|
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...
|
1792856954.0233881
|
1792943354.0233881
|
|
60881
|
The Beta Files by @arpanshah102 | Stardance
|
arpanshah102
|
1
|
18.0
|
81
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T17:30:43Z", "hours": 18.0, "multiplier": 5.19, "payout": 81, "blessing": "neutral", "text": "Hello! This project is the Beta Files. Basically, it’s a collection of photos, videos, and audio from the 2026 Kentucky State, and National convention of me and my friends. It has many features; favorites, recently viewed, lists, and random files. It is mobile compatible and the UI is clean and nice. There’s also a search bar and you can filter and sort it. NOTE It may take a while for the files to load because the ‘CDN’ I’m using is internet archive. It does it’s job but it’s not fast.", "repo": "https://github.com/Arpan-Shah-102/beta-files", "demo": "https://the-beta-files.vercel.app/"}]...
|
[{"post_id": 74091, "ts": "202 [{"post_id": 74091, "ts": "2026-09-26T17:24:14Z", "hours": 1.0119, "text": "Today is the day! I have FINALLY finished this! I’ve added lists and I don’t think there are any bugs. To use use lists, create one, go to the file you want to add to the list, and then save to list right next to the share button and save."}, {"post_id": 73752, "ts": "2026-09-25T21:10:20Z", "hours": 0.4789, "text": "Today, I worked on the indivisual list page for each item. You can edit the name and description here. You can also delete it. Tomorrow, I’m planning on finishing it by making it so you can add to the list via the item page."}, {"post_id": 73368, "ts": "2026-09-25T00:34:42Z", "hours": 1.1531, "text": "Today was a great day for the beta files! I finally decided to work on this feature. This feature was supposed to be long and tedious but it’s about average in both. After I finish this, I’ll finally be done with the Beta Files! I love this project but it’s kinda sad to finish with it. That will be Saturday though because I have a game tomorrow and SBR is coming out so I won’t have much time to finish it. I should most definitely be done by Saturday though unless some unexpected bugs occur."}, {"post_id": 72900, "ts": "2026-09-23T23:56:56Z", "hours": 0.3708, "text": "Today, I finished up the recently viewed page. It now shows it inside a dedicated page and you can clear it. I will probably start on the lists today but I won’t finish them today for sure. That is the last thing I need to add before I finish."}, {"post_id": 72500, "ts": "2026-09-23T02:39:08Z", "hours": 0.3675, "text": "Today I had a game so I couldn’t work on much. I did finish up the recently viewed on the home page though. Tomorrow, I will work on adding the the recently viewed page itself."}, {"post_id": 72054, "ts": "2026-09-22T02:57:06Z", "hours": 0.8056, "text": "Today, I couldn’t do much because it’s late, I had a soccer game, and I’m tired, so I spent a little time fixing some minor bugs and started work on the Home Page. The styling might be done tomorrow but I’m not sure, I also have a game tomorrow."}, {"post_id": 71321, "ts": "2026-09-20T16:59:57Z", "hours": 0.7153, "text": "So far today, I reworked the tag filters and added a more page. While playing around with the tags, I realized they suck so I had to rework the logic around that. I also moved the Contacts link into the more page. The navbar won’t have enough space for everything I want to add so I just created the more page. So for, contact and random file work but recently viewed and your lists will probably be done tomorrow. I will still work on it today but they are more complicated features."}, {"post_id": 70920, "ts": "2026-09-20T01:13:20Z", "hours": 0.6347, "text": "Today, I finally decided to fix some bugs and add a few new features! So when I had this hosted on vercel, if you tried to copy the link and share it, it wouldn’t work, but I fixed that. I also simplified said link. Lastly, I added a share button to each file’s page and started on a new list feature (where the ‘Save to Placeholder’ is). I’ll start on that tomorrow but It probably won’t be done because it’s more complicated."}, {"post_id": 65742, "ts": "2026-09-11T02:51:03Z", "hours": 12.4158, "text": "I made this project a while ago and forgot to upload it to stardance so I am doing that now. Luckily, I did keep a log of what I worked on in the README so that’s there to save me. Loading Update V2.2 - 8/13/2026 Added Loading indicators on assets Fixed minor bugs Added how to run section Mobile Support Update V2.1 - 8/8/2026 Added Mobile Support Changed Page titles depending on page Bug fixes Full Finished Update V2.0 - 8/8/2026 Added Search Bar Addded Filter Terms Feature Added Sort By feature Added full file viewing on click Fixed bugs UI Update V1.0 - 8/5/2026 Added Preview of files Added Contacts Page Added Framework for further features. UI Update V0.75 - 7/3/2026 Worked on components and UI Added logos and icons Setup Update V0.5 - 7/2/2026 Created project and graphics Uploaded Data to internet archive"}]...
|
Title: The Beta Files by @arpanshah102 | Stardance Title: The Beta Files by @arpanshah102 | Stardance
Devlogs:
I made this project a while ago and forgot to upload it to stardance so I am doing that now. Luckily, I did keep a log of what I worked on in the README so that’s there to save me. Loading Update V2.2 - 8/13/2026 Added Loading indicators on assets Fixed minor bugs Added how to run section Mobile Support Update V2.1 - 8/8/2026 Added Mobile Support Changed Page titles depending on page Bug fixes Full Finished Update V2.0 - 8/8/2026 Added Search Bar Addded Filter Terms Feature Added Sort By feature Added full file viewing on click Fixed bugs UI Update V1.0 - 8/5/2026 Added Preview of files Added Contacts Page Added Framework for further features. UI Update V0.75 - 7/3/2026 Worked on components and UI Added logos and icons Setup Update V0.5 - 7/2/2026 Created project and graphics Uploaded Data to internet archive
Today, I finally decided to fix some bugs and add a few new features! So when I had this hosted on vercel, if you tried to copy the link and share it, it wouldn’t work, but I fixed that. I also simplified said link. Lastly, I added a share button to each file’s page and started on a new list feature (where the ‘Save to Placeholder’ is). I’ll start on that tomorrow but It probably won’t be done because it’s more complicated.
So far today, I reworked the tag filters and added a more page. While playing around with the tags, I realized they suck so I had to rework the logic around that. I also moved the Contacts link into the more page. The navbar won’t have enough space for everything I want to add so I just created the more page. So for, contact and random file work but recently viewed and your lists will probably be done tomorrow. I will still work on it today but they are more complicated features.
Today, I couldn’t do much because it’s late, I had a soccer game, and I’m tired, so I spent a little time fixing some minor bugs and started work on the Home Page. The styling might be done tomorrow but I’m not sure, I also have a game tomorrow.
Today I had a game so I couldn’t work on much. I did finish up the recently viewed on the home page though. Tomorrow, I will work on adding the the recently viewed page itself.
Today, I finished up the recently viewed page. It now shows it inside a dedicated page and you can clear it. I will probably start on the lists today but I won’t finish them today for sure. That is the last thing I need to add before I finish.
Today was a great day for the beta files! I finally decided to work on this feature. This feature was supposed to be long and tedious but it’s about average in both. After I finish this, I’ll finally be done with the Beta Files! I love this project but it’s kinda sad to finish with it. That will be Saturday though because I have a game tomorrow and SBR is coming out so I won’t have much time to finish it. I should most definitely be done by Saturday though unless some unexpected bugs occur.
Today, I worked on the indivisual list page for each item. You can edit the name and description here. You can also delete it. Tomorrow, I’m planning on finishing it by making it so you can add to the list via the item page.
Today is the day! I have FINALLY finished this! I’ve added lists and I don’t think there are any bugs. To use use lists, create one, go to the file you want to add to the list, and then save to list right next to the share button and save.
Ships:
Hello! This project is the Beta Files. Basically, it’s a collection of photos, videos, and audio from the 2026 Kentucky State, and National convention of me and my friends. It has many features; favorites, recently viewed, lists, and random files. It is mobile compatible and the UI is clean and nice. There’s also a search bar and you can filter and sort it. NOTE It may take a while for the files to load because the ‘CDN’ I’m using is internet archive. It does it’s job but it’s not fast....
|
1792813769.4639916
|
1792900169.4639916
|
|
43579
|
Dan's Website by @Marinho | Stardance
|
Marinho
|
3
|
22.0
|
194
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T17:13:55Z", "hours": 10.0, "multiplier": 13.49, "payout": 128, "blessing": "neutral", "text": "What I Built I created this portfolio not to hunt for jobs, but to have my own little space on the internet where I can freely share my projects, interests, and whatever I’m working on. The Challenge Design was definitely my main struggle. Since UI/UX isn’t my main stack, making things look decent took a lot of trial and error. The code wasn’t necessarily hard, it just took some time to figure things out. What I’m Proud Of On a personal level, I think having a space of my own to share things with the world is pretty crazy. Technically speaking, I’m super proud of how the API integration turned out and the custom 3D slider I built for the awards section.", "repo": "https://github.com/danielmcneto/personalwebsite", "demo": "https://danielmcneto.github.io/personalwebsite/"}, {"ship_num": 2, "ts": "2026-09-05T01:15:42Z", "hours": 5.0, "multiplier": 13.91, "payout": 66, "blessing": "neutral", "text": "What did I make: I built a website portifolio-like to show some of my projects, skills and achievements and show a little bit of me What was challenging: Ngl the CSS was so hard for some reason I just waste so much time trying to centralize things, also had a hard time with de design (u can see it lol) What I proud of: I proud of everthing actually. I learned a lot by making this project and I plan on adding new things like photos I took and really liked and musics I listen to", "repo": "https://github.com/danielmcneto/personalwebsite", "demo": "https://danielmcneto.github.io/personalwebsite/"}, {"ship_num": 3, "ts": "2026-08-05T00:24:11Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It’s not the final version, but it’s definitely something I’m proud of, I hope you guys like it Btw it now works fine on mobile devices", "repo": "https://github.com/danielmcneto/personalwebsite", "demo": "https://danielmcneto.github.io/personalwebsite/"}]...
