment and to claim a spot in the registry, like historic visitor websites people have made in the past. People on the website can post a message of their own, use their own username, see other people’s messages, and give suggestions on the website. The website features responsive mobile styling that adapts to mobile browsers. The backend for the project is located at https://wcafxaensepvnhzebixg.supabase.co The backend is not publicly editable, so if someone would like me to delete one of their messages they are encouraged to contact me at [email protected] . Generally, message submissions are run through the backend to allow them to speak their mind, but prevent any kind of blocked words or phrases, spam, promotion, urls, etc. (full list can be found in the project README ) I have also added an adjustable backend variable to change the message character limits easily preventing extremely long messages. Some other features that I have added are a side bar with a page index that allows you to quickly jump to a section and a contact section, a spotify widget that updates to a playlist I have made, a clickable heart counter on the side, and suggestion form box for playlist suggestions. I am currently working on improving the form and am considering removing the spotify widget to protect my personal account privacy. I may also add a total visitor count and remove some of the unnecessary animations in order to be more resource efficient. This project is currently licensed under an MIT license ."}]...
|
Title: Visitor Site by @luke_ib_bronson | Stardanc Title: Visitor Site by @luke_ib_bronson | Stardance
Devlogs:
Message to Mega Project Purpose This markdown file was made by megamann81 to explain this projects purpose for the Stardance Challenge project (this part was made for the repository to explain the PROJECTPURPOSE.md file) Message to Mega was created as a means for people to send messages to me without any judgment and to claim a spot in the registry, like historic visitor websites people have made in the past. People on the website can post a message of their own, use their own username, see other people’s messages, and give suggestions on the website. The website features responsive mobile styling that adapts to mobile browsers. The backend for the project is located at https://wcafxaensepvnhzebixg.supabase.co The backend is not publicly editable, so if someone would like me to delete one of their messages they are encouraged to contact me at [email protected] . Generally, message submissions are run through the backend to allow them to speak their mind, but prevent any kind of blocked words or phrases, spam, promotion, urls, etc. (full list can be found in the project README ) I have also added an adjustable backend variable to change the message character limits easily preventing extremely long messages. Some other features that I have added are a side bar with a page index that allows you to quickly jump to a section and a contact section, a spotify widget that updates to a playlist I have made, a clickable heart counter on the side, and suggestion form box for playlist suggestions. I am currently working on improving the form and am considering removing the spotify widget to protect my personal account privacy. I may also add a total visitor count and remove some of the unnecessary animations in order to be more resource efficient. This project is currently licensed under an MIT license .
Ships:
Message to Mega was created as a means for people to send messages to me without any judgment and to claim a spot in the registry, like historic visitor websites people have made in the past. I have worked on the project mostly disconnected from stardance and hackclub for hours on my own, attempting to make the quality presentable and publishable. People on the website can post a message of their own, use their own username, see other people’s messages, and give suggestions on the website. The website features responsive mobile styling that adapts to mobile browsers. The backend is not publicly editable, so if someone would like me to delete one of their messages they are encouraged to contact me at [email protected] . Generally, message submissions are run through the backend to allow them to speak their mind, but prevent any kind of blocked words or phrases, spam, promotion, urls, etc. (full list can be found in the project README] I have also added an adjustable backend variable to change the message character limits easily preventing extremely long messages. Some other features that I have added are a side bar with a page index that allows you to quickly jump to a section and a contact section, a spotify widget that updates to a playlist I have made, a clickable heart counter on the side, and suggestion form box for playlist suggestions. I am currently working on improving the form and am considering removing the spotify widget to protect my personal account privacy. I may also add a total visitor count and remove some of the unnecessary animations in order to be more resource efficient. This project is currently licensed under an MIT license ....
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1792817281.698116
|
1792903681.698116
|
|
66126
|
Turbo Toads: Neon Run by @Itsalhasa | Stardance
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Itsalhasa
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T22:15:02Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finished my game Turbo Toads! I put coding, added the player, coins, enemies, platforms and the portal. I also put it on GitHub and made a demo so people can play it. It was not to hard and not to easy but yeah.", "repo": "https://github.com/Alhasa1/Turbo-Toads-", "demo": "https://alhasa1.github.io/Turbo-Toads-/"}]...
|
[{"post_id": 74199, "ts": "202 [{"post_id": 74199, "ts": "2026-09-26T22:10:02Z", "hours": 0.2742, "text": "YOO guys day one making a game"}]...
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Title: Turbo Toads: Neon Run by @Itsalhasa | Stard Title: Turbo Toads: Neon Run by @Itsalhasa | Stardance
Devlogs:
YOO guys day one making a game
Ships:
I finished my game Turbo Toads! I put coding, added the player, coins, enemies, platforms and the portal. I also put it on GitHub and made a demo so people can play it. It was not to hard and not to easy but yeah....
|
1792817310.407424
|
1792903710.407424
|
|
66080
|
Waseeby's site by @Waseeby | Stardance
|
Waseeby
|
1
|
4.64
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T22:02:50Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made a super basic website about a few things about me, added navigation links, images, headers, and used HTML and CSS.", "repo": "https://github.com/Waseeby/the-web-of-DOOM", "demo": "https://waseeby.github.io/the-web-of-DOOM/#shenanigans"}]...
|
[{"post_id": 76015, "ts": "202 [{"post_id": 76015, "ts": "2026-10-02T01:51:36Z", "hours": 0.8933, "text": "Dev Log #3 : Its up and running!! Ok guys, my project got shipped and accepted, so with my hard earned 11 dollar grant, I got myself my domain, waseefali.com go check it out! It took a bit of struggle with cloudflare to get it to work ( mostly my ignorance ) but now its here for the public to see. First things first, things did NOT scale, so I did some tweaking with the HTML and scaled the boxs, as well as used allignment to make it SO much better. Next, I added a few boxes about me, changed the titles, and added bullet points! These bullet points took me like 10 minutes for some reason. After nearly failing my math quiz because of working on this, what did i do next, of course im risking my chemistry quiz to tweak this! Kind of a problem, but not here! Now, this actually feels like a site, you get info from me, and next time, there will be ALL the boxes, some ANIMATIONS ( hopefully ) loads of images, a few corny jokes, all held together by hopes and dreams."}, {"post_id": 75062, "ts": "2026-09-29T01:03:48Z", "hours": 1.7453, "text": "Dev log #2 Electric Boogaloo! The pretty stuff! After getting (not so ) BRUTALLY REJECTED, I decided to spruce things up. First things first, chopper. and oh boy was he hard to implement. With my awful skills and even worse efficiency, It took a hot minute for me to customize image size, fortunately, I got it ( barely ) so chopper is now a gif! Before, there was basically zero CSS, which I have to admit, made it the worst website in the world ( or close to it ) so I fiddled around with borders and colors ( which was suprisingly easy ) to make this resemble a website. The HTML was practically untouched compared to the CSS, which was COMPLETELY revamped ( a bit of a dramatization), and everything is more organized in general, feel free to take a look . PLEASE give me some constructive criticism. https://waseeby.github.io/the-web-of-DOOM/"}, {"post_id": 74194, "ts": "2026-09-26T21:59:11Z", "hours": 1.8756, "text": "First draft of my website!"}]...
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Title: Waseeby's site by @Waseeby | Stardance
Title: Waseeby's site by @Waseeby | Stardance
Devlogs:
First draft of my website!
Dev log #2 Electric Boogaloo! The pretty stuff! After getting (not so ) BRUTALLY REJECTED, I decided to spruce things up. First things first, chopper. and oh boy was he hard to implement. With my awful skills and even worse efficiency, It took a hot minute for me to customize image size, fortunately, I got it ( barely ) so chopper is now a gif! Before, there was basically zero CSS, which I have to admit, made it the worst website in the world ( or close to it ) so I fiddled around with borders and colors ( which was suprisingly easy ) to make this resemble a website. The HTML was practically untouched compared to the CSS, which was COMPLETELY revamped ( a bit of a dramatization), and everything is more organized in general, feel free to take a look . PLEASE give me some constructive criticism. https://waseeby.github.io/the-web-of-DOOM/
Dev Log #3 : Its up and running!! Ok guys, my project got shipped and accepted, so with my hard earned 11 dollar grant, I got myself my domain, waseefali.com go check it out! It took a bit of struggle with cloudflare to get it to work ( mostly my ignorance ) but now its here for the public to see. First things first, things did NOT scale, so I did some tweaking with the HTML and scaled the boxs, as well as used allignment to make it SO much better. Next, I added a few boxes about me, changed the titles, and added bullet points! These bullet points took me like 10 minutes for some reason. After nearly failing my math quiz because of working on this, what did i do next, of course im risking my chemistry quiz to tweak this! Kind of a problem, but not here! Now, this actually feels like a site, you get info from me, and next time, there will be ALL the boxes, some ANIMATIONS ( hopefully ) loads of images, a few corny jokes, all held together by hopes and dreams.
Ships:
Made a super basic website about a few things about me, added navigation links, images, headers, and used HTML and CSS....
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1792817302.915032
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1792903702.915032
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66012
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BukowskiOS by @filipbuckobackup | Stardance
|
filipbuckobackup
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T21:54:48Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my very own OS, it was difficult but i made it and that is what im proud of", "repo": "https://github.com/filipbuckobackup-ship-it/BukowskiOS1", "demo": "https://filipbuckobackup-ship-it.github.io/BukowskiOS1/"}]...
|
[{"post_id": 74004, "ts": "202 [{"post_id": 74004, "ts": "2026-09-26T14:47:39Z", "hours": 0.5167, "text": "Working on an OS right now"}]...
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Title: BukowskiOS by @filipbuckobackup | Stardance Title: BukowskiOS by @filipbuckobackup | Stardance
Devlogs:
Working on an OS right now
Ships:
I made my very own OS, it was difficult but i made it and that is what im proud of...
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1792817294.1920722
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1792903694.1920722
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65268
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PrivateOS by @suvrathkesaraju | Stardance
|
suvrathkesaraju
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T20:55:24Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Private OS! an WEBos thats made to run things locally! Features A desktop enviroment with the abilty to open cand close windows(open by clicking on the app dock item and close using the red circle on the corners of windows) A top bar features a live time in AM/PM format! top bar also features a battery widget but it only works in chromium based browsers (no Tor or Firefox based browsers including but not limited to brave and zen) an appdock that lets you open an app by clicking on the apps icon A notes app that lets you write down plain text and download said plain text so you can keep it on you Hard Drive -A audio player that elts you add your audio file(mp3, wav, etc) and play it back", "repo": "https://github.com/suvrathkesaraju-lgtm/PrivateOS", "demo": "https://suvrathkesaraju-lgtm.github.io/PrivateOS/"}]...