|
[{"post_id": 73818, "ts": "202 [{"post_id": 73818, "ts": "2026-09-26T02:58:58Z", "hours": 1.9478, "text": "In this devlog I redesigns the Awards section with a 3D carousel, moves the intro heading, and keeps the content more focused on achievements I have proof of. I also updated the clock and Discord status fetch logic to update more with the Spotify request, added an scroll-reveal animation, and tweaked responsive styling for navigation, project sections, and mobile layouts. Overall it wasnt that hard since I have already make something similar on other project"}, {"post_id": 71566, "ts": "2026-09-21T02:08:26Z", "hours": 0.6686, "text": "Added a new integration with discord to show what I’m currently doing for exemple if you go see now it will be shoing I’m playing val. for the code I just copy and paste from the spotfy function and rewrite what was needed"}, {"post_id": 69893, "ts": "2026-09-18T00:57:45Z", "hours": 2.21, "text": "I added a mini 3D version of myself! It took me almost 2 hours of modeling, but I’m very happy with how it turned out. For anyone wondering, I used Blockbench (it sucks when it comes to texturing, I spent a lot of time redoing it)."}, {"post_id": 67655, "ts": "2026-09-13T20:09:16Z", "hours": 0.5758, "text": "I added the first hardware project to the page, I choose to use a different layout for this page cuz when we talk about hardware its very hard to someone to test it out so you have to write more about it than u do on software projects(where u can even put a “give it a try” link)"}, {"post_id": 64227, "ts": "2026-09-08T14:07:31Z", "hours": 0.8231, "text": "I fixed most of the performance issues. How? I just convert the images to webp and added lazy loading to the page, also I discorvered that when I go to the PageSpeed Insights from google it gives the site a low performance status (problably) because github pages dont have image compression and other nerd performance things The image below is a screen shot of the same test from google but running the local index.html file"}, {"post_id": 63916, "ts": "2026-09-07T23:15:56Z", "hours": 1.5894, "text": "Changes Changed the images of hardware and software buttons Workin on Currently working on the hardware project page(yeah the same thing of the preview devlog cuz I got excited to make the spotify integration) Wanna add A function to the dice cuz rn it just spins(I didnt think of anything for it so feel free to suggest anything) Struggles I had some error while trying to get the lanyard API to work cuz I did not know I had to be on the server(I kinda dumb as u can see lmao)"}, {"post_id": 63858, "ts": "2026-09-07T20:49:40Z", "hours": 1.7033, "text": "Changes Changed the projects section to subpages, so now you can choose to see software or hardware projects. Changed the background color to full black Changed the profile picture Workin on Currently working on the hardware project page Wanna add A spotfy section to show what I currently listen to A function to the dice cuz rn it just spins Struggles I have some troubles with the delploy, after I deployd the new version on github pages I went to see if all was workin but the site didnt updeted(on my browser cause for some reason Brave dont update the cache lol) I was going crazy for like 15m"}, {"post_id": 61213, "ts": "2026-09-04T01:14:01Z", "hours": 2.9869, "text": "I added a awards section to show some of my achievements, overall the project is basically a portifolio for me rn ngl, I really want to do some more interactable things but its kinda hard lol"}, {"post_id": 46869, "ts": "2026-08-14T12:39:33Z", "hours": 1.4281, "text": "I’m working on making this UI less boring, but I’m fresh out of ideas. I’d appreciate any concrete design tweaks to make it less boring LOL"}, {"post_id": 44589, "ts": "2026-08-10T13:36:11Z", "hours": 0.2992, "text": "Just updated the projects section"}, {"post_id": 40752, "ts": "2026-08-04T14:13:35Z", "hours": 4.0508, "text": "Just finished building the website with interactive 3D elements and my own projects. It’s fully deployed and hosted on GitHub Pages."}, {"post_id": 40354, "ts": "2026-08-03T20:01:05Z", "hours": 3.1097, "text": "Did the basic of the HTML and CSS, planning on do something with JS too Features: -A direct link to my github page -Direct links to my projects -3D rendering -Smooth scroll Planing: -Change the desing(going to spider-verse vibes) -Upload real projects Thx @nokira for the inspiration"}]...
|
Title: Dan's Website by @Marinho | Stardance
Title: Dan's Website by @Marinho | Stardance
Devlogs:
Did the basic of the HTML and CSS, planning on do something with JS too Features: -A direct link to my github page -Direct links to my projects -3D rendering -Smooth scroll Planing: -Change the desing(going to spider-verse vibes) -Upload real projects Thx @nokira for the inspiration
Just finished building the website with interactive 3D elements and my own projects. It’s fully deployed and hosted on GitHub Pages.
Just updated the projects section
I’m working on making this UI less boring, but I’m fresh out of ideas. I’d appreciate any concrete design tweaks to make it less boring LOL
I added a awards section to show some of my achievements, overall the project is basically a portifolio for me rn ngl, I really want to do some more interactable things but its kinda hard lol
Changes Changed the projects section to subpages, so now you can choose to see software or hardware projects. Changed the background color to full black Changed the profile picture Workin on Currently working on the hardware project page Wanna add A spotfy section to show what I currently listen to A function to the dice cuz rn it just spins Struggles I have some troubles with the delploy, after I deployd the new version on github pages I went to see if all was workin but the site didnt updeted(on my browser cause for some reason Brave dont update the cache lol) I was going crazy for like 15m
Changes Changed the images of hardware and software buttons Workin on Currently working on the hardware project page(yeah the same thing of the preview devlog cuz I got excited to make the spotify integration) Wanna add A function to the dice cuz rn it just spins(I didnt think of anything for it so feel free to suggest anything) Struggles I had some error while trying to get the lanyard API to work cuz I did not know I had to be on the server(I kinda dumb as u can see lmao)
I fixed most of the performance issues. How? I just convert the images to webp and added lazy loading to the page, also I discorvered that when I go to the PageSpeed Insights from google it gives the site a low performance status (problably) because github pages dont have image compression and other nerd performance things The image below is a screen shot of the same test from google but running the local index.html file
I added the first hardware project to the page, I choose to use a different layout for this page cuz when we talk about hardware its very hard to someone to test it out so you have to write more about it than u do on software projects(where u can even put a “give it a try” link)
I added a mini 3D version of myself! It took me almost 2 hours of modeling, but I’m very happy with how it turned out. For anyone wondering, I used Blockbench (it sucks when it comes to texturing, I spent a lot of time redoing it).
Added a new integration with discord to show what I’m currently doing for exemple if you go see now it will be shoing I’m playing val. for the code I just copy and paste from the spotfy function and rewrite what was needed
In this devlog I redesigns the Awards section with a 3D carousel, moves the intro heading, and keeps the content more focused on achievements I have proof of. I also updated the clock and Discord status fetch logic to update more with the Spotify request, added an scroll-reveal animation, and tweaked responsive styling for navigation, project sections, and mobile layouts. Overall it wasnt that hard since I have already make something similar on other project
Ships:
It’s not the final version, but it’s definitely something I’m proud of, I hope you guys like it Btw it now works fine on mobile devices
What did I make: I built a website portifolio-like to show some of my projects, skills and achievements and show a little bit of me What was challenging: Ngl the CSS was so hard for some reason I just waste so much time trying to centralize things, also had a hard time with de design (u can see it lol) What I proud of: I proud of everthing actually. I learned a lot by making this project and I plan on adding new things like photos I took and really liked and musics I listen to
What I Built I created this portfolio not to hunt for jobs, but to have my own little space on the internet where I can freely share my projects, interests, and whatever I’m working on. The Challenge Design was definitely my main struggle. Since UI/UX isn’t my main stack, making things look decent took a lot of trial and error. The code wasn’t necessarily hard, it just took some time to figure things out. What I’m Proud Of On a personal level, I think having a space of my own to share things with the world is pretty crazy. Technically speaking, I’m super proud of how the API integration turned out and the custom 3D slider I built for the awards section....
|
1792838894.273296
|
1792925294.273296
|
|
57331
|
Nudl by @Mang0o | Stardance
|
Mang0o
|
1
|
22.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T17:11:28Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is Nudl - a programming language with customizable syntax. How it works: You create a project, customize your syntax in flavor.json, and edit your project’s code in main.nudl. When you want to run your project, Nudl will translate your source code into a Rust project and then build/run your project into a native binary. If you make a syntax error, Nudl will give you a comprehensive error message telling you where you messed up For errors other than syntax errors, you will see the Rust output telling you where (in the translated Rust code) you messed up.", "repo": "https://github.com/Mang00oo/Nudl", "demo": "https://github.com/Mang00oo/Nudl/releases/tag/v0.1.1"}]...
|
[{"post_id": 74067, "ts": "202 [{"post_id": 74067, "ts": "2026-09-26T16:47:58Z", "hours": 0.6458, "text": "Wrote a decent, descriptive README"}, {"post_id": 73866, "ts": "2026-09-26T07:00:19Z", "hours": 4.0172, "text": "Return statements, comments, %, break, and continue, and functions can now return values! Functions now infer the type of what you are inferring and explicitly state it in the translated code, as required by Rust. I’ve also been filling in the gaps in my coding language by adding continue, break, and mod operators. Comments were a struggle due to my incompetence with Rust, but I eventually got them working as well. Again, you can see the source code on the right and the translated code on the left."}, {"post_id": 66338, "ts": "2026-09-12T03:24:16Z", "hours": 3.6436, "text": "Useful error messages, function parameters, and if/else/elseif/while statements fully work! After quite a bit of code refactoring, all of the above work! Nudl now tracks where in the source code a token is written for concise error messages. To make function parameters work, I had to change the generated code to use closures instead of functions in order for the parameters to work without explicit types. Below is code with an intentional syntax error (on the right) and the error message in the console below. On the left is the generated Rust code (before I made the syntax error)"}, {"post_id": 64578, "ts": "2026-09-09T02:43:03Z", "hours": 4.6039, "text": "If statements and no-arguement function definitions work! The parser and lexer now support math operations and comparisons! If statements can be nested as well, and plenty of cursed customization options also work with a simple edit of a JSON file. I’ve mostly been working on reworking the translator and parser to allow for nesting and operations, but now it (mostly) works! In the image below, the translated code is visible on the left, the source code is on the right, and on the bottom is the terminal output of running the project."}, {"post_id": 61280, "ts": "2026-09-04T04:02:45Z", "hours": 1.6264, "text": "THE FIRST LINES HAVE BEEN TRANSLATED ‼️ I started writing the translator and I got the first couple of lines to translate. Right now, only variable definitions, assignments and the print function translate over. In the image below, you can see the generated Rust code on the left and the source code on the right."}, {"post_id": 61174, "ts": "2026-09-03T23:38:38Z", "hours": 2.0125, "text": "Second bit of the parser works! Now after the raw source code is tokenized, I feed the raw tokens to the parser, which matches different patterns of tokens to various types of nodes like defining a variable and calling a function! I’ve started working on building AST trees from these nodes. The image below shows the output of the parser, correctly identifying when I call a function or define a variable"}, {"post_id": 60648, "ts": "2026-09-03T04:33:59Z", "hours": 2.5769, "text": "First bit of parsing works! Right now, I’m working on the lexer, which turns your source code into tokens. The image below is what I got working so far: for now it prints the type of token it detects and then moves on to the next one. It correctly identifies the var keyword and String literals and assignment operators."}, {"post_id": 59981, "ts": "2026-09-02T02:07:40Z", "hours": 2.7572, "text": "This is my new project, Nudl. It is my own programming language with no set syntax. The way it works is you define your own syntax in the flavor.json file, and nudl will parse and translate your code into a Rust project. You can then build your nudl program to a native binary that runs blazingly fast. For support for Rust libraries, maps are used to translate Rust libraries into whatever syntax or names you want. So far, I’ve started learning Rust and coding the basic implementation of the nudl CLI interface in Rust. Running nudl create your-project will create a project folder set up like the one in the image below."}]...
|
Title: Nudl by @Mang0o | Stardance
Devlogs:
This Title: Nudl by @Mang0o | Stardance
Devlogs:
This is my new project, Nudl. It is my own programming language with no set syntax. The way it works is you define your own syntax in the flavor.json file, and nudl will parse and translate your code into a Rust project. You can then build your nudl program to a native binary that runs blazingly fast. For support for Rust libraries, maps are used to translate Rust libraries into whatever syntax or names you want. So far, I’ve started learning Rust and coding the basic implementation of the nudl CLI interface in Rust. Running nudl create your-project will create a project folder set up like the one in the image below.
First bit of parsing works! Right now, I’m working on the lexer, which turns your source code into tokens. The image below is what I got working so far: for now it prints the type of token it detects and then moves on to the next one. It correctly identifies the var keyword and String literals and assignment operators.
Second bit of the parser works! Now after the raw source code is tokenized, I feed the raw tokens to the parser, which matches different patterns of tokens to various types of nodes like defining a variable and calling a function! I’ve started working on building AST trees from these nodes. The image below shows the output of the parser, correctly identifying when I call a function or define a variable
THE FIRST LINES HAVE BEEN TRANSLATED ‼️ I started writing the translator and I got the first couple of lines to translate. Right now, only variable definitions, assignments and the print function translate over. In the image below, you can see the generated Rust code on the left and the source code on the right.
If statements and no-arguement function definitions work! The parser and lexer now support math operations and comparisons! If statements can be nested as well, and plenty of cursed customization options also work with a simple edit of a JSON file. I’ve mostly been working on reworking the translator and parser to allow for nesting and operations, but now it (mostly) works! In the image below, the translated code is visible on the left, the source code is on the right, and on the bottom is the terminal output of running the project.
Useful error messages, function parameters, and if/else/elseif/while statements fully work! After quite a bit of code refactoring, all of the above work! Nudl now tracks where in the source code a token is written for concise error messages. To make function parameters work, I had to change the generated code to use closures instead of functions in order for the parameters to work without explicit types. Below is code with an intentional syntax error (on the right) and the error message in the console below. On the left is the generated Rust code (before I made the syntax error)
Return statements, comments, %, break, and continue, and functions can now return values! Functions now infer the type of what you are inferring and explicitly state it in the translated code, as required by Rust. I’ve also been filling in the gaps in my coding language by adding continue, break, and mod operators. Comments were a struggle due to my incompetence with Rust, but I eventually got them working as well. Again, you can see the source code on the right and the translated code on the left.
Wrote a decent, descriptive README
Ships:
This is Nudl - a programming language with customizable syntax. How it works: You create a project, customize your syntax in flavor.json, and edit your project’s code in main.nudl. When you want to run your project, Nudl will translate your source code into a Rust project and then build/run your project into a native binary. If you make a syntax error, Nudl will give you a comprehensive error message telling you where you messed up For errors other than syntax errors, you will see the Rust output telling you where (in the translated Rust code) you messed up....
|
1792853803.7852736
|
1792940203.7852736
|
|
65155
|
snowglobe by @willowmovit | Stardance
|
willowmovit
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T17:05:25Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It’s a website, it was really hard because I tried to add a feature that didn’t end up working, so I had to start over.", "repo": "", "demo": ""}]...
|
[{"post_id": 72744, "ts": "202 [{"post_id": 72744, "ts": "2026-09-23T17:09:59Z", "hours": 5.1292, "text": "I got it working finally"}]...
|
Title: snowglobe by @willowmovit | Stardance
Devl Title: snowglobe by @willowmovit | Stardance
Devlogs:
I got it working finally
Ships:
It’s a website, it was really hard because I tried to add a feature that didn’t end up working, so I had to start over....
|
1792814210.0636234
|
1792900610.0636234
|
|
64756
|
my APOD site by @DEEPML18 | Stardance
|
DEEPML18
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T16:46:40Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "🌌 NASA Pro - Explorer Dashboard A dynamic new-tab dashboard built for the “Give Your Website a Pulse” challenge. ✨ Features Zero-Delay Backgrounds: Instantly loads a cached cosmic background, while gracefully fetching the latest NASA APOD image. Live Search Integration: Fully integrated web search (SerpApi) directly in the dashboard. Dynamic Glassmorphism UI: Custom CSS featuring smooth backdrop-filters and hover animations. Custom Bookmarks Engine: An interactive widget to add and manage your favorite links via localStorage . 🛠 Tech Stack & Setup Tech: Pure HTML, Vanilla JavaScript, Custom CSS, and Vite. Setup: npm install -> Add .env with VITE_NASA_API_KEY & VITE_SERPAPI_KEY -> npm run dev 📝 Challenge Checklist HTML + CSS + JS required Public repository with good README Devlogs included No AI one-click builders (100% manual code) Custom UI/CSS Real Features (APIs, localStorage) Fully deployed website NASA Pro - Devlogs Day 1: Project Setup Scaffolded the project using Vite to test my vanilla JavaScript skills. Created the basic HTML structure, JS entry points, and added a fallback cosmic image ( hero.png ) to guarantee the background never breaks. Day 2: NASA API & Local Caching Hooked up the NASA APOD API. To prevent hitting API rate limits, I engineered a localStorage caching system that saves the last 20 fetched images and falls back to them automatically. Day 3: Clock & DOM Skeleton Built a precise digital clock function with a dynamic time-based greeting. Sketched out the search bar and built a collapsible “Info Panel” with CSS transitions to display the NASA APOD descriptions. Day 4: SerpApi Integration & Glassmorphism Integrated SerpApi for native Google Search results. Configured a Vite proxy to fix CORS, built a custom Vanilla JS rendering engine for the results, and completely overhauled the CSS to a “Glassmorphism” theme. Day 5: Refactoring & Bookmarks Modularized the 650-line main.js into clean components. Replaced hardcoded quick links with a dynamic Custom Bookmarks engine, and polished the background to load instantly with zero delay.", "repo": "https://github.com/DEEPML1818/my-APOD-site", "demo": "https://my-apod-site-gamma.vercel.app/"}]...
|
[{"post_id": 74059, "ts": "202 [{"post_id": 74059, "ts": "2026-09-26T16:37:03Z", "hours": 0.6386, "text": "day 3 - Final Polish & Refactoring massive code cleanup: broke down a monolithic main.js into clean modules (clock.js, apod.js, bookmarks.js, search.js soon) fixed UI visibility issue where search results background obscured the NASA image fixed z-index bug to ensure the APOD description info panel is fully readable while searching built custom bookmarks functionality: users can now dynamically add and remove their own links that persist via localStorage (goodbye hardcoded links) implemented zero-delay background rendering: app now instantly loads a cached background on initial load while fetching the fresh NASA API image in the background, eliminating any black screen delays project is officially ready to ship! 🚀"}, {"post_id": 73612, "ts": "2026-09-25T14:08:01Z", "hours": 1.2392, "text": "Today’s session was a full transformation of nasa_pro — from a basic Vite page with a clock into a working search engine with a premium space-themed UI, powered by two live APIs. SerpApi Search Engine The old search bar just opened Google in a new tab. I ripped that out and replaced it with a real SerpApi integration. Now when you type a query and hit Go, the app makes an API call to SerpApi’s Google engine, parses the JSON response, and renders the top 5 organic results directly on the page — each with a clickable title and snippet preview. A close button dismisses the results panel. The entire search flow happens without leaving the page. To bypass CORS restrictions, I set up a Vite dev proxy in vite.config.js that routes /search.json requests through to serpapi.com, so the browser treats it as a same-origin request. The API key is stored in .env as VITE_SERPAPI_KEY. NASA APOD Background Fix The APOD integration existed but was completely broken — the background was pure black. I traced this to three issues: the code was loading the full-res hdurl (tens of megabytes, 40+ seconds to download) instead of the optimized 1024px web version; NASA’s servers were rejecting requests because the browser sent a Referer header from localhost; and there was zero fallback if the image failed. I fixed all three — prioritized the smaller d.url, added a no-referrer meta tag to index.html, and built a proper loading chain using Image() preloading with onload/onerror handlers that tries the web image first, falls back to hdurl, then to a local hero.png asset. The .bg element now starts with a cosmic radial gradient so the page always looks like space, even if every image source fails. I also busted the localStorage cache so stale data doesn’t persist. UI Redesign Rewrote styles.css almost entirely. The search panel now uses glassmorphism — backdrop-filter blur, translucent rgba backgrounds, subtle borders, and deep box shadows. The search input transitions on focus with a glowing border. Buttons lift on hover. The info toggle has a continuous pulse animation that stops on hover and swaps to a scale-up glow. The info panel opens with a bouncy cubic-bezier scale transition. The clock is 64px extra-bold with text-shadow depth. Quick links have hover states with fading borders. Everything feels alive and responsive. Bug Fixes Fixed the clock greeting saying “Good morning” at 9 PM — the original code used the 12-hour variable to decide time of day, so 9 PM registered as morning. Switched it to the 24-hour value. Features Live clock with AM/PM and context-aware greeting. SerpApi-powered inline Google search with results panel. NASA APOD daily background with smart preloading and triple fallback. Collapsible info panel showing APOD title, explanation, and date. Quick links bar. Glassmorphic UI with micro-animations throughout. Cosmic gradient fallback. localStorage caching. Responsive layout. Both API keys configured via .env with Vite proxy for CORS-free development."}, {"post_id": 72654, "ts": "2026-09-23T12:59:09Z", "hours": 2.0681, "text": "Kicked off the project. Built the Vite skeleton, wired up the NASA APOD fetch with a localStorage daily cache so it doesn’t hammer the API every reload. Added the always-visible caption bar at the bottom and a collapsible info panel behind the i button. Background controls (open HD image, Google Image Search) live in the bottom-left corner. Ran a production build locally to confirm Vite outputs a clean dist/ . Files touched: src/main.js , src/styles.css , index.html"}]...