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[{"post_id": 74173, "ts": "202 [{"post_id": 74173, "ts": "2026-09-26T20:47:17Z", "hours": 0.2692, "text": "Added a README.md and thats about it"}, {"post_id": 74166, "ts": "2026-09-26T20:24:46Z", "hours": 1.4481, "text": "I added a music player app! -new music player app -plays local music files that you give -includes playback controls -does not save your file!!! this part was very challenging when it came to css more than the script the script wasnt easy but i had a good tutorial on youtube that made it so i could quickly make the script part. the css on the otherhand i couldnt just copy from the video and it made sure i had a rough time lol. I spent a sold 20 minutes thinking my seek bar was gone just to realize it was hidden behind another element. anyways im gonna write the read me and ship it soon!"}, {"post_id": 74112, "ts": "2026-09-26T18:21:10Z", "hours": 4.7419, "text": "So i accidentally made this a new project even though it was a restart so i had to do some relinking anwyays heres the 2 dev logs that got deleted as collateral damage of my poor setup ………………………………………………………………………………………………………………………… Restarted Project i was tired for my first attempt at an OS so i gave it a second go (and i wanted to get it rated instead of as a mission) -I made afunctional top bar that updates time realtime -added a battery widget in the top bar that tracks battery -added a dock at the bottom(not been pushed to github yet) -added a notes app(in progress & not been pushed to github) unlike my last attempt this time i seperated all my files my script, css, and html! this not only made it easier to read, it also amde it easier to edit and made this iteration much faster to implement than the last where it took me almost 4 hours to get to the same point! while i was working on my dock on the bottom i noticed that using transform: translate(-50%, -50%) that the dock was always may pixels above the bottom even when “bottom: 0%” so i edited. i didnt realize that the culprit was was the transform and spent 20 minutes before i finally igured out hwo to fix it and changed it to translate(-50%, -10%). ………………………………………………………………………………………………………………………… I added a draggable windows and the first app which is a notes app! -fixed off center time -added app dock that functions -made a functioning notes app -added draggable windows -added closable windows during this session i had one big problem i spent an hour fixing it. it was the save notes button which i added an onclick to but when i did so nothing happened. i thought the logic was wrong and proceeded to spend an hour trying to fix it but after words i noticed that i forgot to type function before the initializing the function and just wrote the function name. I was pretty frustrated at how simple the fix was and now i feel like i lost an hour of my life Lol. ………………………………………………………………………………………………………………………… anyways the project can be tested on github pages!"}, {"post_id": 73792, "ts": "2026-09-26T00:27:07Z", "hours": 1.3786, "text": "I mainly spent my time revamping the UI and adding window dragging! Changes: Swapped the Wallpaper Added Window Dragging and closing Swapped Color Pallette made UI less ‘floaty’ i spent around ~30 minutes to get the windows to drag and ~15 minutes to close them using java script which was not too hard! unfortunately i still struggle with CSS since while i was making it i noticed that there was a scrollbar at the bottom and the page was wider than the screen. I started off trying to fix it by moving the weather checker(which i still have to make function) more inward but that didn’t give much results, so i tried to change the whole body and set a certain width but that made it worse. after around ~50 minutes i tried changing the top bar’s width from 100% down and that fixed it i used trial and error to find the perfect percent before i get a scroll bar as 99.275%."}, {"post_id": 73762, "ts": "2026-09-25T21:35:08Z", "hours": 2.4078, "text": "I started the project! -created the index -added a wallpaper -added a welcome screen -added a top bar -added static time -added my current weather(i will try to create live weather next update) -made windows translucent The first part was going fine until i had to add the image for the music logo onto the welcome! i made the mistake of trying to use position absolute which took the image out of the div which made me lose ~45 minutes of time before i realized that the “position: absolute;” only works on the child so i then i went digging online to find that the best way to do it is to set “display: block; margin: 0 auto;” in style for the image!"}]...
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Title: PrivateOS by @suvrathkesaraju | Stardance
Title: PrivateOS by @suvrathkesaraju | Stardance
Devlogs:
I started the project! -created the index -added a wallpaper -added a welcome screen -added a top bar -added static time -added my current weather(i will try to create live weather next update) -made windows translucent The first part was going fine until i had to add the image for the music logo onto the welcome! i made the mistake of trying to use position absolute which took the image out of the div which made me lose ~45 minutes of time before i realized that the “position: absolute;” only works on the child so i then i went digging online to find that the best way to do it is to set “display: block; margin: 0 auto;” in style for the image!
I mainly spent my time revamping the UI and adding window dragging! Changes: Swapped the Wallpaper Added Window Dragging and closing Swapped Color Pallette made UI less ‘floaty’ i spent around ~30 minutes to get the windows to drag and ~15 minutes to close them using java script which was not too hard! unfortunately i still struggle with CSS since while i was making it i noticed that there was a scrollbar at the bottom and the page was wider than the screen. I started off trying to fix it by moving the weather checker(which i still have to make function) more inward but that didn’t give much results, so i tried to change the whole body and set a certain width but that made it worse. after around ~50 minutes i tried changing the top bar’s width from 100% down and that fixed it i used trial and error to find the perfect percent before i get a scroll bar as 99.275%.
So i accidentally made this a new project even though it was a restart so i had to do some relinking anwyays heres the 2 dev logs that got deleted as collateral damage of my poor setup ………………………………………………………………………………………………………………………… Restarted Project i was tired for my first attempt at an OS so i gave it a second go (and i wanted to get it rated instead of as a mission) -I made afunctional top bar that updates time realtime -added a battery widget in the top bar that tracks battery -added a dock at the bottom(not been pushed to github yet) -added a notes app(in progress & not been pushed to github) unlike my last attempt this time i seperated all my files my script, css, and html! this not only made it easier to read, it also amde it easier to edit and made this iteration much faster to implement than the last where it took me almost 4 hours to get to the same point! while i was working on my dock on the bottom i noticed that using transform: translate(-50%, -50%) that the dock was always may pixels above the bottom even when “bottom: 0%” so i edited. i didnt realize that the culprit was was the transform and spent 20 minutes before i finally igured out hwo to fix it and changed it to translate(-50%, -10%). ………………………………………………………………………………………………………………………… I added a draggable windows and the first app which is a notes app! -fixed off center time -added app dock that functions -made a functioning notes app -added draggable windows -added closable windows during this session i had one big problem i spent an hour fixing it. it was the save notes button which i added an onclick to but when i did so nothing happened. i thought the logic was wrong and proceeded to spend an hour trying to fix it but after words i noticed that i forgot to type function before the initializing the function and just wrote the function name. I was pretty frustrated at how simple the fix was and now i feel like i lost an hour of my life Lol. ………………………………………………………………………………………………………………………… anyways the project can be tested on github pages!
I added a music player app! -new music player app -plays local music files that you give -includes playback controls -does not save your file!!! this part was very challenging when it came to css more than the script the script wasnt easy but i had a good tutorial on youtube that made it so i could quickly make the script part. the css on the otherhand i couldnt just copy from the video and it made sure i had a rough time lol. I spent a sold 20 minutes thinking my seek bar was gone just to realize it was hidden behind another element. anyways im gonna write the read me and ship it soon!
Added a README.md and thats about it
Ships:
Private OS! an WEBos thats made to run things locally! Features A desktop enviroment with the abilty to open cand close windows(open by clicking on the app dock item and close using the red circle on the corners of windows) A top bar features a live time in AM/PM format! top bar also features a battery widget but it only works in chromium based browsers (no Tor or Firefox based browsers including but not limited to brave and zen) an appdock that lets you open an app by clicking on the apps icon A notes app that lets you write down plain text and download said plain text so you can keep it on you Hard Drive -A audio player that elts you add your audio file(mp3, wav, etc) and play it back...
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1792817229.6415713
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1792903629.6415713
|
|
51635
|
What's YOUR flight path? by @Sandhana | Starda What's YOUR flight path? by @Sandhana | Stardance...
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Sandhana
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T20:34:47Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an educational game that consists of 5 space-themed minigames to help further the mission of the Global Student Aerospace Initiative, which I am the co-founder of. Each minigame is preceded by an informational screen discussing a different career path within the aerospace field. The game starts with a Title Scene that allows the game to proceed. Every minigame starts with a short Level Scene that informs the user about how many lives they have and what level they are about to start. Minigame 1: Planetary Scientist The user must navigate and jump onto levels to collect scattered planets that they have discovered to deploy spacecraft for further studying. Minigame 2: Exoplanet Researcher The user must click 4 exoplanets that they have previously discovered that they now deem unsuitable for life to remove it from their dataset. Minigame 3: Space Journalist The user must determine if a news article is reliable based on its use of data. Minigame 4: Astronomer The user must click the 8 main stars of the constellation Orion/ Minigame 5: Flight Surgeon The user must determine if an astronaut’s health level have deviated after spaceflight. I have created a death scene if you lose all 5 lives and a winner scene if you survive all 5 minigames.", "repo": "https://github.com/SandhanaRajesh/aerospacegame", "demo": "https://sandhanarajesh.itch.io/global-student-aerospace-initiative-aerospace-career-education-game"}]...
|
[{"post_id": 74153, "ts": "202 [{"post_id": 74153, "ts": "2026-09-26T19:45:07Z", "hours": 1.5694, "text": "This is probably the last devlog before I ship this project. I finished the last minigame today, which is about Flight Surgeons. The user has to compare pre-spaceflight and post-spaceflight reports of an astronaut and determine if ALL of their health levels are normal or not."}, {"post_id": 73795, "ts": "2026-09-26T00:47:35Z", "hours": 4.3981, "text": "Since the previous devlog, I’ve done quite a lot. I debugged and rewired the game flow to include my info screens about the different aerospace field jobs. One issue I had with this was using the wrong name while coding (ex. using screen instead of scene or vice versa). I coded the 3rd Minigame. It’s based on the career of Space Journalism, and essentially the user has to read an article and determine its reliability based on their own notes based on direct sources. I coded the 4th Minigame. It’s based on the career of Astronomy, and the user has to click the 8 main stars of the constellation Orion within 6 seconds to not lose a life. A problem I faced with coding this game was that I didn’t connect the signals to the right nodes, so clicking the stars didn’t do anything. A lot of this time was spent debugging, not actually working lol."}, {"post_id": 67695, "ts": "2026-09-13T21:37:42Z", "hours": 1.9178, "text": "Up to this point, I’ve completed a lot since the previous devlog. I completed the second minigame, which was a clicker game. The user needs to click 4 exoplanets in a certain amount of time to win the game. I also decided that I would lean into the educational aspect of the project (the whole point of making it space themed) and start creating information scenes that the user should read before each game. The first minigame (see previous devlog)’s information scene is all about being a planetary scientist, and the second minigame is about being an exoplanet researcher. The information scenes outline the mission objective (how to win the game; I noticed when rating in Stardance that many of the games didn’t explain what was going on so I found myself highly confused and wanted to fix that in my own game). Importantly, the scene includes a brief overview of each career that each minigame is meant to highlight. My next steps will be to attach a signal to the “got it” button, fix the flow in the code to include the information scene, and code more minigames."}, {"post_id": 62602, "ts": "2026-09-06T02:15:59Z", "hours": 3.1656, "text": "Here’s what I’ve completed today! I created my first minigame, which involves a character (which I designed using squares on Canva) who jumps onto platforms to collect Saturns within a specific time frame. A challenge I faced was getting the Saturns to send out and receive signals correctly. I also had trouble with animating the Saturns to float, but it worked once I restarted that segment."}, {"post_id": 61215, "ts": "2026-09-04T01:20:34Z", "hours": 0.3583, "text": "I’ve actually worked on this for over 2 hours, but I forgot to refresh GoDot so it never even tracked my time…. I actually almost cried but it’s ok, life goes on I guess. Anyways, today I created the first scene that users will see when the game opens. I want this game to be a way for students to learn about unconventional careers in aerospace so they can learn where they can thrive with their specific interests and skills (ex. aerospace x biology -> research space medicine/astrobiology, flight surgeon, etc.) I also created three buttons on the Start Menu today: START, SETTINGS, and QUIT, and I coded the functionality behind each one (tomorrow I need to create the scene for all of these (besides the quit button because that just quits the game) buttons to open) On the beginning scene I designed a black background with stars everywhere, a text box saying “Created by Sandhana Rajesh” and my student initiative’s logo (GSAI aka the Global Student Aerospace Initiative). This game will also serve as a way to let more people learn about my organization that I’ve founded and let them get involved to learn more about aerospace careers and space in general by becoming general members."}]...
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Title: What's YOUR flight path? by @Sandhana | Title: What's YOUR flight path? by @Sandhana | Stardance
Devlogs:
I’ve actually worked on this for over 2 hours, but I forgot to refresh GoDot so it never even tracked my time…. I actually almost cried but it’s ok, life goes on I guess. Anyways, today I created the first scene that users will see when the game opens. I want this game to be a way for students to learn about unconventional careers in aerospace so they can learn where they can thrive with their specific interests and skills (ex. aerospace x biology -> research space medicine/astrobiology, flight surgeon, etc.) I also created three buttons on the Start Menu today: START, SETTINGS, and QUIT, and I coded the functionality behind each one (tomorrow I need to create the scene for all of these (besides the quit button because that just quits the game) buttons to open) On the beginning scene I designed a black background with stars everywhere, a text box saying “Created by Sandhana Rajesh” and my student initiative’s logo (GSAI aka the Global Student Aerospace Initiative). This game will also serve as a way to let more people learn about my organization that I’ve founded and let them get involved to learn more about aerospace careers and space in general by becoming general members.
Here’s what I’ve completed today! I created my first minigame, which involves a character (which I designed using squares on Canva) who jumps onto platforms to collect Saturns within a specific time frame. A challenge I faced was getting the Saturns to send out and receive signals correctly. I also had trouble with animating the Saturns to float, but it worked once I restarted that segment.
Up to this point, I’ve completed a lot since the previous devlog. I completed the second minigame, which was a clicker game. The user needs to click 4 exoplanets in a certain amount of time to win the game. I also decided that I would lean into the educational aspect of the project (the whole point of making it space themed) and start creating information scenes that the user should read before each game. The first minigame (see previous devlog)’s information scene is all about being a planetary scientist, and the second minigame is about being an exoplanet researcher. The information scenes outline the mission objective (how to win the game; I noticed when rating in Stardance that many of the games didn’t explain what was going on so I found myself highly confused and wanted to fix that in my own game). Importantly, the scene includes a brief overview of each career that each minigame is meant to highlight. My next steps will be to attach a signal to the “got it” button, fix the flow in the code to include the information scene, and code more minigames.