|
Title: my APOD site by @DEEPML18 | Stardance
Devl Title: my APOD site by @DEEPML18 | Stardance
Devlogs:
Kicked off the project. Built the Vite skeleton, wired up the NASA APOD fetch with a localStorage daily cache so it doesn’t hammer the API every reload. Added the always-visible caption bar at the bottom and a collapsible info panel behind the i button. Background controls (open HD image, Google Image Search) live in the bottom-left corner. Ran a production build locally to confirm Vite outputs a clean dist/ . Files touched: src/main.js , src/styles.css , index.html
Today’s session was a full transformation of nasa_pro — from a basic Vite page with a clock into a working search engine with a premium space-themed UI, powered by two live APIs. SerpApi Search Engine The old search bar just opened Google in a new tab. I ripped that out and replaced it with a real SerpApi integration. Now when you type a query and hit Go, the app makes an API call to SerpApi’s Google engine, parses the JSON response, and renders the top 5 organic results directly on the page — each with a clickable title and snippet preview. A close button dismisses the results panel. The entire search flow happens without leaving the page. To bypass CORS restrictions, I set up a Vite dev proxy in vite.config.js that routes /search.json requests through to serpapi.com, so the browser treats it as a same-origin request. The API key is stored in .env as VITE_SERPAPI_KEY. NASA APOD Background Fix The APOD integration existed but was completely broken — the background was pure black. I traced this to three issues: the code was loading the full-res hdurl (tens of megabytes, 40+ seconds to download) instead of the optimized 1024px web version; NASA’s servers were rejecting requests because the browser sent a Referer header from localhost; and there was zero fallback if the image failed. I fixed all three — prioritized the smaller d.url, added a no-referrer meta tag to index.html, and built a proper loading chain using Image() preloading with onload/onerror handlers that tries the web image first, falls back to hdurl, then to a local hero.png asset. The .bg element now starts with a cosmic radial gradient so the page always looks like space, even if every image source fails. I also busted the localStorage cache so stale data doesn’t persist. UI Redesign Rewrote styles.css almost entirely. The search panel now uses glassmorphism — backdrop-filter blur, translucent rgba backgrounds, subtle borders, and deep box shadows. The search input transitions on focus with a glowing border. Buttons lift on hover. The info toggle has a continuous pulse animation that stops on hover and swaps to a scale-up glow. The info panel opens with a bouncy cubic-bezier scale transition. The clock is 64px extra-bold with text-shadow depth. Quick links have hover states with fading borders. Everything feels alive and responsive. Bug Fixes Fixed the clock greeting saying “Good morning” at 9 PM — the original code used the 12-hour variable to decide time of day, so 9 PM registered as morning. Switched it to the 24-hour value. Features Live clock with AM/PM and context-aware greeting. SerpApi-powered inline Google search with results panel. NASA APOD daily background with smart preloading and triple fallback. Collapsible info panel showing APOD title, explanation, and date. Quick links bar. Glassmorphic UI with micro-animations throughout. Cosmic gradient fallback. localStorage caching. Responsive layout. Both API keys configured via .env with Vite proxy for CORS-free development.
day 3 - Final Polish & Refactoring massive code cleanup: broke down a monolithic main.js into clean modules (clock.js, apod.js, bookmarks.js, search.js soon) fixed UI visibility issue where search results background obscured the NASA image fixed z-index bug to ensure the APOD description info panel is fully readable while searching built custom bookmarks functionality: users can now dynamically add and remove their own links that persist via localStorage (goodbye hardcoded links) implemented zero-delay background rendering: app now instantly loads a cached background on initial load while fetching the fresh NASA API image in the background, eliminating any black screen delays project is officially ready to ship! 🚀
Ships:
🌌 NASA Pro - Explorer Dashboard A dynamic new-tab dashboard built for the “Give Your Website a Pulse” challenge. ✨ Features Zero-Delay Backgrounds: Instantly loads a cached cosmic background, while gracefully fetching the latest NASA APOD image. Live Search Integration: Fully integrated web search (SerpApi) directly in the dashboard. Dynamic Glassmorphism UI: Custom CSS featuring smooth backdrop-filters and hover animations. Custom Bookmarks Engine: An interactive widget to add and manage your favorite links via localStorage . 🛠 Tech Stack & Setup Tech: Pure HTML, Vanilla JavaScript, Custom CSS, and Vite. Setup: npm install -> Add .env with VITE_NASA_API_KEY & VITE_SERPAPI_KEY -> npm run dev 📝 Challenge Checklist HTML + CSS + JS required Public repository with good README Devlogs included No AI one-click builders (100% manual code) Custom UI/CSS Real Features (APIs, localStorage) Fully deployed website NASA Pro - Devlogs Day 1: Project Setup Scaffolded the project using Vite to test my vanilla JavaScript skills. Created the basic HTML structure, JS entry points, and added a fallback cosmic image ( hero.png ) to guarantee the background never breaks. Day 2: NASA API & Local Caching Hooked up the NASA APOD API. To prevent hitting API rate limits, I engineered a localStorage caching system that saves the last 20 fetched images and falls back to them automatically. Day 3: Clock & DOM Skeleton Built a precise digital clock function with a dynamic time-based greeting. Sketched out the search bar and built a collapsible “Info Panel” with CSS transitions to display the NASA APOD descriptions. Day 4: SerpApi Integration & Glassmorphism Integrated SerpApi for native Google Search results. Configured a Vite proxy to fix CORS, built a custom Vanilla JS rendering engine for the results, and completely overhauled the CSS to a “Glassmorphism” theme. Day 5: Refactoring & Bookmarks Modularized the 650-line main.js into clean components. Replaced hardcoded quick links with a dynamic Custom Bookmarks engine, and polished the background to load instantly with zero delay....
|
1792814177.3012211
|
1792900577.3012211
|
|
63309
|
webos1 by @rigid_valmeo | Stardance
|
rigid_valmeo
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T16:31:37Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website about chemistry with built-in apps. The website is designed as a small digital laboratory where visitors can explore chemistry notes, the periodic table, chemistry topics, learning resources, and an interactive chemistry quiz. I wanted to combine my interest in chemistry with a fun and personal web design, so I created the website to look like a small desktop environment with different chemistry applications. It was quite hard since it took me a lot of time and it’s only my 2nd time doing this.", "repo": "https://github.com/rigidvalmeo03/ichi-webOS1", "demo": "https://rigidvalmeo03.github.io/ichi-webOS1/"}]...
|
[{"post_id": 74049, "ts": "202 [{"post_id": 74049, "ts": "2026-09-26T16:23:46Z", "hours": 9.365, "text": "Made my own WebOS! It’s about chemistry, and you can take a quiz here hehe<3"}]...
|
Title: webos1 by @rigid_valmeo | Stardance
Devlog Title: webos1 by @rigid_valmeo | Stardance
Devlogs:
Made my own WebOS! It’s about chemistry, and you can take a quiz here hehe<3
Ships:
I made a website about chemistry with built-in apps. The website is designed as a small digital laboratory where visitors can explore chemistry notes, the periodic table, chemistry topics, learning resources, and an interactive chemistry quiz. I wanted to combine my interest in chemistry with a fun and personal web design, so I created the website to look like a small desktop environment with different chemistry applications. It was quite hard since it took me a lot of time and it’s only my 2nd time doing this....
|
1792814017.3677611
|
1793678017.3677611
|
|
56214
|
space-bot by @LunarLeaper | Stardance
|
LunarLeaper
|
1
|
4.0
|
9
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T16:10:25Z", "hours": 4.0, "multiplier": 1.96, "payout": 9, "blessing": "neutral", "text": "I made a slack-bot but I twisted it a bit . It is a bot that answer questions about space. Debugging my code was the most challenging thing for me. I thought I would compelete this projects in 2-3 days but it took me 2-3 weeks due to bugs and waiting for nest approval", "repo": "https://github.com/rr-codes4/Slack-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C02ADG5JFRB"}]...
|
[{"post_id": 74038, "ts": "202 [{"post_id": 74038, "ts": "2026-09-26T16:06:53Z", "hours": 2.4575, "text": "This is how my bot respond to the slash command that asks for NASA’s POD on stream…I fixed some errors…and here it is"}, {"post_id": 67377, "ts": "2026-09-13T13:54:12Z", "hours": 1.9211, "text": "Launching a Cosmic Bot using python Answers your burning space questions. Tracks ISS real location Fetches NASA’s official picture of the day Mini Mars Game and more like space jokes,news , even does some calculations etc."}]...
|
Title: space-bot by @LunarLeaper | Stardance
Devl Title: space-bot by @LunarLeaper | Stardance
Devlogs:
Launching a Cosmic Bot using python Answers your burning space questions. Tracks ISS real location Fetches NASA’s official picture of the day Mini Mars Game and more like space jokes,news , even does some calculations etc.