Since the previous devlog, I’ve done quite a lot. I debugged and rewired the game flow to include my info screens about the different aerospace field jobs. One issue I had with this was using the wrong name while coding (ex. using screen instead of scene or vice versa). I coded the 3rd Minigame. It’s based on the career of Space Journalism, and essentially the user has to read an article and determine its reliability based on their own notes based on direct sources. I coded the 4th Minigame. It’s based on the career of Astronomy, and the user has to click the 8 main stars of the constellation Orion within 6 seconds to not lose a life. A problem I faced with coding this game was that I didn’t connect the signals to the right nodes, so clicking the stars didn’t do anything. A lot of this time was spent debugging, not actually working lol.
This is probably the last devlog before I ship this project. I finished the last minigame today, which is about Flight Surgeons. The user has to compare pre-spaceflight and post-spaceflight reports of an astronaut and determine if ALL of their health levels are normal or not.
Ships:
I made an educational game that consists of 5 space-themed minigames to help further the mission of the Global Student Aerospace Initiative, which I am the co-founder of. Each minigame is preceded by an informational screen discussing a different career path within the aerospace field. The game starts with a Title Scene that allows the game to proceed. Every minigame starts with a short Level Scene that informs the user about how many lives they have and what level they are about to start. Minigame 1: Planetary Scientist The user must navigate and jump onto levels to collect scattered planets that they have discovered to deploy spacecraft for further studying. Minigame 2: Exoplanet Researcher The user must click 4 exoplanets that they have previously discovered that they now deem unsuitable for life to remove it from their dataset. Minigame 3: Space Journalist The user must determine if a news article is reliable based on its use of data. Minigame 4: Astronomer The user must click the 8 main stars of the constellation Orion/ Minigame 5: Flight Surgeon The user must determine if an astronaut’s health level have deviated after spaceflight. I have created a death scene if you lose all 5 lives and a winner scene if you survive all 5 minigames....
|
1792853743.307924
|
1792940143.307924
|
|
52081
|
My own site! by @AE | Stardance
|
AE
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T20:09:26Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Este es mi pagina personal. Aunque tiene un diseño simple para mi no fue tan fácil hacerla porque soy muy mala diseñando, estuve cambiando , moviendo y agregando cosas constantemente. Siento que he avanzado un poco en mi habilidad de diseño y por eso quiero compartir este pequeño pero importante proyecto.", "repo": "https://github.com/MANDCHELLE/stardance", "demo": "https://mandchelle.github.io/stardance/"}]...
|
[{"post_id": 74139, "ts": "202 [{"post_id": 74139, "ts": "2026-09-26T19:03:42Z", "hours": 5.6372, "text": "El sitio web que construí es simple pero lo veo bonito. No soy buena diseñando por eso considero que esto es un gran avance ."}]...
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Title: My own site! by @AE | Stardance
Devlogs:
E Title: My own site! by @AE | Stardance
Devlogs:
El sitio web que construí es simple pero lo veo bonito. No soy buena diseñando por eso considero que esto es un gran avance .
Ships:
Este es mi pagina personal. Aunque tiene un diseño simple para mi no fue tan fácil hacerla porque soy muy mala diseñando, estuve cambiando , moviendo y agregando cosas constantemente. Siento que he avanzado un poco en mi habilidad de diseño y por eso quiero compartir este pequeño pero importante proyecto....
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1792853778.2409606
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1792940178.2409606
|
|
27611
|
skywalk by @zhirkopro115 | Stardance
|
zhirkopro115
|
1
|
85.39
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T19:23:24Z", "hours": 82.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello dear tester i made this game cs i one time i stumbled across game like that that i liked but i wanted to add a phew things to it cs i liked it but it wasnt my game so i created my own with my own features. I am very proud that i made autopilot and guide i think that was the hardest things to do ( and physics od course like gravity and whatewer ). What do you need to know to play? i think you only need to know that arrow up it the throttle up and arrow down is throttle down and also you need to know that wars is the q and e buttoms map is m and you dont need to worry about autopilot doing strange things it will do it just don touch it cs it will turn off and remember that the starter rocket can fly to the moon but not back ( cs there is not enough fuel) so if you wanted to go back to earth you would need to build a larger rocket and i think thats all . good luck testing it and have a good morning/afternoon/evening/night bye :)", "repo": "https://github.com/zhirkoalexander-maker/ellipse", "demo": "https://zhirkoalexander-maker.github.io/ellipse/"}]...
|
[{"post_id": 75570, "ts": "202 [{"post_id": 75570, "ts": "2026-09-30T13:54:19Z", "hours": 3.3944, "text": "hello dear testers i wrote yes i wrote this game with help of ai but now i got 35 procent ai ( like the autopilot is ai and map is ai ( on map just planets)) everithing else i wrote myself with the help of my dad . Please may you stop rejecting my project again and again ( i am so sorry i cant do more of this cs i am in 8 grade ant only on this week i had 9 tests ( this includes piano that i play)) i just did everithing i could to this project sorry and bye"}, {"post_id": 74141, "ts": "2026-09-26T19:15:30Z", "hours": 5.6719, "text": "helloooo everyone and today i officially ended my project. jst added a new model of the rocket ( cs it looked bad in my opinion ) and in the start if you joined for the first time there will be a guide waiting for you ( kinda struggled on that one ) and added this legs that hold the rocket when it is about to launch. I very wanted to add more things about the game to this devlog but if i will be adding here every feature it would cost me like 8 h so sorry but you can always check it out yourself here https://zhirkoalexander-maker.github.io/ellipse/ oh and i changed the game name from ellipse to challanger ( yeah that spaceship that exploded back in 1990 (sorry dont know the real date)) cs the game with name ellipse alredy exsit bla bla bla. oookey this is the end so thanks every one for beeng here and buy ( for some one who is rating my game pls dont rate me hard i am a starter and my dad helped me a lot and i am jst so bad in english ) btw if anybody wanted to know i am saving up on a bambulab mini ok soo now its the real end so bye and see you later :)"}, {"post_id": 72370, "ts": "2026-09-22T19:29:54Z", "hours": 8.8811, "text": "hi everyone today i made this cool crash animation that shows up when you try to land on a planet faster than 30 m/s (i think i might change it to higher soon like to 70 m/s so it will be easier to land) and i am working on a landing porcess but it is so hard and idk what to do but i want to do it myself without ai so sorry if it will be trash and sorry for the rocket details i am just so bad at drawing especially 3d models (i trided hard)and thats all. Oh and i changed the warp a lil bit so it dosent take you 5 mins to fly to the jupiter (warp is q and e buttons) oh and i added sas (autopilot) so if you dont want to fly to the moon yourself ( its preery hard) you can just press sas and sellect the planet but still it is preety much a concepcion but il try my best to do it thnks for reading bye :)"}, {"post_id": 36662, "ts": "2026-07-28T21:18:14Z", "hours": 10.3414, "text": "hello. ehhhhh….. i dont think you know how much love and my life i gave to this game and this is the best i can do. when i add new things there are 2 new bugs and that was happening for more than a 100 times. i dont think i will end this game cs i and tired. sorry fellas.(dont judge my devlogs please cs i spend most time coding) sorry and see you in another 10 h"}, {"post_id": 29128, "ts": "2026-07-15T19:57:31Z", "hours": 8.8847, "text": "today added the sun and added the debug screen to see what wrong (debug was very hard even harder than the game(wasted 5 h on it)) and i think i am going to add the guide in the menu(there is help button but it dosnt work yet) soo i think i is all for today and have a good thms :)"}, {"post_id": 27670, "ts": "2026-07-13T13:21:13Z", "hours": 10.0064, "text": "today nothing special in this devlog i fixed some bugs that were glitching the game. and added so you can actualy see the rocket in the vehicle assembly and i am going to make this better. and if you want to know the bugs i fixed and what i added (bet you dont) but i am still going to write that cs it need to be in the devlog. soo i fixed thet the roket couldnt land properly on the planets and wasnt crashing if the speed was to fast (more than 30 m/s) also fixed that the earth gravity was to strong and you couldnt tke off cs your fuel was running yout to fast. also added that the rocket have weight so if your rocket is to heavy you cant lift od aaand i added the sun day and night. if you made it here i am impressed (pls follow?) ok ok i am joking by have a good day (or night or evening or lunch or morning or 1 oclock or 2 or clock or….) ok see ya :) (follow @paper_01 )"}, {"post_id": 26589, "ts": "2026-07-11T14:37:27Z", "hours": 8.4506, "text": "this is video of my gameplay of the game and i like it like this is what i wanted to create but there is more to presice like landing on other planets crashes and more. you can play it right now there https://zhirkoalexander-maker.github.io/ellipse/ the game isnt finshed yet but if you want to play here. :)"}, {"post_id": 24968, "ts": "2026-07-08T21:09:46Z", "hours": 8.3767, "text": "today nothing crazy i added a bunch of models and fixed a few bugs (like gravity was to strong) also i added crash to the game so if you go into the planet to fast you crash into it and i added a normal working menu yeah and also 3d recurces i took from here if you want https://science.nasa.gov/3d-resources/ (nasa 3d models)"}, {"post_id": 22045, "ts": "2026-07-04T09:22:41Z", "hours": 3.5458, "text": "today i added a better texture of the rocket and a degree meter so you know in what posytion are you right now also added a phew buttons (they were there but they werent working properly) and i think in the next update i will add a smoother landing see ya ;)"}, {"post_id": 20091, "ts": "2026-07-01T16:40:56Z", "hours": 2.6222, "text": "StarWeld v0.4: real textures + 3D terrain on all planets, KSC launch pad at real coords, terrain collision matches visual mountains, controls locked on pad until liftoff, compressed orbits (Moon 4Mm), fuel ×1.5, reentry heat, HUD. Fixed: Moon clipping, ocean spawn, mountain clipping, TS clean. sorry i was writing it like robot cs i dont have much time. ps it still sucks i will fix it toomorow"}, {"post_id": 19436, "ts": "2026-06-30T19:15:07Z", "hours": 9.2897, "text": "today didnt do much but added some buttons to menu fixed some bugs and added better texure of earth and now its time for physyk of the game and honestly …. ahhh i think i will need help of ai or if someone can help with it pls comment"}, {"post_id": 17607, "ts": "2026-06-28T14:06:37Z", "hours": 6.4111, "text": "i wanted to create game where you build and launch you rocket ship to planets in solar system here is my first work"}]...