This is how my bot respond to the slash command that asks for NASA’s POD on stream…I fixed some errors…and here it is
Ships:
I made a slack-bot but I twisted it a bit . It is a bot that answer questions about space. Debugging my code was the most challenging thing for me. I thought I would compelete this projects in 2-3 days but it took me 2-3 weeks due to bugs and waiting for nest approval...
|
1792853682.0394888
|
1792940082.0394888
|
|
65132
|
BunnyOS by @shayen | Stardance
|
shayen
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T15:56:35Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an web OS called Bunny OS that is based on bunnies because it is my favourite animal. Features: Music player: lets you import MP3 files from your device along with cover art with the same name as the mp3 file, it has a animation style inspired by an ipod where if you hover over the cover art, it has a nice effect. The player has functions such as skip forward/backward and the option to shuffle or repeat music. Bunny Gallery: Lets you view pre-set images of bunnies and when you click on an image it changes the image on the background to it. Mini website: When you open the mini website, it opens the daily dose of bunny site where you can see a new picture of a bunny daily (I did not make that website i just linked it to my OS, the official site is: https://dailybunny.org/ ) Settings: Lets you change the background gradient of the OS, lets you toggle between light and dark mode, lets you change the font of the build in clock, lets you toggle the top bar on/off Draggable windows: Lets you drag open app windows anywhere on the screen You can open this link to run it: https://bunnyos.netlify.app Disclamer: I did use AI (Google Gemini) for any errors/spelling mistakes I faced. I originally tried using youtube to play music but I could not figure out how to get it to work so I also used ai for the code to import local files but that is all. I will work on this to add more features etc, I am still learning so it will take time.", "repo": "https://github.com/shayensx/BunnyOS", "demo": "https://bunnyos.netlify.app"}]...
|
[{"post_id": 74020, "ts": "202 [{"post_id": 74020, "ts": "2026-09-26T15:22:34Z", "hours": 5.3258, "text": "Today I made some huge improvements to my OS, i added a clock, 4 apps: An app that opens daily dose of bunny site, a music app, a gallery app that lets you change the image in the centre, a settings app with options to turn on/off the top bar, change the background and font and change from light to dark mode. The only issue I have is I cant figure out how to play music from online so i did it so i upload the music mp3 file and cover art to be able to play the music."}, {"post_id": 73212, "ts": "2026-09-24T16:44:24Z", "hours": 1.0844, "text": "Today I improved my website design, I focused on trying to add a gif as my main image, I also added a background image and I did not want to stretch the image so i made a tile effect where it repeats the same image. I also changed the background colour behind each text writing and added a border effect."}, {"post_id": 72753, "ts": "2026-09-23T17:36:40Z", "hours": 0.8214, "text": "I made my first ever website, I have never coded before and this was my first attempt. I made a bunny website where you can see my favourite image of a bunny eating some grapes. I also added a link under the image which redirects you to a website where you can see a new image of a bunny every day. I changed the font so it looks nice and made the background green to try match the image."}]...
|
Title: BunnyOS by @shayen | Stardance
Devlogs:
I Title: BunnyOS by @shayen | Stardance
Devlogs:
I made my first ever website, I have never coded before and this was my first attempt. I made a bunny website where you can see my favourite image of a bunny eating some grapes. I also added a link under the image which redirects you to a website where you can see a new image of a bunny every day. I changed the font so it looks nice and made the background green to try match the image.
Today I improved my website design, I focused on trying to add a gif as my main image, I also added a background image and I did not want to stretch the image so i made a tile effect where it repeats the same image. I also changed the background colour behind each text writing and added a border effect.
Today I made some huge improvements to my OS, i added a clock, 4 apps: An app that opens daily dose of bunny site, a music app, a gallery app that lets you change the image in the centre, a settings app with options to turn on/off the top bar, change the background and font and change from light to dark mode. The only issue I have is I cant figure out how to play music from online so i did it so i upload the music mp3 file and cover art to be able to play the music.
Ships:
I made an web OS called Bunny OS that is based on bunnies because it is my favourite animal. Features: Music player: lets you import MP3 files from your device along with cover art with the same name as the mp3 file, it has a animation style inspired by an ipod where if you hover over the cover art, it has a nice effect. The player has functions such as skip forward/backward and the option to shuffle or repeat music. Bunny Gallery: Lets you view pre-set images of bunnies and when you click on an image it changes the image on the background to it. Mini website: When you open the mini website, it opens the daily dose of bunny site where you can see a new picture of a bunny daily (I did not make that website i just linked it to my OS, the official site is: https://dailybunny.org/ ) Settings: Lets you change the background gradient of the OS, lets you toggle between light and dark mode, lets you change the font of the build in clock, lets you toggle the top bar on/off Draggable windows: Lets you drag open app windows anywhere on the screen You can open this link to run it: https://bunnyos.netlify.app Disclamer: I did use AI (Google Gemini) for any errors/spelling mistakes I faced. I originally tried using youtube to play music but I could not figure out how to get it to work so I also used ai for the code to import local files but that is all. I will work on this to add more features etc, I am still learning so it will take time....
|
1792814205.73553
|
1792900605.73553
|
|
47355
|
TruthLens-Ai by @alidoruk | Stardance
|
alidoruk
|
1
|
15.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T15:28:14Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I developed TruthLens AI, a platform that verifies social media posts, news, and images using artificial intelligence and performs manipulation analysis. I successfully optimized large AI models and established a real-time source pipeline using Tavily. Users can instantly obtain a veracity score and a safety report by entering any text or link.", "repo": "https://github.com/alidoruk320-coder/truthlens-ai", "demo": "https://truthlens-ai-ctl7.vercel.app"}]...
|
[{"post_id": 74022, "ts": "202 [{"post_id": 74022, "ts": "2026-09-26T15:26:19Z", "hours": 1.5539, "text": "Last version of truth-lens ai. For social media content moderation"}, {"post_id": 60102, "ts": "2026-09-02T08:04:25Z", "hours": 5.6714, "text": "Content Moderator"}, {"post_id": 48043, "ts": "2026-08-16T10:22:02Z", "hours": 8.0531, "text": "A social media ai."}]...
|
Title: TruthLens-Ai by @alidoruk | Stardance
Devl Title: TruthLens-Ai by @alidoruk | Stardance
Devlogs:
A social media ai.
Content Moderator
Last version of truth-lens ai. For social media content moderation
Ships:
I developed TruthLens AI, a platform that verifies social media posts, news, and images using artificial intelligence and performs manipulation analysis. I successfully optimized large AI models and established a real-time source pipeline using Tavily. Users can instantly obtain a veracity score and a safety report by entering any text or link....
|
1792853342.299373
|
1792939742.299373
|
|
700
|
Void Strike by @JudeW | Stardance
|
JudeW
|
1
|
103.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T15:27:38Z", "hours": 103.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi! The project I’ve been working on is called Void Strike. It’s a space shooter game in which the player controls a spaceship and must survive hordes of enemy waves. The reason why I chose to create this game is that I thought it would be easy. Since I’ve never really used Godot, I thought I should start simple. By the end of working on it, I can confidently say that I’ve learned at least the basics of the engine. That’s all anyway. Have Fun! Also, last night when I was trying to add it to Itch.io, I accidentally overwrote LITERALLY ALL of my files and everything, so the only thing I have left is the HTML export, and the entire project on my Godot account is just gone, and I can’t recover it, so if there is anything a little buggy, that’s probably why. And I can’t do anything about it, sorry. I just decided to ship it as it currently is instead of not shipping it at all, since I’ve already spent too much of my time on this. Once more, I’m sorry.", "repo": "https://github.com/judeweibley-cell/Void-Strike", "demo": "https://ludew.itch.io/void-strike"}]...
|
[{"post_id": 73757, "ts": "202 [{"post_id": 73757, "ts": "2026-09-25T21:24:54Z", "hours": 2.5992, "text": "Finally finished the game!!! Just posting a quick devlog before shipping. I added satellites and space junk that can fly in from the right side of your screen, which adds an extra obstacle. The only hard part about it was figuring out some physics equations with Newton’s Law of Universal Gravitation. After that, it was finished. Here’s my code if you want to look at it(GDScript): extends Node2D var item = 0 var active_node: Node2D = null var velocity := Vector2.ZERO var rotation_speed := 0.0 var spawning_enabled := true const MIN_SPAWN_TIME = 10.0 const MAX_SPAWN_TIME = 15.0 const PLANET_POSITION = Vector2(300, 1500) const GRAVITY_STRENGTH = 450000.0 @onready var timer = $Timer @onready var small_satellite = $“Small satelltite” @onready var large_satellite = $“Large satellite” @onready var scrap = $Scrap func _ready() -> void: randomize_next_spawn_time() func _process(delta: float) -> void: if active_node and active_node.visible: var vector_to_planet = PLANET_POSITION - active_node.global_position var distance = vector_to_planet.length() var direction = vector_to_planet.normalized() var gravity_force = direction * (GRAVITY_STRENGTH / (distance * distance)) velocity += gravity_force * delta active_node.global_position += velocity * delta active_node.rotation += rotation_speed * delta if active_node.global_position.x < -150: disable_active_node() func _on_timer_timeout() -> void: randomize_next_spawn_time() if not spawning_enabled: return item = randi_range(1, 3) if item == 1: pick_small() elif item == 2: pick_large() else: pick_scrap() func randomize_next_spawn_time() -> void: if timer: timer.wait_time = randf_range(MIN_SPAWN_TIME, MAX_SPAWN_TIME) timer.start() func reset_and_launch(node: Node2D): disable_active_node() small_satellite.hide() large_satellite.hide() scrap.hide() node.show() node.global_position = Vector2(600, randi_range(0, 960)) velocity = Vector2(-150, -45) rotation_speed = randf_range(-1.5, 1.5) if node.has_method(\"set_deferred\"): node.set_deferred(\"monitoring\", true) node.set_deferred(\"monitorable\", true) active_node = node func disable_active_node(): if active_node: active_node.hide() if active_node.has_method(“set_deferred”): active_node.set_deferred(“monitoring”, false) active_node.set_deferred(“monitorable”, false) func stop_spawning() -> void: spawning_enabled = false timer.stop() func start_spawning() -> void: spawning_enabled = true randomize_next_spawn_time() func pick_small(): reset_and_launch(small_satellite) func pick_large(): reset_and_launch(large_satellite) func pick_scrap(): reset_and_launch(scrap) func _on_scrap_body_entered(body: Node2D) -> void: if body.has_method(“take_damage”): body.take_damage() disable_active_node() func _on_large_satellite_body_entered(body: Node2D) -> void: if body.has_method(“take_damage”): body.take_damage() disable_active_node() func _on_small_satelltite_body_entered(body: Node2D) -> void: if body.has_method(“take_damage”): body.take_damage() disable_active_node()"}, {"post_id": 73337, "ts": "2026-09-24T22:14:34Z", "hours": 10.0881, "text": "Lately I’ve just been polishing the game. Nothing super interesting. I fixed the keybindings because when you selected a key with a long name like RightBracket, the label would expand into the button and overlap. I just made a better layout for it and made it so the text would be aligned on the right side, making it expand to the left instead. Then I worked on cleaning up some of my code since I’m planning on shipping tomorrow. Then I added a TON of polish to the main menu. I added a little rotating tip at the bottom and displayed your high score and highest wave at the top of the menu, which was easy enough. I still want to log at least two more hours, so if anyone has ideas, please let me know, because I’m out of ideas. Also, in the pictures, if the text looks sideways, it’s because I rotated it as a little animation. I think the current total for lines of code is 3005, if you’re interested, btw."}, {"post_id": 67665, "ts": "2026-09-13T20:25:53Z", "hours": 5.2769, "text": "I’ve just been working on adding some finishing touches lately, most of which include working with the new log feature. Inside of it I have three different tabs Enemies which is just a list of all of the different enemies and their stats like hp and speed. The second one is for achievements. I have ten so far, which include: First Orbit, earned by playing for 15 mins. Deep Space Transit for 30 minutes, and Time Flies for an hour. Atmosphere Cleared for getting to wave 5. Flight Lieutenant for wave 15. Squadron Leader for wave 30, and Cosmic Anomaly for 50. Just Getting Warm for killing a thousand enemies. Determined I for dying 50 times and Determined II for dying 100 times. I also added some progress bars to visually show your progress towards the achievements. For the stats menu, all I changed was adding a darker panel behind all the stats to add some detail; other than that, that’s all I did. Also, the scrolling menus were almost my downfall."}, {"post_id": 66787, "ts": "2026-09-12T17:48:29Z", "hours": 3.1139, "text": "This morning, I’ve been working on adding a statistics menu to the menu, which keeps track of stuff like your highest wave or how many power-ups you’ve bought. All of the things are saved after closing the window, so not much has been added, but it’s something."}, {"post_id": 66317, "ts": "2026-09-12T02:32:23Z", "hours": 6.9156, "text": "Fairly large update!!! Over the past few days, I’ve been working and have gotten quite a lot done. Recent changes include A new bomber enemy who appears on wave 15, dropping bombs as it passes through. Bombs have 3 seconds before exploding and deal the standard 1 HP. Then I polished the menu so that instead of having ugly buttons down at the bottom of the screen, I now have large transparent buttons right in the middle of the screen. I also made the buttons feel really juicy, changing color and playing a short clicking sound when hovered over with the mouse. I changed up the settings panel by adding some darker panels for detail and organization. Instead of the set WASD and arrow keys, I now have key binding as an option. I don’t know what other controls players would use, but just in case, and it also makes the game feel more polished. I think right now I plan on adding a stats page in the menu next that can showcase stuff like your highest wave, how many attempts, and enemies killed. But I think I’m going to save that for tomorrow. So for now, I’ll see you in the next devlog. :)"}, {"post_id": 62492, "ts": "2026-09-05T21:34:48Z", "hours": 9.9294, "text": "🎉🎉Major Update🎉🎉 After a little bit of playtesting, I came to the conclusion that the game needed to be much harder because it came up as a problem more often than not. I was already planning to add a few more enemy types, so it didn’t really matter. New Enemy Types 1) A horde of diver enemies 2) A large tank enemy that has double shots 3) A Suicider enemy which pathfinds to the player 4) An asteroid field that can spawn I also plan on adding a bomber enemy with explosions, and a flame thrower enemy which will deal more damage the longer you are in the flames and will burn your fuel. But because I was so close to the 10-hour limit, I have to make a devlog before continuing on it. I also decreased the wavelength from 30 seconds to just 20 because it made for a much faster-paced game and was easier on the player. In the future, I plan on adding a keybind option to the settings, which might take a while to figure out, bosses, which probably won’t happen, and a ton more polish to the menu because it looks terrible."}, {"post_id": 57756, "ts": "2026-08-30T01:10:30Z", "hours": 0.6822, "text": "Small Update: I just added a notes and acknowledgements page to replace the old broken leaderboard page. It just includes some writing and a link to my new Discord Page. If you want to join early to the launch, here’s the link: https://discord.gg/ccgyRZArYm"}, {"post_id": 57724, "ts": "2026-08-29T23:55:41Z", "hours": 8.8753, "text": "🎉🎉MAJOR UPDATE🎉🎉: For the past few days I’ve been working on a few updates, which include finishing and balancing the new Super Nova feature. When you max out all 3 power-up upgrades, it allows you to super charge. One of them includes Double Shot, 2x score on top of 2x score, and buffs for a short amount of time after your shield breaks. I made waves infinitely and made them progressively harder with each passing wave. I added a slight amount of polish to the menu where a little click sound plays when you toggle settings or press a button. I realized that when the player got hit it wasn’t very noticeable since it played the same sound as when an enemy got hit, so I added screen shake which was something I wanted to add for a while but procrastinated it because the way I made my scrolling background with a Parallax background that had a Parallax layer and sprite 2D as a child so when I added the camera 2D node it stopped the background from scrolling so I had to delete all of that and update it with the newer method. But after an hour or so, I got it looking clean and was happy with it, so now when the player takes damage, there is a very noticeable shake to the screen, which helps indicate that you got hit. I also added this to the enemy, but you have to build up a fairly large consecutive hit counter to really notice it. I did start to work on a new tank enemy since all of the existing ones are relatively weak, so this one will have 5 HP, which is half of an asteroid, and will shoot double-shot bullets, which will be punishing if the player gets hit by it. Speaking of HP, instead of healing the player’s hearts back to their maximum amount despite the current amount, it now only heals you by one heart. Now normally, I would have a video to showcase all of these new features, but my thing is weird and will only take images, not videos, so sorry if it’s missing, like all of the updates."}, {"post_id": 48557, "ts": "2026-08-17T00:20:01Z", "hours": 10.9817, "text": "Major Update: Over the past few days, I’ve added a lot of features that will have a significant impact on the game. The first of which is a new shop where the player can purchase upgrades, including a +5% speed increase (limit of 25%), a +5% fire rate upgrade (limit of 25%), and, lastly, a refuel upgrade, which will refill 5% for the cost of 1 coin. The player now has 3 lives instead of just 1, which will allow the player to progress through the game more. In the shop the player can upgrade the amount of lives they have(max of 5). After each wave their health returns to it’s maximum, but fuel will remain the same. In the power-ups tab, the player can increase the duration of each power-up by a maximum of 5 seconds. Once the player maxes out all 3 power-ups, they will unlock a feature called Super Nova were they can select one of the three power-ups to gain a new feature that will help the player survive new waves. Speaking of waves, the next change includes breaking up the game into multiple waves. This change allows the player to get a break between waves to upgrade their ship in the shop. This also makes the player feel like they are progressing through the game more."}, {"post_id": 45996, "ts": "2026-08-12T20:45:30Z", "hours": 5.9294, "text": "Large Update: Last night and this morning, I’ve been working on some new features, including a new fuel tank that slowly depletes, and the only way to refill it is by collecting fuel canisters. This change also allows the player to hold down Shift to get a 50% speed increase, but the fuel tank goes down twice as fast. I also added a new fire particle effect that follows the player, making the game feel much livelier. Coins are also a new feature that have a 10% drop rate on the death of an enemy. Right now, coins do nothing, but in the future I have plans to add a shop/upgrade feature. The player now has three lives instead of one; this makes the game feel more forgiving, but when you lose a heart, your fuel tank decreases by 20%, making fuel a much bigger problem than before. When your fuel tank hits 0, the game is over regardless of how many hearts the player has."}, {"post_id": 45420, "ts": "2026-08-11T21:06:05Z", "hours": 2.1111, "text": "Today’s changes include adding a new power-up, which is a shield that protects the player from one hit for 10 seconds. There is a shield Icon which follows the player around, acting as a visual indicator for the power-up. I also made the player movement much smoother by making the player accelerate in a direction instead of moving at a flat rate, which makes the game overall feel much more “alive”."}, {"post_id": 44986, "ts": "2026-08-11T03:37:37Z", "hours": 9.8844, "text": "Major update: as you can tell from me logging in more than 9 hours, I made a lot of changes, which include two new enemies because I realized as long as you don’t actively try to die, you can live forever, so we have two new enemies, both of which fire bullets at the player, so you have something that poses a threat unlike the old enemies. One is quick, has a fast firing speed, and is small, but only has 1 hp. It also provides more points than its much slower partner, who has 2 hp, a slower firing rate, and a bigger hitbox. I also added two power-ups, randomly selected from the two as collectable items: the first doubles your shoot cooldown for 5 seconds, and the second doubles your score income for 15 seconds. When you collect a power-up, a bar appears at the bottom of your screen, showing how much time remains on your power-up. That’s all that I did for this week, and more features are on their way. Thanks! p.s. I can’t add a video containing the update because my thing is weird and only lets me upload images to Stardance. Sorry about the inconvenience😭"}, {"post_id": 41458, "ts": "2026-08-05T17:55:55Z", "hours": 3.8344, "text": "These past few days, I worked on adding polish, bug fixes, and a new load screen. The load screen GUI is just a placeholder until I can polish it off. I might have to scrap an online leaderboard because I’m new to Godot and know very little GD script, so I can’t use SilentWolf. I’ve been working on implementing Talo, but I can’t find any tutorials, and Google can’t help me with it. Unless I can get it working I don’t think I can add an online leader board."}, {"post_id": 38325, "ts": "2026-07-31T17:27:19Z", "hours": 1.1819, "text": "I need help. I did finally fix the one bug that stopped enemies from spawning, but my next goal was to make a leaderboard, so I set up all of the UI for it, and when I realized I had no idea what I was doing, I ultimately looked up a YouTube tutorial. I didn’t realize that I needed to use a plugin to create an online server for my game. And when I tried to download Silent Wolf, it wouldn’t let me because I was still using version 4.4, and I didn’t want to update it in case it broke my game. So do I scrap leaderboards, or is there some other way?"}, {"post_id": 38211, "ts": "2026-07-31T14:41:42Z", "hours": 5.3556, "text": "Lately I’ve been working on adding a settings feature that includes options for music, sound effects, and a reset data button. While working on this feature, I managed to break my entire game, so fingers crossed I can fix it. I plan on adding an online leaderboard (If I can fix the game)."}, {"post_id": 35191, "ts": "2026-07-26T13:44:00Z", "hours": 4.8325, "text": "Void Strike is a space shooter-type game in which the player must test their skills by trying to survive for as long as possible while gaining points by killing enemies. Changelog: Added an asteroid, which is a new obstacle that has a lot of HP and permits the enemies to advance closer to the player. Bug fixes I haven’t posted a devlog because I’ve been on vacation so I’m very behind on my project."}, {"post_id": 3278, "ts": "2026-06-06T04:13:02Z", "hours": 6.4203, "text": "Void Strike is a space shooter-type game in which the player must test their skills by trying to survive for as long as possible while gaining points by killing enemies. I haven’t posted a Dev-log for a while, but I’ve added a lot of features in that time. Changelog Scrolling background and particle effects Sound effects On-screen score counter High-score Game over screen Player Balancing Difficulty increases over time My next steps will be to add a main menu, possibly a shop and a currency to buy player upgrades, and a competitive global scoreboard. P.S. I would take a video, but my internet keeps showing an error, so I’ve taken a photo instead. Believe me, I added what I said I did."}, {"post_id": 1829, "ts": "2026-06-04T01:27:56Z", "hours": 1.7686, "text": "Void Strike is a simple space shooter type game that I’m working on. I know it’s a little simple, but I’m inexperienced with Godot. Changelog You can hold down space to shoot 2 new enemies (1 fast, and 1 slow) Randomized enemy spawning"}, {"post_id": 1748, "ts": "2026-06-03T22:43:16Z", "hours": 2.7453, "text": "Void Strike, which is a space shooter I just started working on. It will be on the simpler side, because I’m new to using Godot. So far I have the player movement, and shooting working. I plan to add a lot more in the future."}]...