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Title: skywalk by @zhirkopro115 | Stardance
Devlo Title: skywalk by @zhirkopro115 | Stardance
Devlogs:
i wanted to create game where you build and launch you rocket ship to planets in solar system here is my first work
today didnt do much but added some buttons to menu fixed some bugs and added better texure of earth and now its time for physyk of the game and honestly …. ahhh i think i will need help of ai or if someone can help with it pls comment
StarWeld v0.4: real textures + 3D terrain on all planets, KSC launch pad at real coords, terrain collision matches visual mountains, controls locked on pad until liftoff, compressed orbits (Moon 4Mm), fuel ×1.5, reentry heat, HUD. Fixed: Moon clipping, ocean spawn, mountain clipping, TS clean. sorry i was writing it like robot cs i dont have much time. ps it still sucks i will fix it toomorow
today i added a better texture of the rocket and a degree meter so you know in what posytion are you right now also added a phew buttons (they were there but they werent working properly) and i think in the next update i will add a smoother landing see ya ;)
today nothing crazy i added a bunch of models and fixed a few bugs (like gravity was to strong) also i added crash to the game so if you go into the planet to fast you crash into it and i added a normal working menu yeah and also 3d recurces i took from here if you want https://science.nasa.gov/3d-resources/ (nasa 3d models)
this is video of my gameplay of the game and i like it like this is what i wanted to create but there is more to presice like landing on other planets crashes and more. you can play it right now there https://zhirkoalexander-maker.github.io/ellipse/ the game isnt finshed yet but if you want to play here. :)
today nothing special in this devlog i fixed some bugs that were glitching the game. and added so you can actualy see the rocket in the vehicle assembly and i am going to make this better. and if you want to know the bugs i fixed and what i added (bet you dont) but i am still going to write that cs it need to be in the devlog. soo i fixed thet the roket couldnt land properly on the planets and wasnt crashing if the speed was to fast (more than 30 m/s) also fixed that the earth gravity was to strong and you couldnt tke off cs your fuel was running yout to fast. also added that the rocket have weight so if your rocket is to heavy you cant lift od aaand i added the sun day and night. if you made it here i am impressed (pls follow?) ok ok i am joking by have a good day (or night or evening or lunch or morning or 1 oclock or 2 or clock or….) ok see ya :) (follow @paper_01 )
today added the sun and added the debug screen to see what wrong (debug was very hard even harder than the game(wasted 5 h on it)) and i think i am going to add the guide in the menu(there is help button but it dosnt work yet) soo i think i is all for today and have a good thms :)
hello. ehhhhh….. i dont think you know how much love and my life i gave to this game and this is the best i can do. when i add new things there are 2 new bugs and that was happening for more than a 100 times. i dont think i will end this game cs i and tired. sorry fellas.(dont judge my devlogs please cs i spend most time coding) sorry and see you in another 10 h
hi everyone today i made this cool crash animation that shows up when you try to land on a planet faster than 30 m/s (i think i might change it to higher soon like to 70 m/s so it will be easier to land) and i am working on a landing porcess but it is so hard and idk what to do but i want to do it myself without ai so sorry if it will be trash and sorry for the rocket details i am just so bad at drawing especially 3d models (i trided hard)and thats all. Oh and i changed the warp a lil bit so it dosent take you 5 mins to fly to the jupiter (warp is q and e buttons) oh and i added sas (autopilot) so if you dont want to fly to the moon yourself ( its preery hard) you can just press sas and sellect the planet but still it is preety much a concepcion but il try my best to do it thnks for reading bye :)
helloooo everyone and today i officially ended my project. jst added a new model of the rocket ( cs it looked bad in my opinion ) and in the start if you joined for the first time there will be a guide waiting for you ( kinda struggled on that one ) and added this legs that hold the rocket when it is about to launch. I very wanted to add more things about the game to this devlog but if i will be adding here every feature it would cost me like 8 h so sorry but you can always check it out yourself here https://zhirkoalexander-maker.github.io/ellipse/ oh and i changed the game name from ellipse to challanger ( yeah that spaceship that exploded back in 1990 (sorry dont know the real date)) cs the game with name ellipse alredy exsit bla bla bla. oookey this is the end so thanks every one for beeng here and buy ( for some one who is rating my game pls dont rate me hard i am a starter and my dad helped me a lot and i am jst so bad in english ) btw if anybody wanted to know i am saving up on a bambulab mini ok soo now its the real end so bye and see you later :)
hello dear testers i wrote yes i wrote this game with help of ai but now i got 35 procent ai ( like the autopilot is ai and map is ai ( on map just planets)) everithing else i wrote myself with the help of my dad . Please may you stop rejecting my project again and again ( i am so sorry i cant do more of this cs i am in 8 grade ant only on this week i had 9 tests ( this includes piano that i play)) i just did everithing i could to this project sorry and bye
Ships:
Hello dear tester i made this game cs i one time i stumbled across game like that that i liked but i wanted to add a phew things to it cs i liked it but it wasnt my game so i created my own with my own features. I am very proud that i made autopilot and guide i think that was the hardest things to do ( and physics od course like gravity and whatewer ). What do you need to know to play? i think you only need to know that arrow up it the throttle up and arrow down is throttle down and also you need to know that wars is the q and e buttoms map is m and you dont need to worry about autopilot doing strange things it will do it just don touch it cs it will turn off and remember that the starter rocket can fly to the moon but not back ( cs there is not enough fuel) so if you wanted to go back to earth you would need to build a larger rocket and i think thats all . good luck testing it and have a good morning/afternoon/evening/night bye :)...
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1792856904.458555
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1792943304.458555
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61921
|
imposter by @taco_taim | Stardance
|
taco_taim
|
1
|
34.45
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T19:10:40Z", "hours": 34.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "imposter is a color reaction game made in python. every level has 3 elements rectangles or circles. one of the elements is in a different color, you need to pick your suspect with a time limit. i managed to make a script to read the level files. and a cool tutorial in pygame (its not easy) and I’m really proud of it :3 to play the game you will need to clone the repo ‘git clone https://github.com/thearmadiliking/imposter ’, install python and pygame. to run it run main.py. and don’t forget to give the repo a star :3", "repo": "https://github.com/thearmadiliking/imposter", "demo": "https://github.com/thearmadiliking/imposter/releases"}]...
|
[{"post_id": 75380, "ts": "202 [{"post_id": 75380, "ts": "2026-09-29T21:43:49Z", "hours": 0.4522, "text": "i added a release…."}, {"post_id": 74094, "ts": "2026-09-26T17:38:30Z", "hours": 8.9014, "text": "i did all of the polishing for the game and I’m ready to ship!!!"}, {"post_id": 73302, "ts": "2026-09-24T20:07:01Z", "hours": 1.6467, "text": "i finished the tutorial animation the only thing left for it is the voiceover."}, {"post_id": 73245, "ts": "2026-09-24T17:33:58Z", "hours": 2.9456, "text": "i started working on the totorial"}, {"post_id": 73075, "ts": "2026-09-24T10:12:05Z", "hours": 11.3025, "text": "i added a lvl picker and polished the overall game loop (and repairing the ship)"}, {"post_id": 70785, "ts": "2026-09-19T19:18:20Z", "hours": 1.2122, "text": "making a tui setup menu"}, {"post_id": 70736, "ts": "2026-09-19T17:49:10Z", "hours": 2.8361, "text": "i added the gameplay after you lode the level."}, {"post_id": 70610, "ts": "2026-09-19T13:30:40Z", "hours": 5.5264, "text": "i made a level reading test that takes a .lvl file and extracts the info and format it."}]...
|
Title: imposter by @taco_taim | Stardance
Devlogs Title: imposter by @taco_taim | Stardance
Devlogs:
i made a level reading test that takes a .lvl file and extracts the info and format it.
i added the gameplay after you lode the level.
making a tui setup menu
i added a lvl picker and polished the overall game loop (and repairing the ship)
i started working on the totorial
i finished the tutorial animation the only thing left for it is the voiceover.
i did all of the polishing for the game and I’m ready to ship!!!
i added a release….
Ships:
imposter is a color reaction game made in python. every level has 3 elements rectangles or circles. one of the elements is in a different color, you need to pick your suspect with a time limit. i managed to make a script to read the level files. and a cool tutorial in pygame (its not easy) and I’m really proud of it :3 to play the game you will need to clone the repo ‘git clone https://github.com/thearmadiliking/imposter ’, install python and pygame. to run it run main.py. and don’t forget to give the repo a star :3...
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1792813899.9828856
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1792900299.9828856
|
|
65434
|
New Tab Page by @ashish-raj-singh | Stardance
|
ashish-raj-singh
|
1
|
9.19
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T18:46:54Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Overview Although I have been a front-end web developer for long, but this concept of creating your own new tab page was completely new for me I have never even thought or heard of it it felt nice creating something which I will be using on a daily basis Version One have made this new tab page according to my own needs, very minimal, and only showing the things which I need to see Obviously there are a lot of things to add but right now this is something I can call version 1 I think I will first try the present and see if it requires some more features and require some changes instead of bloating it with abundance of features which i dont actually require day to day Challenges About the challenge part, I would say I’m reading about how can I actually replace my new tab page instead of just this website, and I found out that I can do that by writing a manifest file. So yeah, I am researching on that and see what I can do. I think challenge here mostly is something that is going to come next about researching out that manifest file about how to make it actually a new tab page. Future Scope (Version Two) How do I get that native right clicks on my page? And how do i track the times that other websites are using? Maybe make an extension to track the user behavior when he’s not on the page and display that on this page, on this landing page sp a lot of scope is there. lets see what’s come up in version two but for version now i think this is enough", "repo": "https://github.com/ashish757/new-tab-page", "demo": "https://new-tab-page-eta-gilt.vercel.app"}]...
|
[{"post_id": 74958, "ts": "202 [{"post_id": 74958, "ts": "2026-09-28T18:04:57Z", "hours": 1.6761, "text": "Devlog Last time reject due to my project being ai heavy, idk, the ui was generated with google stitch and then i coded it out, i just removed the css and redesign the website completely i took the inspiraation my from my old project, idk i made it like 3-4 years ago, link below https://ashish757.github.io/some-frontend-stuff/guess-the-number/index.html"}, {"post_id": 74373, "ts": "2026-09-27T08:21:54Z", "hours": 3.5097, "text": "Devlog 4 wrote some of css again, removed the AI snippets that I had used fixed some bugs like, error on refetching data when handle is chagned showed more info in cards thorugh codeforces and github apis (commits and next rank requirement in codeforces) the image in the bg was not loading on the first opening of the website, fixed that too"}, {"post_id": 74125, "ts": "2026-09-26T18:37:19Z", "hours": 0.6094, "text": "Devlog 3 this time i fixed the weather card, now it shows the correct weather based on your location, and also shows the correct time and date. i also made UI improvements and now the todo list is on the left side of the screen, almost 100% long added text shadow to text, so that its visible on any image as a background"}, {"post_id": 74026, "ts": "2026-09-26T15:31:12Z", "hours": 2.435, "text": "Devlog 2 so i started with goal to display info cards of my coding profiles from different platform, but turns out that i cant codechef has deprecated their public api, leetcode graphql api can only be accesed from server, so was only able to display my codeforces and github stats after this i added a toto list card, initially it was a card but later i made it like aa sidebar app insted for better UX i also worked on settings to customize the design , some thing i have completed like selecting which cards to display, theme, and bg, but there is still imporvement like more option for images, gradient and colour also more then just dark and light theme, maybe a comic theme and termical theme created a component for displaying time, date and weather, weather thing is yer to be completed"}, {"post_id": 73671, "ts": "2026-09-25T17:18:10Z", "hours": 1.0706, "text": "Devlog 1 ###For the new page tab here are my ideas i want to improve me Competitive Programing skill so my new tab page will revolve around that theme i will create some web shortcuts and a reading list thing theme customization is there, but i dont know i will try to provide as much as customizability i can Current Status have created a simple search bar the search bar can be focused by pressing “/” it also has options for three different search engines"}]...
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Title: New Tab Page by @ashish-raj-singh | Stardan Title: New Tab Page by @ashish-raj-singh | Stardance
Devlogs:
Devlog 1 ###For the new page tab here are my ideas i want to improve me Competitive Programing skill so my new tab page will revolve around that theme i will create some web shortcuts and a reading list thing theme customization is there, but i dont know i will try to provide as much as customizability i can Current Status have created a simple search bar the search bar can be focused by pressing “/” it also has options for three different search engines
Devlog 2 so i started with goal to display info cards of my coding profiles from different platform, but turns out that i cant codechef has deprecated their public api, leetcode graphql api can only be accesed from server, so was only able to display my codeforces and github stats after this i added a toto list card, initially it was a card but later i made it like aa sidebar app insted for better UX i also worked on settings to customize the design , some thing i have completed like selecting which cards to display, theme, and bg, but there is still imporvement like more option for images, gradient and colour also more then just dark and light theme, maybe a comic theme and termical theme created a component for displaying time, date and weather, weather thing is yer to be completed
Devlog 3 this time i fixed the weather card, now it shows the correct weather based on your location, and also shows the correct time and date. i also made UI improvements and now the todo list is on the left side of the screen, almost 100% long added text shadow to text, so that its visible on any image as a background
Devlog 4 wrote some of css again, removed the AI snippets that I had used fixed some bugs like, error on refetching data when handle is chagned showed more info in cards thorugh codeforces and github apis (commits and next rank requirement in codeforces) the image in the bg was not loading on the first opening of the website, fixed that too
Devlog Last time reject due to my project being ai heavy, idk, the ui was generated with google stitch and then i coded it out, i just removed the css and redesign the website completely i took the inspiraation my from my old project, idk i made it like 3-4 years ago, link below https://ashish757.github.io/some-frontend-stuff/guess-the-number/index.html
Ships:
Overview Although I have been a front-end web developer for long, but this concept of creating your own new tab page was completely new for me I have never even thought or heard of it it felt nice creating something which I will be using on a daily basis Version One have made this new tab page according to my own needs, very minimal, and only showing the things which I need to see Obviously there are a lot of things to add but right now this is something I can call version 1 I think I will first try the present and see if it requires some more features and require some changes instead of bloating it with abundance of features which i dont actually require day to day Challenges About the challenge part, I would say I’m reading about how can I actually replace my new tab page instead of just this website, and I found out that I can do that by writing a manifest file. So yeah, I am researching on that and see what I can do. I think challenge here mostly is something that is going to come next about researching out that manifest file about how to make it actually a new tab page. Future Scope (Version Two) How do I get that native right clicks on my page? And how do i track the times that other websites are using? Maybe make an extension to track the user behavior when he’s not on the page and display that on this page, on this landing page sp a lot of scope is there. lets see what’s come up in version two but for version now i think this is enough...
|
1792817245.5841138
|
1792903645.5841138
|
|
66069
|
Simple-Pendulum by @Sameer23 | Stardance
|
Sameer23
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T18:42:37Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Simple Pendulum I read about it in class 12th physics so I decided to make it.", "repo": "https://github.com/imskyyyy5/simplependulum", "demo": "https://lively-maamoul-bdbc0f.netlify.app/"}]...
|
[{"post_id": 74093, "ts": "202 [{"post_id": 74093, "ts": "2026-09-26T17:38:27Z", "hours": 0.7497, "text": "String and bob thing also done and the slider also changes the length text…"}, {"post_id": 74051, "ts": "2026-09-26T16:25:59Z", "hours": 0.25, "text": "Now my goal is to make a visual pendulum which will change time period according to the effective length."}, {"post_id": 74040, "ts": "2026-09-26T16:09:42Z", "hours": 0.4575, "text": "Figuring out time guys!!!!"}]...
|
Title: Simple-Pendulum by @Sameer23 | Stardance
D Title: Simple-Pendulum by @Sameer23 | Stardance
Devlogs:
Figuring out time guys!!!!
Now my goal is to make a visual pendulum which will change time period according to the effective length.
String and bob thing also done and the slider also changes the length text…
Ships:
Simple Pendulum I read about it in class 12th physics so I decided to make it....
|
1792817299.4410775
|
1792903699.4410775
|
|
43641
|
JJK Minecraft Mod by @qstorm | Stardance
|
qstorm
|
1
|
157.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T18:29:09Z", "hours": 157.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "FULL SHOWCASE HERE This is a Minecraft mod based on the power system from Jujitsu Kaisen. It contains a combo system where if you press a number of keys in the right order, the power will activate. as well as lots of room for expansion with other powers thanks to how it’s built. Currently there are 5 functional abilities: The innate technique which slows down entities around the player; the blue technique which attracts entities to a ball; the red technique which repels enemies away from the user; the purple technique which destroys everything in it’s path; and the domain which sends enemies to a dimension where they are unable to do anything At first I had just planned on using this project as a blank slate to learn how to mod Minecraft, but eventually I got inspired to make more interesting things, and it led to me making one of my personal favorite fictional power systems, the JJK cursed techniques. It took a while to figure things out, I spend many hours looking through Minecraft source code and other peoples code as well as tutorials but eventually I figured out how to do different things. This was easily the most challenging part of the project, compared to a mathematically intensive project like openGL. I’m proud of so many things with this project. For one it is the first fun project I made (both to code and to play). I also made very good code. After studying Minecraft code and making tons of mistakes, I eventually learned how to make code that was both expandable and readable. I believe that given another week, I would have been able to create 5 other abilities. If you want to try the project, make sure to look through the readMe and install the mod on the 1.21.11M branch. The README provides critical information about how to use and install the mod.", "repo": "https://github.com/qstorm1/PracticeMod/tree/1.21.11M", "demo": "https://modrinth.com/project/jjk-abilities/settings/versions"}]...
|
[{"post_id": 74103, "ts": "202 [{"post_id": 74103, "ts": "2026-09-26T17:59:56Z", "hours": 0.5408, "text": "Build and Read me update"}, {"post_id": 74084, "ts": "2026-09-26T17:10:20Z", "hours": 4.5536, "text": "JJK Mod in minecraft This is the final devlog here is a youtube link to the showcase: Showcase After finishing the backend, I got a lot of progress done! I recommend watching the showcase but I managed to easily get all the abilities to a semi functional state. Thanks to the hard work of previous me, this wasn’t a hard task and I had no major problems. One interesting thing I did was how I worked with red. I used dot products to make red more usable, it actually pushes enemies back like in the show if they are in the same area as the direction red is moving. Other then that the systems were pretty easy to make. A big reason it took so long to get here was because I had no idea how to mod. Unfortunately in order to get everything done today, I had to cut a few corners, meaning that the power renderer is still a particle system. I could go on and on about what i want to add though (that will be in the ship) so I’ll just end it here"}, {"post_id": 73911, "ts": "2026-09-26T09:41:04Z", "hours": 11.1103, "text": "Near completion! It’s weird getting a feeling of satisfaction when deleting the most important part of my code. Thats what I felt when deleting the static variables that stored my data. All of the internal systems are now working and my code is so much cleaner. Now entity data is saved successfully, if you die, leave the world or exit the game. In order to do this I had to learn how to use interfaces well. Turns out casting is a lot more useful then one might expect. You can cast interfaces into classes and vise versa and you can use interfaces with getter and setter methods to get data from classes. I always though interfaces were a useless thing that people use to make better looking code but they are helpful. Anyway, I faced a few major bugs throughout the transition into CCA, the main one being the fact that I had to put an entrypoint in the fabric.mod.json file to render entities. It took a long time and I only found it because of some random reddit thread I found. The main issue was that when I implemented an interface, it was supposed to save data for that class in all entities. Heres a tip, if something is wrong and you can’t find the issue, think about whats happening under the hood. For me, I assumed that the entity data would automatically be initialized but interfaces can’t do that. I’m probably explaining it wrong (I’m a little tired rn with coding and college apps). Anyway, theres a lot more I want to do and I wish that stardance had lasted another week so that I could show you all my cool Ideas. I’ll make the final devlog and ship my project later today. So hopefully it works well :D (I worked on a lot of other stuff in these 10 hours but none are finished enough to devlog about; images have a peak)"}, {"post_id": 72944, "ts": "2026-09-24T02:46:16Z", "hours": 11.0214, "text": "Finished Cardinal Component re-design. It was really weird to get it working because I needed to use an interface and cast variables which I used to avoid doing. Nothing new unfortunately, next update will go into more detail on how I did this! (with new system this /stats command works :D)"}, {"post_id": 71437, "ts": "2026-09-20T20:24:18Z", "hours": 9.7322, "text": "Sorry, this update will probably be really boring. I’ve been sick for the past 3ish days but have still been trying to code. Unfortunately, that means most of my code is pretty bad. The basic rundown of what’s been happening is a realization that player data was being handled really stupidly. I wasn’t even saving things to files meaning once the server shut down, all the information would be deleted. Now I thought at first I could pretty easily deal with this after finishing the mod so I ignored it, but then I started having issues that came from synchronization with client and server. To those of you who looked at my previous devlogs, you can see that I constantly rewrote a lot of my code. This is because sometimes the client and server use the same static variables while other times they don’t. As a result of these two things, I decided to use a library to handle it called Cardinal Components. For most of my coding projects I’ve always wanted to ignore libraries to the best of my abilities and make stuff myself. I believe it’s a good to learn how the internals of a system work but the problem with me was that I would always stay low level. As I learned more about minecraft development, I learned how important it is to have both high and low level skills in order to make bigger projects. There will probably be only 2 or 3 more devlogs before I ship so I’ll try to get as much cool stuff done before then as possible. Big things are coming!"}, {"post_id": 69112, "ts": "2026-09-16T12:12:50Z", "hours": 10.1767, "text": "Limitless Innate Upgrades [upgrades showcase] ( https://youtu.be/m7zWsrxv2mA ) uh the devlog link is broken lol (or im just bad idk). I could talk about the things that I worked on behind the scenes unrelated to the innate upgrades but that’s very boring and I talked about them before, the main thing that I fixed was the handling of non-Living Entities with the limitless innate. Basically I used mixins to edit the move code as well as added some things to the client code. I talked a lot about how this worked in a previous devlog, but it took a lot of reading and understanding code to learn how to fix it. Unfortunately my command blocks were broken so I couldn’t showcase the projectile innate system, but otherwise most of the info is in the video"}, {"post_id": 67057, "ts": "2026-09-13T03:11:16Z", "hours": 10.8842, "text": "MY CODE IS SO TRASH! I was working on fixing my innate technique for limitless. The bug in question was an issue where falling non-living entities would end up rubber-banding before sometimes hitting the ground. (I’m not making a showcase video for this use the screenshot and ur imagination) The issue ended up being due to 2 things, one was that minecraft runs the move() function right after applyGravity() so my code would never get the chance to change the gravity. The second was the fact that move() calls are run both by the server and client. The first issue was relatively simple to fix, I just had to learn about advanced mixins and using @ModifyVariable correctly. However the second issue meant that I either had to send a ton of data with packets, or I could do what I had always wanted to do but knew it would take forever… code in client side compatibility. Anyway as of right now I am “almost” done with getting it working. I swear one of these days I am going to share something cool. probably next update or the one after, it’ll come out by Monday if I lock in."}, {"post_id": 65123, "ts": "2026-09-10T01:16:08Z", "hours": 9.3792, "text": "Blue Kinda Works! Video Showcase The showcase above includes some of the older versions, skip to 0:40 for official version (it was lagging at the time of recording though) The hardest part of this step was the value adjustments. Given my mod gives each player a random value for cursed energy and , a player needs to feel the diffrence between a weak sorcerer and a strong one. I’ll probably continue tweaking the settings for blue until I believe it is good enough. Anyway right now blue isn’t very complicated, it just detects all entities in a certain radius and gives them a velocity based on the gravitational force which is calculated based on radius and constants. I tried using the real life equations but had trouble with them. Finally, in case your wondering, I am planning on switching the particle renderer that is super laggy with a LWJGL openGL sphere renderer or maybe a block display but in order to do that I need to get good at rendering and make a client linear interpolate to simulate smooth movement and overall I really don’t want to but its gotta happen. Next update will either be a finished blue, or me whining about how trash my code is"}, {"post_id": 62746, "ts": "2026-09-06T08:09:20Z", "hours": 9.1467, "text": "I got the first power to work! you can find a showcase here: https://youtu.be/t6oah7P1Fyk it may not seem like much, but this means the lower level systems are working, and I can start focusing on making cool stuff. Other then that I also made the combo system more advanced by having it so u can run actions mid combo and you can detect how fast you did the combo. There are a few more things I want to add to the combo system and tbh I thought about re-coding it again (which is a pretty annoying habit that I’ve gotten #OCD) Next update if I can do it in under 10 hours is gonna be really cool and probably coming tomorrow, following might let u see it earlier :D"}, {"post_id": 61210, "ts": "2026-09-04T01:08:40Z", "hours": 6.9719, "text": "I finalized the system! The idea is that most of the boring stuff happens in semi-abstract classes like the Sorcery class and the Ability class, which handle server side management and universal methods. Meanwhile, I can initialize real logic through child classes such as the Limitless calss which extends sorcery or the Blue class which extends Ability. I copied the idea from minecrafts Entity system. I’ve also managed to get nearly all of the key binds to work including scrolling (I used a mixin for scrolling). A lot of the hours that were described in this update actually ended up in the previous devlog so in reality it took about 9ish hours of work. Anyway, mostly a programming update, but next time I’m going to start actually adding powers to my modpack!"}, {"post_id": 60678, "ts": "2026-09-03T06:09:23Z", "hours": 14.2872, "text": "The hud system is officially complete! I meant to post this devlog earlier but I had some problems :/ I spent a ton of time figuring out how to render images and I realized it was much easier to just make very specific math that draws lines to the HUD (It doesn’t help that you can’t draw curvy or diagnol lines) I fixed a ton of other problems as well that you can’t read in my commit history I think. This devlog was supposed to be posted a lot earlier but I ended up forgeting to post after writing it lmao. For that reason, I also have to say that the structure of the power system is done and now I’m working on bug fixes as well as making working powers. I really wish I could post a video showing you guys, I’ll try to do so next devlog using something less powerful then OBS. See ya"}, {"post_id": 56835, "ts": "2026-08-28T19:41:22Z", "hours": 10.6292, "text": "The main summery for today is mindless progress, I’ve continued to work on the Hud system for my combo system but faced multiple issues that took hours to fix (hence the lack of progress) for starters, somewhere during my modding jurney, I forgot that identifiers can’t have uppercase letters, leading me to try remaking the system multiple times. Additionally, while in my original system I added hud elements to the registry when updating, and removed hud elements when reseting, in the new system, I replace that with static variables and if loops. If I don’t face any more major bugs, the HUD system should be done by the next devlog!"}, {"post_id": 54766, "ts": "2026-08-25T21:25:00Z", "hours": 9.4258, "text": "I’ve been creating a HUD system, though it’s pretty boring so I get distracted and do other stuff. Anyway the combo system is fully functional. Through this I learned that static maps are completely unnecessary as static variables update in each client side jvm. I won’t get into the implementation of my HUD system or the other stuff I’m working on because they’re unfinished so this is more of a minor update"}, {"post_id": 52729, "ts": "2026-08-23T01:48:59Z", "hours": 9.7422, "text": "I made a combo system! right now it’s really buggy but what it does is similar to street fighter system, you can make a combo and then assign key’s to it. You need to press the key’s in the required number of time for the combo to work. there are a lot of problems with reset rn but the base system is there. Each player has a value called a “combo key” which have a timer that increase by one every tick and resets to 0 when the kye is pressed. these are values that are mapped to each player and only one instance of each key is allowed per player (for better latency and client2server stuff) A combo is created using a bunch of if logic. I used a builder sytem for object creation so instead of new object() you do Combo.build().key1(timeNeeded to press).key2… Each combo can be used for abilities that I’m going to work on next. Speaking about abilities I decided what my mod would be based on, Jujitsu Kaisen! While i’m not a diehard fan of the show, the power system is one of the coolest in all of fiction, so I thought it would be fun to try and implement some abilities (hence the pocket dimention my screenshots are in) anyway, gonna fix the combo system and then work on a simple power see ya!"}, {"post_id": 49994, "ts": "2026-08-19T00:51:50Z", "hours": 4.3547, "text": "Made Laser Eyes! When you click the laser button which you can change in the controls menu, a particle will appear (which is purely visual) and it will make a raycast, targeting the nearest entity/block. It will damage an entity and turn the block into a redstone block (temporary until i feel like making ash). It also works in multiplayer, where the particles are summoned from the eye of the shooter from everyones persepective except the shooter who only sees the beam if a few blocks away that way they don’t get blinded by particles (the pictures use free cam and i have no friends so I can’t show this but u can see how it works in the code) My project didn’t have documentation so it was difficult figuring out how to make a raycast (combination of .clip and .getEntityHitResult) and how to tell if the player really pressed the laser button which requires client to server packet management."}, {"post_id": 49285, "ts": "2026-08-18T00:21:25Z", "hours": 3.7019, "text": "the first devlog has a large number of hours on it because of some issues with git and project stuff (you didn’t miss any updates other then reading don’t worry), Anyway, I’m chilling in my new dimention with my new potion effect that I get after using a new item (with iron helmet texture cause i’m bad). I’ve been trying to get a raycasting system to work I just wanted to update the project so that my hours can be counted correctely, future update coming soon!"}, {"post_id": 44947, "ts": "2026-08-11T01:33:50Z", "hours": 21.76, "text": "I looked through minecrafts source code, The version of minecraft I am coding is 1.21.11 and on fabric there are two “mappings” or interpretations of minecrafts source code. the first version is the community one called yarn which was the one that I was planning on using when I was watching a tutorial series on Youtube however the documentation uses the other mappings called the “mojang mappings”. I switched to the mojang mappings and looked through minecrafts source code using that. I figured out how to handle terrain generation, add new things to minecrafts registry system, and access player data. My next goal is to look through some real applications of mods and this is how I recommend others who are interested to do so to!"}]...