|
Title: Void Strike by @JudeW | Stardance
Devlogs: Title: Void Strike by @JudeW | Stardance
Devlogs:
Void Strike, which is a space shooter I just started working on. It will be on the simpler side, because I’m new to using Godot. So far I have the player movement, and shooting working. I plan to add a lot more in the future.
Void Strike is a simple space shooter type game that I’m working on. I know it’s a little simple, but I’m inexperienced with Godot. Changelog You can hold down space to shoot 2 new enemies (1 fast, and 1 slow) Randomized enemy spawning
Void Strike is a space shooter-type game in which the player must test their skills by trying to survive for as long as possible while gaining points by killing enemies. I haven’t posted a Dev-log for a while, but I’ve added a lot of features in that time. Changelog Scrolling background and particle effects Sound effects On-screen score counter High-score Game over screen Player Balancing Difficulty increases over time My next steps will be to add a main menu, possibly a shop and a currency to buy player upgrades, and a competitive global scoreboard. P.S. I would take a video, but my internet keeps showing an error, so I’ve taken a photo instead. Believe me, I added what I said I did.
Void Strike is a space shooter-type game in which the player must test their skills by trying to survive for as long as possible while gaining points by killing enemies. Changelog: Added an asteroid, which is a new obstacle that has a lot of HP and permits the enemies to advance closer to the player. Bug fixes I haven’t posted a devlog because I’ve been on vacation so I’m very behind on my project.
Lately I’ve been working on adding a settings feature that includes options for music, sound effects, and a reset data button. While working on this feature, I managed to break my entire game, so fingers crossed I can fix it. I plan on adding an online leaderboard (If I can fix the game).
I need help. I did finally fix the one bug that stopped enemies from spawning, but my next goal was to make a leaderboard, so I set up all of the UI for it, and when I realized I had no idea what I was doing, I ultimately looked up a YouTube tutorial. I didn’t realize that I needed to use a plugin to create an online server for my game. And when I tried to download Silent Wolf, it wouldn’t let me because I was still using version 4.4, and I didn’t want to update it in case it broke my game. So do I scrap leaderboards, or is there some other way?
These past few days, I worked on adding polish, bug fixes, and a new load screen. The load screen GUI is just a placeholder until I can polish it off. I might have to scrap an online leaderboard because I’m new to Godot and know very little GD script, so I can’t use SilentWolf. I’ve been working on implementing Talo, but I can’t find any tutorials, and Google can’t help me with it. Unless I can get it working I don’t think I can add an online leader board.
Major update: as you can tell from me logging in more than 9 hours, I made a lot of changes, which include two new enemies because I realized as long as you don’t actively try to die, you can live forever, so we have two new enemies, both of which fire bullets at the player, so you have something that poses a threat unlike the old enemies. One is quick, has a fast firing speed, and is small, but only has 1 hp. It also provides more points than its much slower partner, who has 2 hp, a slower firing rate, and a bigger hitbox. I also added two power-ups, randomly selected from the two as collectable items: the first doubles your shoot cooldown for 5 seconds, and the second doubles your score income for 15 seconds. When you collect a power-up, a bar appears at the bottom of your screen, showing how much time remains on your power-up. That’s all that I did for this week, and more features are on their way. Thanks! p.s. I can’t add a video containing the update because my thing is weird and only lets me upload images to Stardance. Sorry about the inconvenience😭
Today’s changes include adding a new power-up, which is a shield that protects the player from one hit for 10 seconds. There is a shield Icon which follows the player around, acting as a visual indicator for the power-up. I also made the player movement much smoother by making the player accelerate in a direction instead of moving at a flat rate, which makes the game overall feel much more “alive”.
Large Update: Last night and this morning, I’ve been working on some new features, including a new fuel tank that slowly depletes, and the only way to refill it is by collecting fuel canisters. This change also allows the player to hold down Shift to get a 50% speed increase, but the fuel tank goes down twice as fast. I also added a new fire particle effect that follows the player, making the game feel much livelier. Coins are also a new feature that have a 10% drop rate on the death of an enemy. Right now, coins do nothing, but in the future I have plans to add a shop/upgrade feature. The player now has three lives instead of one; this makes the game feel more forgiving, but when you lose a heart, your fuel tank decreases by 20%, making fuel a much bigger problem than before. When your fuel tank hits 0, the game is over regardless of how many hearts the player has.
Major Update: Over the past few days, I’ve added a lot of features that will have a significant impact on the game. The first of which is a new shop where the player can purchase upgrades, including a +5% speed increase (limit of 25%), a +5% fire rate upgrade (limit of 25%), and, lastly, a refuel upgrade, which will refill 5% for the cost of 1 coin. The player now has 3 lives instead of just 1, which will allow the player to progress through the game more. In the shop the player can upgrade the amount of lives they have(max of 5). After each wave their health returns to it’s maximum, but fuel will remain the same. In the power-ups tab, the player can increase the duration of each power-up by a maximum of 5 seconds. Once the player maxes out all 3 power-ups, they will unlock a feature called Super Nova were they can select one of the three power-ups to gain a new feature that will help the player survive new waves. Speaking of waves, the next change includes breaking up the game into multiple waves. This change allows the player to get a break between waves to upgrade their ship in the shop. This also makes the player feel like they are progressing through the game more.
🎉🎉MAJOR UPDATE🎉🎉: For the past few days I’ve been working on a few updates, which include finishing and balancing the new Super Nova feature. When you max out all 3 power-up upgrades, it allows you to super charge. One of them includes Double Shot, 2x score on top of 2x score, and buffs for a short amount of time after your shield breaks. I made waves infinitely and made them progressively harder with each passing wave. I added a slight amount of polish to the menu where a little click sound plays when you toggle settings or press a button. I realized that when the player got hit it wasn’t very noticeable since it played the same sound as when an enemy got hit, so I added screen shake which was something I wanted to add for a while but procrastinated it because the way I made my scrolling background with a Parallax background that had a Parallax layer and sprite 2D as a child so when I added the camera 2D node it stopped the background from scrolling so I had to delete all of that and update it with the newer method. But after an hour or so, I got it looking clean and was happy with it, so now when the player takes damage, there is a very noticeable shake to the screen, which helps indicate that you got hit. I also added this to the enemy, but you have to build up a fairly large consecutive hit counter to really notice it. I did start to work on a new tank enemy since all of the existing ones are relatively weak, so this one will have 5 HP, which is half of an asteroid, and will shoot double-shot bullets, which will be punishing if the player gets hit by it. Speaking of HP, instead of healing the player’s hearts back to their maximum amount despite the current amount, it now only heals you by one heart. Now normally, I would have a video to showcase all of these new features, but my thing is weird and will only take images, not videos, so sorry if it’s missing, like all of the updates.
Small Update: I just added a notes and acknowledgements page to replace the old broken leaderboard page. It just includes some writing and a link to my new Discord Page. If you want to join early to the launch, here’s the link: https://discord.gg/ccgyRZArYm
🎉🎉Major Update🎉🎉 After a little bit of playtesting, I came to the conclusion that the game needed to be much harder because it came up as a problem more often than not. I was already planning to add a few more enemy types, so it didn’t really matter. New Enemy Types 1) A horde of diver enemies 2) A large tank enemy that has double shots 3) A Suicider enemy which pathfinds to the player 4) An asteroid field that can spawn I also plan on adding a bomber enemy with explosions, and a flame thrower enemy which will deal more damage the longer you are in the flames and will burn your fuel. But because I was so close to the 10-hour limit, I have to make a devlog before continuing on it. I also decreased the wavelength from 30 seconds to just 20 because it made for a much faster-paced game and was easier on the player. In the future, I plan on adding a keybind option to the settings, which might take a while to figure out, bosses, which probably won’t happen, and a ton more polish to the menu because it looks terrible.