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Title: JJK Minecraft Mod by @qstorm | Stardance
D Title: JJK Minecraft Mod by @qstorm | Stardance
Devlogs:
I looked through minecrafts source code, The version of minecraft I am coding is 1.21.11 and on fabric there are two “mappings” or interpretations of minecrafts source code. the first version is the community one called yarn which was the one that I was planning on using when I was watching a tutorial series on Youtube however the documentation uses the other mappings called the “mojang mappings”. I switched to the mojang mappings and looked through minecrafts source code using that. I figured out how to handle terrain generation, add new things to minecrafts registry system, and access player data. My next goal is to look through some real applications of mods and this is how I recommend others who are interested to do so to!
the first devlog has a large number of hours on it because of some issues with git and project stuff (you didn’t miss any updates other then reading don’t worry), Anyway, I’m chilling in my new dimention with my new potion effect that I get after using a new item (with iron helmet texture cause i’m bad). I’ve been trying to get a raycasting system to work I just wanted to update the project so that my hours can be counted correctely, future update coming soon!
Made Laser Eyes! When you click the laser button which you can change in the controls menu, a particle will appear (which is purely visual) and it will make a raycast, targeting the nearest entity/block. It will damage an entity and turn the block into a redstone block (temporary until i feel like making ash). It also works in multiplayer, where the particles are summoned from the eye of the shooter from everyones persepective except the shooter who only sees the beam if a few blocks away that way they don’t get blinded by particles (the pictures use free cam and i have no friends so I can’t show this but u can see how it works in the code) My project didn’t have documentation so it was difficult figuring out how to make a raycast (combination of .clip and .getEntityHitResult) and how to tell if the player really pressed the laser button which requires client to server packet management.
I made a combo system! right now it’s really buggy but what it does is similar to street fighter system, you can make a combo and then assign key’s to it. You need to press the key’s in the required number of time for the combo to work. there are a lot of problems with reset rn but the base system is there. Each player has a value called a “combo key” which have a timer that increase by one every tick and resets to 0 when the kye is pressed. these are values that are mapped to each player and only one instance of each key is allowed per player (for better latency and client2server stuff) A combo is created using a bunch of if logic. I used a builder sytem for object creation so instead of new object() you do Combo.build().key1(timeNeeded to press).key2… Each combo can be used for abilities that I’m going to work on next. Speaking about abilities I decided what my mod would be based on, Jujitsu Kaisen! While i’m not a diehard fan of the show, the power system is one of the coolest in all of fiction, so I thought it would be fun to try and implement some abilities (hence the pocket dimention my screenshots are in) anyway, gonna fix the combo system and then work on a simple power see ya!
I’ve been creating a HUD system, though it’s pretty boring so I get distracted and do other stuff. Anyway the combo system is fully functional. Through this I learned that static maps are completely unnecessary as static variables update in each client side jvm. I won’t get into the implementation of my HUD system or the other stuff I’m working on because they’re unfinished so this is more of a minor update
The main summery for today is mindless progress, I’ve continued to work on the Hud system for my combo system but faced multiple issues that took hours to fix (hence the lack of progress) for starters, somewhere during my modding jurney, I forgot that identifiers can’t have uppercase letters, leading me to try remaking the system multiple times. Additionally, while in my original system I added hud elements to the registry when updating, and removed hud elements when reseting, in the new system, I replace that with static variables and if loops. If I don’t face any more major bugs, the HUD system should be done by the next devlog!
The hud system is officially complete! I meant to post this devlog earlier but I had some problems :/ I spent a ton of time figuring out how to render images and I realized it was much easier to just make very specific math that draws lines to the HUD (It doesn’t help that you can’t draw curvy or diagnol lines) I fixed a ton of other problems as well that you can’t read in my commit history I think. This devlog was supposed to be posted a lot earlier but I ended up forgeting to post after writing it lmao. For that reason, I also have to say that the structure of the power system is done and now I’m working on bug fixes as well as making working powers. I really wish I could post a video showing you guys, I’ll try to do so next devlog using something less powerful then OBS. See ya
I finalized the system! The idea is that most of the boring stuff happens in semi-abstract classes like the Sorcery class and the Ability class, which handle server side management and universal methods. Meanwhile, I can initialize real logic through child classes such as the Limitless calss which extends sorcery or the Blue class which extends Ability. I copied the idea from minecrafts Entity system. I’ve also managed to get nearly all of the key binds to work including scrolling (I used a mixin for scrolling). A lot of the hours that were described in this update actually ended up in the previous devlog so in reality it took about 9ish hours of work. Anyway, mostly a programming update, but next time I’m going to start actually adding powers to my modpack!
I got the first power to work! you can find a showcase here: https://youtu.be/t6oah7P1Fyk it may not seem like much, but this means the lower level systems are working, and I can start focusing on making cool stuff. Other then that I also made the combo system more advanced by having it so u can run actions mid combo and you can detect how fast you did the combo. There are a few more things I want to add to the combo system and tbh I thought about re-coding it again (which is a pretty annoying habit that I’ve gotten #OCD) Next update if I can do it in under 10 hours is gonna be really cool and probably coming tomorrow, following might let u see it earlier :D
Blue Kinda Works! Video Showcase The showcase above includes some of the older versions, skip to 0:40 for official version (it was lagging at the time of recording though) The hardest part of this step was the value adjustments. Given my mod gives each player a random value for cursed energy and , a player needs to feel the diffrence between a weak sorcerer and a strong one. I’ll probably continue tweaking the settings for blue until I believe it is good enough. Anyway right now blue isn’t very complicated, it just detects all entities in a certain radius and gives them a velocity based on the gravitational force which is calculated based on radius and constants. I tried using the real life equations but had trouble with them. Finally, in case your wondering, I am planning on switching the particle renderer that is super laggy with a LWJGL openGL sphere renderer or maybe a block display but in order to do that I need to get good at rendering and make a client linear interpolate to simulate smooth movement and overall I really don’t want to but its gotta happen. Next update will either be a finished blue, or me whining about how trash my code is
MY CODE IS SO TRASH! I was working on fixing my innate technique for limitless. The bug in question was an issue where falling non-living entities would end up rubber-banding before sometimes hitting the ground. (I’m not making a showcase video for this use the screenshot and ur imagination) The issue ended up being due to 2 things, one was that minecraft runs the move() function right after applyGravity() so my code would never get the chance to change the gravity. The second was the fact that move() calls are run both by the server and client. The first issue was relatively simple to fix, I just had to learn about advanced mixins and using @ModifyVariable correctly. However the second issue meant that I either had to send a ton of data with packets, or I could do what I had always wanted to do but knew it would take forever… code in client side compatibility. Anyway as of right now I am “almost” done with getting it working. I swear one of these days I am going to share something cool. probably next update or the one after, it’ll come out by Monday if I lock in.
Limitless Innate Upgrades [upgrades showcase] ( https://youtu.be/m7zWsrxv2mA ) uh the devlog link is broken lol (or im just bad idk). I could talk about the things that I worked on behind the scenes unrelated to the innate upgrades but that’s very boring and I talked about them before, the main thing that I fixed was the handling of non-Living Entities with the limitless innate. Basically I used mixins to edit the move code as well as added some things to the client code. I talked a lot about how this worked in a previous devlog, but it took a lot of reading and understanding code to learn how to fix it. Unfortunately my command blocks were broken so I couldn’t showcase the projectile innate system, but otherwise most of the info is in the video
Sorry, this update will probably be really boring. I’ve been sick for the past 3ish days but have still been trying to code. Unfortunately, that means most of my code is pretty bad. The basic rundown of what’s been happening is a realization that player data was being handled really stupidly. I wasn’t even saving things to files meaning once the server shut down, all the information would be deleted. Now I thought at first I could pretty easily deal with this after finishing the mod so I ignored it, but then I started having issues that came from synchronization with client and server. To those of you who looked at my previous devlogs, you can see that I constantly rewrote a lot of my code. This is because sometimes the client and server use the same static variables while other times they don’t. As a result of these two things, I decided to use a library to handle it called Cardinal Components. For most of my coding projects I’ve always wanted to ignore libraries to the best of my abilities and make stuff myself. I believe it’s a good to learn how the internals of a system work but the problem with me was that I would always stay low level. As I learned more about minecraft development, I learned how important it is to have both high and low level skills in order to make bigger projects. There will probably be only 2 or 3 more devlogs before I ship so I’ll try to get as much cool stuff done before then as possible. Big things are coming!
Finished Cardinal Component re-design. It was really weird to get it working because I needed to use an interface and cast variables which I used to avoid doing. Nothing new unfortunately, next update will go into more detail on how I did this! (with new system this /stats command works :D)
Near completion! It’s weird getting a feeling of satisfaction when deleting the most important part of my code. Thats what I felt when deleting the static variables that stored my data. All of the internal systems are now working and my code is so much cleaner. Now entity data is saved successfully, if you die, leave the world or exit the game. In order to do this I had to learn how to use interfaces well. Turns out casting is a lot more useful then one might expect. You can cast interfaces into classes and vise versa and you can use interfaces with getter and setter methods to get data from classes. I always though interfaces were a useless thing that people use to make better looking code but they are helpful. Anyway, I faced a few major bugs throughout the transition into CCA, the main one being the fact that I had to put an entrypoint in the fabric.mod.json file to render entities. It took a long time and I only found it because of some random reddit thread I found. The main issue was that when I implemented an interface, it was supposed to save data for that class in all entities. Heres a tip, if something is wrong and you can’t find the issue, think about whats happening under the hood. For me, I assumed that the entity data would automatically be initialized but interfaces can’t do that. I’m probably explaining it wrong (I’m a little tired rn with coding and college apps). Anyway, theres a lot more I want to do and I wish that stardance had lasted another week so that I could show you all my cool Ideas. I’ll make the final devlog and ship my project later today. So hopefully it works well :D (I worked on a lot of other stuff in these 10 hours but none are finished enough to devlog about; images have a peak)
JJK Mod in minecraft This is the final devlog here is a youtube link to the showcase: Showcase After finishing the backend, I got a lot of progress done! I recommend watching the showcase but I managed to easily get all the abilities to a semi functional state. Thanks to the hard work of previous me, this wasn’t a hard task and I had no major problems. One interesting thing I did was how I worked with red. I used dot products to make red more usable, it actually pushes enemies back like in the show if they are in the same area as the direction red is moving. Other then that the systems were pretty easy to make. A big reason it took so long to get here was because I had no idea how to mod. Unfortunately in order to get everything done today, I had to cut a few corners, meaning that the power renderer is still a particle system. I could go on and on about what i want to add though (that will be in the ship) so I’ll just end it here
Build and Read me update
Ships:
FULL SHOWCASE HERE This is a Minecraft mod based on the power system from Jujitsu Kaisen. It contains a combo system where if you press a number of keys in the right order, the power will activate. as well as lots of room for expansion with other powers thanks to how it’s built. Currently there are 5 functional abilities: The innate technique which slows down entities around the player; the blue technique which attracts entities to a ball; the red technique which repels enemies away from the user; the purple technique which destroys everything in it’s path; and the domain which sends enemies to a dimension where they are unable to do anything At first I had just planned on using this project as a blank slate to learn how to mod Minecraft, but eventually I got inspired to make more interesting things, and it led to me making one of my personal favorite fictional power systems, the JJK cursed techniques. It took a while to figure things out, I spend many hours looking through Minecraft source code and other peoples code as well as tutorials but eventually I figured out how to do different things. This was easily the most challenging part of the project, compared to a mathematically intensive project like openGL. I’m proud of so many things with this project. For one it is the first fun project I made (both to code and to play). I also made very good code. After studying Minecraft code and making tons of mistakes, I eventually learned how to make code that was both expandable and readable. I believe that given another week, I would have been able to create 5 other abilities. If you want to try the project, make sure to look through the readMe and install the mod on the 1.21.11M branch. The README provides critical information about how to use and install the mod....
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1792853457.152559
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1792939857.152559
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65893
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Slack Bot by @VoiDDR5 | Stardance
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VoiDDR5
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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": "2026-09-26T18:26:16Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a basic slack bot that can tell jokes and give cat facts.", "repo": "https://github.com/charlesidk/slackbot", "demo": "https://hackclub.slack.com/oauth?client_id=2210535565.12159860104593&scope=app_mentions%3Aread%2Cchannels%3Ahistory%2Cchat%3Awrite%2Ccommands&user_scope=&redirect_uri=&state=&granular_bot_scope=1&single_channel=0&install_redirect=install-on-team&tracked=1&user_default=0&original_team=T0266FRGM&team=1"}]...
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[{"post_id": 74076, "ts": "202 [{"post_id": 74076, "ts": "2026-09-26T17:03:11Z", "hours": 0.5761, "text": "My First Slack Bot"}]...
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Title: Slack Bot by @VoiDDR5 | Stardance
Devlogs: Title: Slack Bot by @VoiDDR5 | Stardance
Devlogs:
My First Slack Bot
Ships:
I made a basic slack bot that can tell jokes and give cat facts....
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1792817280.8107018
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1792903680.8107018
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65549
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... by @nour0hony | Stardance
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nour0hony
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1
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0.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T18:08:42Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I made COCR, the place I really wish I had when I started my own journey. When I started learning, I didn’t have enough information or anyone to show me where to start. I spent a really long time trying to build my first project or even reach a real result. That’s when I realized these problems needed a real solution. I searched a lot for a platform that worked the way I wanted, but I couldn’t find one, so I decided to build it myself. COCR is built around something I really believe in: students learning from students who are just one step ahead. A student can learn, get help through every step, build their first real project, find opportunities, and use what they learned to apply to competitions and programs. So COCR isn’t just a place to learn. It’s a place to live the whole journey. What was challenging? Honestly, the project became much bigger than I expected. The idea was exciting, but building it was hard. I had to learn a lot while building, especially things I had never worked with before. And I don’t want to pretend I did everything alone. I used AI in some parts because of the limited time and to help with the implementation, but that didn’t make the project easy. We still faced database and migration problems, data connections, permissions, security issues, and flows that looked fine from the UI but had problems behind it. Sometimes fixing one thing caused another problem, and we had to stop adding features and go back to understand and fix what we already had. The hardest part was learning how to build something that actually works, not just something that looks good. What are you proud of? I’m proud that I finally turned one of my ideas into something real. I’m proud that I’m building the place I needed when I started — a place that can help students start earlier, understand what they need, build something with their own hands, and find their next step instead of figuring everything out alone. I don’t want COCR to just teach someone a new skill. I want it to actually help change someone’s journey from the beginning. What should people know so they can try the platform? COCR is not just another educational platform where you watch courses and leave. It’s a complete student journey: learning, projects, opportunities, guidance, and actually doing something with what you learn. When you test it, try the real flows, not just the UI. A big part of the work was making sure the things behind the interface are actually connected and working together.", "repo": "", "demo": ""}]...
|
[{"post_id": 73506, "ts": "202 [{"post_id": 73506, "ts": "2026-09-25T08:11:56Z", "hours": 0.4097, "text": "I’m currently working on an educational platform that is truly set to redefine the concept of such platforms in the near future :)"}]...
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Title: ... by @nour0hony | Stardance
Devlogs:
I’m Title: ... by @nour0hony | Stardance
Devlogs:
I’m currently working on an educational platform that is truly set to redefine the concept of such platforms in the near future :)
Ships:
What did you make? I made COCR, the place I really wish I had when I started my own journey. When I started learning, I didn’t have enough information or anyone to show me where to start. I spent a really long time trying to build my first project or even reach a real result. That’s when I realized these problems needed a real solution. I searched a lot for a platform that worked the way I wanted, but I couldn’t find one, so I decided to build it myself. COCR is built around something I really believe in: students learning from students who are just one step ahead. A student can learn, get help through every step, build their first real project, find opportunities, and use what they learned to apply to competitions and programs. So COCR isn’t just a place to learn. It’s a place to live the whole journey. What was challenging? Honestly, the project became much bigger than I expected. The idea was exciting, but building it was hard. I had to learn a lot while building, especially things I had never worked with before. And I don’t want to pretend I did everything alone. I used AI in some parts because of the limited time and to help with the implementation, but that didn’t make the project easy. We still faced database and migration problems, data connections, permissions, security issues, and flows that looked fine from the UI but had problems behind it. Sometimes fixing one thing caused another problem, and we had to stop adding features and go back to understand and fix what we already had. The hardest part was learning how to build something that actually works, not just something that looks good. What are you proud of? I’m proud that I finally turned one of my ideas into something real. I’m proud that I’m building the place I needed when I started — a place that can help students start earlier, understand what they need, build something with their own hands, and find their next step instead of figuring everything out alone. I don’t want COCR to just teach someone a new skill. I want it to actually help change someone’s journey from the beginning. What should people know so they can try the platform? COCR is not just another educational platform where you watch courses and leave. It’s a complete student journey: learning, projects, opportunities, guidance, and actually doing something with what you learn. When you test it, try the real flows, not just the UI. A big part of the work was making sure the things behind the interface are actually connected and working together....
|
1792817253.0618722
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1792903653.0618722
|
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61188
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daily journal by @willexists | Stardance
|
willexists
|
1
|
6.0
|
22
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T18:06:38Z", "hours": 6.0, "multiplier": 3.45, "payout": 22, "blessing": "neutral", "text": "the daily journal app (reviewers, the css being bare (kinda) is a stylistic choice) so studies show that journaling helps with mental health, so yay it is complete with reporting, status, likes, comments, and more :)", "repo": "https://github.com/ooowillexistsooo/journal", "demo": "https://journal.willexists.space/"}]...
|
[{"post_id": 74101, "ts": "202 [{"post_id": 74101, "ts": "2026-09-26T17:57:26Z", "hours": 0.2833, "text": "i added a readme"}, {"post_id": 74095, "ts": "2026-09-26T17:39:26Z", "hours": 0.3336, "text": "added a site status"}, {"post_id": 74080, "ts": "2026-09-26T17:08:49Z", "hours": 1.0664, "text": "admin stuff, you can now report"}, {"post_id": 73433, "ts": "2026-09-25T02:33:51Z", "hours": 0.8836, "text": "i added comments and likes .heyAreYouSingle()"}, {"post_id": 72952, "ts": "2026-09-24T03:01:34Z", "hours": 0.4581, "text": "added profile editing (turns out it was more simple than i thought it would be…. its probably gonna break isn’t it…) peach sundaes are delicious bro"}, {"post_id": 71944, "ts": "2026-09-21T20:29:16Z", "hours": 0.4736, "text": "some database stuff happened"}, {"post_id": 70122, "ts": "2026-09-18T14:44:00Z", "hours": 0.6861, "text": "you can post now"}, {"post_id": 69394, "ts": "2026-09-16T23:41:23Z", "hours": 0.8378, "text": "you can log in now!!! im using supabase auth so thats cool also dont mind the email limit being exceeded its fine"}, {"post_id": 67677, "ts": "2026-09-13T20:47:07Z", "hours": 1.4036, "text": "im making an app where you just write a daily journal and read other people’s, yeah pretty simple. added a few static pages (the home menu, sign up(gonna make the database now yayaya) code of conduct, and a place to put stuff i use)"}]...
|
Title: daily journal by @willexists | Stardance
D Title: daily journal by @willexists | Stardance
Devlogs:
im making an app where you just write a daily journal and read other people’s, yeah pretty simple. added a few static pages (the home menu, sign up(gonna make the database now yayaya) code of conduct, and a place to put stuff i use)
you can log in now!!! im using supabase auth so thats cool also dont mind the email limit being exceeded its fine
you can post now
some database stuff happened
added profile editing (turns out it was more simple than i thought it would be…. its probably gonna break isn’t it…) peach sundaes are delicious bro
i added comments and likes .heyAreYouSingle()
admin stuff, you can now report
added a site status
i added a readme
Ships:
the daily journal app (reviewers, the css being bare (kinda) is a stylistic choice) so studies show that journaling helps with mental health, so yay it is complete with reporting, status, likes, comments, and more :)...
|
1792813806.2714727
|
1792900206.2714727
|
|
15394
|
Unbound Bionix by @araadh3111 | Stardance
|
araadh3111
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T17:55:51Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Bionix, A prosthetic hand that works from design to circuit everything", "repo": "https://github.com/Araadh3111/Bionix", "demo": ""}]...
|
[{"post_id": 74099, "ts": "202 [{"post_id": 74099, "ts": "2026-09-26T17:55:03Z", "hours": 1.3017, "text": "I could not make the full project but Now I am going to submit the design and I have made some changes in code which I will be commiting in a day"}, {"post_id": 40846, "ts": "2026-08-04T17:06:55Z", "hours": 9.9639, "text": "OH MY DAYS! I MOVED A SERVO FROM MY MUSCLE SIGNALS! this is definetely my lifes greatest achievement ok so I used electrodes and muscle sensor and wrote some basic code to move the servo based on muscle sensors output! I printed bionix a lot of times reiterated designs added arches in fingers for thread routing curled the index finger too! too much achieved im proud of myself! ### Lets Keep Rocking!"}, {"post_id": 26118, "ts": "2026-07-10T18:29:39Z", "hours": 4.9028, "text": "Update on Bionix I am finished with my basic hand structure i printed it irl and saw some errors and then fixed it in CAD next is to work on the thread routing channels!! keep following and checking out my github"}, {"post_id": 11544, "ts": "2026-06-18T20:49:08Z", "hours": 5.1958, "text": "Devlog: Final Engineering Push – Kinematics, Power Architecture, and Assembly Readiness Date: June 19, 2026 Status: Design Locked / Fabrication Ready The past several intensive engineering sessions have brought Bionix from a conceptual CAD model to a fully robust, physically viable electro-mechanical prototype. With the core palm and phalange geometry finalized, power distribution mapped out, and the bill of materials optimized, the project is officially ready for the physical fabrication and assembly phase. ⚙️ Mechanical Engineering & Kinematics The primary mechanical challenge for a tendon-driven bionic hand is managing friction and preventing catastrophic mechanical failure during repeated flexion cycles. We entirely overhauled the internal routing and joint mechanisms to achieve competition-grade reliability. Frictionless Revolute Joints: We stripped out the threaded M2 screws from the phalange joints. The joints have been re-engineered to accept smooth 2.2mm solid brass dowel pins , providing a low-friction, high-strength pivot point that ensures fluid finger movement. Optimized Flexion Routing (The Active Grip): To eliminate the “bowstring” effect, we redesigned the entry tunnels on the palm. The four main finger tension lines now enter the palm cavity via perfectly aligned tunnels featuring a -10° downward draft angle . This forces the high-tensile braided line flush against the joint grooves, maximizing servo leverage. All sharp 90-degree channel exits were filleted into smooth “trumpet flares” to prevent the threads from shearing under load. Antagonistic Elastic Extension (Passive Return): For the fingers to snap back open instantaneously when the servos release, we implemented an external elastic extensor system. We modeled a Unified Wrist Anchor block at the base of the palm. 1mm shock cord anchors at the fingertips, routes seamlessly over the knuckles, and ties off securely at the base of the palm, providing the exact passive tension required for a lifelike, snappy release. Removable Maintenance Hatch: The palm features a custom-traced, screw-mounted top plate with a generous cutout for full thumb articulation. This protects the internal servo array while allowing rapid access for tension-line adjustments. ⚡ Electronics & Power Architecture Running five high-torque micro servos simultaneously while reading delicate analog muscle signals requires isolating the high-current demands of the actuators from the logic board. Main Controller: The system is governed by a Raspberry Pi Pico (RP2040), chosen for its robust hardware PWM processing capabilities. Power Distribution: A 7.4V 2S Li-ion battery serves as the primary power source. This is routed through a high-efficiency 5V Buck Converter (rated for ≥3 Amps) directly to the servo power rails. The Pico is powered safely without having to sink the massive stall currents generated when the hand grips an object. A 1000uF decoupling capacitor bridges the 5V rail to smooth out transient voltage spikes. Biometric Input: We integrated the MyoWare 2.0 muscle sensor, passing raw electromyography (EMG) signals directly to the Pico’s ADC0 (GPIO26) pin."}, {"post_id": 9357, "ts": "2026-06-15T18:12:24Z", "hours": 1.1767, "text": "devlog 5 or 4 i honestly dont remember lol: I am done with the Palm!!!! and I also assembled the fingers to check !!! yes lets goo!! Printing the index finger tomorrow"}, {"post_id": 8851, "ts": "2026-06-14T18:37:40Z", "hours": 0.7619, "text": "Devlog 4: I was already done with 2 fingers earlier, I made the 3rd one today and I used Ai to build the pinky and thumb finger as it was just copying the dimensions editing the sketch and fixing the hole problem What I set out to build : I wanted to complete the fingers in this session which I did achieve + I am done with palm’s basic layout and structure planning, In next session I will be improving and finalising the palm assembling all of it together for once to check it all fits then work on the forearm"}, {"post_id": 8053, "ts": "2026-06-13T13:09:17Z", "hours": 0.4603, "text": "Devlog 3 : Bionix Ring finger design has been done and assembled in a sepearate folder I did not face any problems while making this design, Only pinky finger and thumb are left then I will start with palm and forearm respectively!"}, {"post_id": 8034, "ts": "2026-06-13T12:08:26Z", "hours": 1.7147, "text": "Devlog2 : Unbound bionix, Update: last devlog I was finished with the index finger dimensions well I just printed index finger to confirm movement and it’s moving as expected, I also Made the middle finger design by editing sketch of index finger but fixing the hole sliding issue, failures: I encountered multiple failures planning the design of index finger, but I did make it work and I am really happy for that, what is left? designing all fingers and thumb according to their dimensions and then designing the palm and forearm respectively and then moving on to the electronics part session pic: here is one session pic where I show the assembled middle finger design, for the middle finger the proximal phalange is 5 cm long, the distal phalange is 2 cm and the middle phalange is 3 cm!"}, {"post_id": 6780, "ts": "2026-06-11T11:08:36Z", "hours": 2.8783, "text": "Everyday tasks such as holding a bottle, typing on a keyboard, opening a door, or picking up a pen are actions most of us perform without thinking. For millions of people living with upper-limb loss, these simple activities can become significant challenges that affect independence, confidence, and quality of life. While modern prosthetic technology has advanced considerably, many solutions remain prohibitively expensive, difficult to customize, or inaccessible to students, researchers, and people in developing regions. Devices that offer advanced functionality often cost thousands of dollars, creating a gap between innovation and accessibility. Prosthetic Arm V1 is an attempt to bridge that gap. The goal of this project is to design a lightweight, modular, and affordable prosthetic arm that can be manufactured using 3D printing and standard electronic components. Rather than focusing solely on appearance, the design prioritizes practical functionality, durability, and ease of maintenance. Current Objectives Design an anatomically inspired finger and joint mechanism. Develop smooth and reliable tendon-driven motion. Create a modular structure that allows individual parts to be replaced or upgraded. Keep manufacturing costs as low as possible without sacrificing functionality. Build a foundation for future versions with improved dexterity and sensor integration. Progress Today, I completed the initial CAD model for one of the fingers and started testing the joint geometry. The focus is on achieving a balance between strength, range of motion, and ease of assembly before moving on to full-hand integration. This is only Version 1, and there is still a long way to go, but every iteration brings the project one step closer to creating an accessible prosthetic solution that anyone can build, improve, and use. Next milestone: Complete the middle finger and begin integrating the tendon routing system."}]...
|
Title: Unbound Bionix by @araadh3111 | Stardance
Title: Unbound Bionix by @araadh3111 | Stardance
Devlogs:
Everyday tasks such as holding a bottle, typing on a keyboard, opening a door, or picking up a pen are actions most of us perform without thinking. For millions of people living with upper-limb loss, these simple activities can become significant challenges that affect independence, confidence, and quality of life. While modern prosthetic technology has advanced considerably, many solutions remain prohibitively expensive, difficult to customize, or inaccessible to students, researchers, and people in developing regions. Devices that offer advanced functionality often cost thousands of dollars, creating a gap between innovation and accessibility. Prosthetic Arm V1 is an attempt to bridge that gap. The goal of this project is to design a lightweight, modular, and affordable prosthetic arm that can be manufactured using 3D printing and standard electronic components. Rather than focusing solely on appearance, the design prioritizes practical functionality, durability, and ease of maintenance. Current Objectives Design an anatomically inspired finger and joint mechanism. Develop smooth and reliable tendon-driven motion. Create a modular structure that allows individual parts to be replaced or upgraded. Keep manufacturing costs as low as possible without sacrificing functionality. Build a foundation for future versions with improved dexterity and sensor integration. Progress Today, I completed the initial CAD model for one of the fingers and started testing the joint geometry. The focus is on achieving a balance between strength, range of motion, and ease of assembly before moving on to full-hand integration. This is only Version 1, and there is still a long way to go, but every iteration brings the project one step closer to creating an accessible prosthetic solution that anyone can build, improve, and use. Next milestone: Complete the middle finger and begin integrating the tendon routing system.
Devlog2 : Unbound bionix, Update: last devlog I was finished with the index finger dimensions well I just printed index finger to confirm movement and it’s moving as expected, I also Made the middle finger design by editing sketch of index finger but fixing the hole sliding issue, failures: I encountered multiple failures planning the design of index finger, but I did make it work and I am really happy for that, what is left? designing all fingers and thumb according to their dimensions and then designing the palm and forearm respectively and then moving on to the electronics part session pic: here is one session pic where I show the assembled middle finger design, for the middle finger the proximal phalange is 5 cm long, the distal phalange is 2 cm and the middle phalange is 3 cm!
Devlog 3 : Bionix Ring finger design has been done and assembled in a sepearate folder I did not face any problems while making this design, Only pinky finger and thumb are left then I will start with palm and forearm respectively!
Devlog 4: I was already done with 2 fingers earlier, I made the 3rd one today and I used Ai to build the pinky and thumb finger as it was just copying the dimensions editing the sketch and fixing the hole problem What I set out to build : I wanted to complete the fingers in this session which I did achieve + I am done with palm’s basic layout and structure planning, In next session I will be improving and finalising the palm assembling all of it together for once to check it all fits then work on the forearm
devlog 5 or 4 i honestly dont remember lol: I am done with the Palm!!!! and I also assembled the fingers to check !!! yes lets goo!! Printing the index finger tomorrow
Devlog: Final Engineering Push – Kinematics, Power Architecture, and Assembly Readiness Date: June 19, 2026 Status: Design Locked / Fabrication Ready The past several intensive engineering sessions have brought Bionix from a conceptual CAD model to a fully robust, physically viable electro-mechanical prototype. With the core palm and phalange geometry finalized, power distribution mapped out, and the bill of materials optimized, the project is officially ready for the physical fabrication and assembly phase. ⚙️ Mechanical Engineering & Kinematics The primary mechanical challenge for a tendon-driven bionic hand is managing friction and preventing catastrophic mechanical failure during repeated flexion cycles. We entirely overhauled the internal routing and joint mechanisms to achieve competition-grade reliability. Frictionless Revolute Joints: We stripped out the threaded M2 screws from the phalange joints. The joints have been re-engineered to accept smooth 2.2mm solid brass dowel pins , providing a low-friction, high-strength pivot point that ensures fluid finger movement. Optimized Flexion Routing (The Active Grip): To eliminate the “bowstring” effect, we redesigned the entry tunnels on the palm. The four main finger tension lines now enter the palm cavity via perfectly aligned tunnels featuring a -10° downward draft angle . This forces the high-tensile braided line flush against the joint grooves, maximizing servo leverage. All sharp 90-degree channel exits were filleted into smooth “trumpet flares” to prevent the threads from shearing under load. Antagonistic Elastic Extension (Passive Return): For the fingers to snap back open instantaneously when the servos release, we implemented an external elastic extensor system. We modeled a Unified Wrist Anchor block at the base of the palm. 1mm shock cord anchors at the fingertips, routes seamlessly over the knuckles, and ties off securely at the base of the palm, providing the exact passive tension required for a lifelike, snappy release. Removable Maintenance Hatch: The palm features a custom-traced, screw-mounted top plate with a generous cutout for full thumb articulation. This protects the internal servo array while allowing rapid access for tension-line adjustments. ⚡ Electronics & Power Architecture Running five high-torque micro servos simultaneously while reading delicate analog muscle signals requires isolating the high-current demands of the actuators from the logic board. Main Controller: The system is governed by a Raspberry Pi Pico (RP2040), chosen for its robust hardware PWM processing capabilities. Power Distribution: A 7.4V 2S Li-ion battery serves as the primary power source. This is routed through a high-efficiency 5V Buck Converter (rated for ≥3 Amps) directly to the servo power rails. The Pico is powered safely without having to sink the massive stall currents generated when the hand grips an object. A 1000uF decoupling capacitor bridges the 5V rail to smooth out transient voltage spikes. Biometric Input: We integrated the MyoWare 2.0 muscle sensor, passing raw electromyography (EMG) signals directly to the Pico’s ADC0 (GPIO26) pin.
Update on Bionix I am finished with my basic hand structure i printed it irl and saw some errors and then fixed it in CAD next is to work on the thread routing channels!! keep following and checking out my github
OH MY DAYS! I MOVED A SERVO FROM MY MUSCLE SIGNALS! this is definetely my lifes greatest achievement ok so I used electrodes and muscle sensor and wrote some basic code to move the servo based on muscle sensors output! I printed bionix a lot of times reiterated designs added arches in fingers for thread routing curled the index finger too! too much achieved im proud of myself! ### Lets Keep Rocking!
I could not make the full project but Now I am going to submit the design and I have made some changes in code which I will be commiting in a day
Ships:
Bionix, A prosthetic hand that works from design to circuit everything...
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1792856954.0233881
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1792943354.0233881
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