Fairly large update!!! Over the past few days, I’ve been working and have gotten quite a lot done. Recent changes include A new bomber enemy who appears on wave 15, dropping bombs as it passes through. Bombs have 3 seconds before exploding and deal the standard 1 HP. Then I polished the menu so that instead of having ugly buttons down at the bottom of the screen, I now have large transparent buttons right in the middle of the screen. I also made the buttons feel really juicy, changing color and playing a short clicking sound when hovered over with the mouse. I changed up the settings panel by adding some darker panels for detail and organization. Instead of the set WASD and arrow keys, I now have key binding as an option. I don’t know what other controls players would use, but just in case, and it also makes the game feel more polished. I think right now I plan on adding a stats page in the menu next that can showcase stuff like your highest wave, how many attempts, and enemies killed. But I think I’m going to save that for tomorrow. So for now, I’ll see you in the next devlog. :)
This morning, I’ve been working on adding a statistics menu to the menu, which keeps track of stuff like your highest wave or how many power-ups you’ve bought. All of the things are saved after closing the window, so not much has been added, but it’s something.
I’ve just been working on adding some finishing touches lately, most of which include working with the new log feature. Inside of it I have three different tabs Enemies which is just a list of all of the different enemies and their stats like hp and speed. The second one is for achievements. I have ten so far, which include: First Orbit, earned by playing for 15 mins. Deep Space Transit for 30 minutes, and Time Flies for an hour. Atmosphere Cleared for getting to wave 5. Flight Lieutenant for wave 15. Squadron Leader for wave 30, and Cosmic Anomaly for 50. Just Getting Warm for killing a thousand enemies. Determined I for dying 50 times and Determined II for dying 100 times. I also added some progress bars to visually show your progress towards the achievements. For the stats menu, all I changed was adding a darker panel behind all the stats to add some detail; other than that, that’s all I did. Also, the scrolling menus were almost my downfall.
Lately I’ve just been polishing the game. Nothing super interesting. I fixed the keybindings because when you selected a key with a long name like RightBracket, the label would expand into the button and overlap. I just made a better layout for it and made it so the text would be aligned on the right side, making it expand to the left instead. Then I worked on cleaning up some of my code since I’m planning on shipping tomorrow. Then I added a TON of polish to the main menu. I added a little rotating tip at the bottom and displayed your high score and highest wave at the top of the menu, which was easy enough. I still want to log at least two more hours, so if anyone has ideas, please let me know, because I’m out of ideas. Also, in the pictures, if the text looks sideways, it’s because I rotated it as a little animation. I think the current total for lines of code is 3005, if you’re interested, btw.
Finally finished the game!!! Just posting a quick devlog before shipping. I added satellites and space junk that can fly in from the right side of your screen, which adds an extra obstacle. The only hard part about it was figuring out some physics equations with Newton’s Law of Universal Gravitation. After that, it was finished. Here’s my code if you want to look at it(GDScript): extends Node2D var item = 0 var active_node: Node2D = null var velocity := Vector2.ZERO var rotation_speed := 0.0 var spawning_enabled := true const MIN_SPAWN_TIME = 10.0 const MAX_SPAWN_TIME = 15.0 const PLANET_POSITION = Vector2(300, 1500) const GRAVITY_STRENGTH = 450000.0 @onready var timer = $Timer @onready var small_satellite = $“Small satelltite” @onready var large_satellite = $“Large satellite” @onready var scrap = $Scrap func _ready() -> void: randomize_next_spawn_time() func _process(delta: float) -> void: if active_node and active_node.visible: var vector_to_planet = PLANET_POSITION - active_node.global_position var distance = vector_to_planet.length() var direction = vector_to_planet.normalized() var gravity_force = direction * (GRAVITY_STRENGTH / (distance * distance)) velocity += gravity_force * delta active_node.global_position += velocity * delta active_node.rotation += rotation_speed * delta if active_node.global_position.x < -150: disable_active_node() func _on_timer_timeout() -> void: randomize_next_spawn_time() if not spawning_enabled: return item = randi_range(1, 3) if item == 1: pick_small() elif item == 2: pick_large() else: pick_scrap() func randomize_next_spawn_time() -> void: if timer: timer.wait_time = randf_range(MIN_SPAWN_TIME, MAX_SPAWN_TIME) timer.start() func reset_and_launch(node: Node2D): disable_active_node() small_satellite.hide() large_satellite.hide() scrap.hide() node.show() node.global_position = Vector2(600, randi_range(0, 960)) velocity = Vector2(-150, -45) rotation_speed = randf_range(-1.5, 1.5) if node.has_method("set_deferred"): node.set_deferred("monitoring", true) node.set_deferred("monitorable", true) active_node = node func disable_active_node(): if active_node: active_node.hide() if active_node.has_method(“set_deferred”): active_node.set_deferred(“monitoring”, false) active_node.set_deferred(“monitorable”, false) func stop_spawning() -> void: spawning_enabled = false timer.stop() func start_spawning() -> void: spawning_enabled = true randomize_next_spawn_time() func pick_small(): reset_and_launch(small_satellite) func pick_large(): reset_and_launch(large_satellite) func pick_scrap(): reset_and_launch(scrap) func _on_scrap_body_entered(body: Node2D) -> void: if body.has_method(“take_damage”): body.take_damage() disable_active_node() func _on_large_satellite_body_entered(body: Node2D) -> void: if body.has_method(“take_damage”): body.take_damage() disable_active_node() func _on_small_satelltite_body_entered(body: Node2D) -> void: if body.has_method(“take_damage”): body.take_damage() disable_active_node()
Ships:
Hi! The project I’ve been working on is called Void Strike. It’s a space shooter game in which the player controls a spaceship and must survive hordes of enemy waves. The reason why I chose to create this game is that I thought it would be easy. Since I’ve never really used Godot, I thought I should start simple. By the end of working on it, I can confidently say that I’ve learned at least the basics of the engine. That’s all anyway. Have Fun! Also, last night when I was trying to add it to Itch.io, I accidentally overwrote LITERALLY ALL of my files and everything, so the only thing I have left is the HTML export, and the entire project on my Godot account is just gone, and I can’t recover it, so if there is anything a little buggy, that’s probably why. And I can’t do anything about it, sorry. I just decided to ship it as it currently is instead of not shipping it at all, since I’ve already spent too much of my time on this. Once more, I’m sorry....
|
1792853818.207402
|
1792940218.207402
|
|
63144
|
Upside by @Danvir | Stardance
|
Danvir
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T15:21:22Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Upside Down, a simple arcade game where you control a square and avoid obstacles coming toward you. The idea is to survive for as long as possible by moving up and down at the right time. The biggest challenge was keeping the gameplay simple while still making it challenging and fun. I am proud of making the game from scratch and turning a simple idea into a playable game but with challenging and fun way. The controls for the game is left mouse click so that the player can move up and down", "repo": "https://github.com/jsdjoker/Upside", "demo": "https://danjs.itch.io/upside"}]...
|
[{"post_id": 74017, "ts": "202 [{"post_id": 74017, "ts": "2026-09-26T15:19:15Z", "hours": 2.465, "text": "Devlog#2: Created main menu and made the game playable atlast by adding particle effects to the game and also made objects spawn both up and down so that the player can dodge it and also added score and life UI so that the player can track it and enjoy the gameplay!"}, {"post_id": 69713, "ts": "2026-09-17T17:04:49Z", "hours": 0.9042, "text": "Devlog#1: Started my new game called upside by adding a square as a player and can move both side up and down and the obstacles which comes towards the player and then gets destroyed after reaching a zone!"}]...
|
Title: Upside by @Danvir | Stardance
Devlogs:
Dev Title: Upside by @Danvir | Stardance
Devlogs:
Devlog#1: Started my new game called upside by adding a square as a player and can move both side up and down and the obstacles which comes towards the player and then gets destroyed after reaching a zone!
Devlog#2: Created main menu and made the game playable atlast by adding particle effects to the game and also made objects spawn both up and down so that the player can dodge it and also added score and life UI so that the player can track it and enjoy the gameplay!
Ships:
I made Upside Down, a simple arcade game where you control a square and avoid obstacles coming toward you. The idea is to survive for as long as possible by moving up and down at the right time. The biggest challenge was keeping the gameplay simple while still making it challenging and fun. I am proud of making the game from scratch and turning a simple idea into a playable game but with challenging and fun way. The controls for the game is left mouse click so that the player can move up and down...
|
1792814010.3220215
|
1792900410.3220215
|
|
51156
|
Fleeting by @Cret | Stardance
|
Cret
|
1
|
10.48
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T15:14:18Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I make a quick note app for ADHD. By using this app, you can just forget to organize your notes. When you suddenly remember, you can directly do a vague search. When you are about to forget, it can remind you just right.", "repo": "https://gitlab.com/IHateGitHub/fleeting-prev", "demo": "https://testflight.apple.com/join/sJhN18r4"}]...
|
[{"post_id": 78532, "ts": "202 [{"post_id": 78532, "ts": "2026-10-11T03:37:02Z", "hours": 0.4814, "text": "rewrote the readme file"}, {"post_id": 50759, "ts": "2026-08-20T03:40:40Z", "hours": 9.8222, "text": "This project is designed specifically for individuals with ADHD. Research indicates that the ADHD population faces physiologically unique and severe cognitive challenges: First, their working memory bandwidth—responsible for holding fleeting thoughts—is extremely narrow and exceptionally prone to collapse. While a neurotypical brain typically retains working memory for 10 to 15 seconds, an ADHD brain often loses it in just a few seconds. Abnormalities in prefrontal dopamine pathways render their attention extraordinarily fragile. Any minor external stimulus—such as unlocking a screen, a 0.5-second app cold-start delay, or cumbersome “New Note” buttons and categorization workflows—acts like a disruptive sensory intrusion. It instantly shatters and dissolves newly formed neural circuits, causing brilliant sparks of inspiration to vanish forever. What is most devastating is knowing they just had a brilliant idea, yet it has been permanently erased. This “acute thought evaporation” frequently triggers deep self-blame and mental exhaustion. Second, they struggle with severe executive dysfunction and “initiation paralysis.” The vast majority of productivity and note-taking apps on the market are built around neurotypical prefrontal logic, forcing users through preliminary steps like titling, choosing folders, manual tagging, and formatting before they can even begin recording. While simple to neurotypicals, these prerequisites are instantly amplified in the ADHD brain into an overwhelming, suffocating decision-making load, inevitably leading to executive overload and abandonment of the task. Furthermore, individuals with ADHD suffer profoundly from “Object Permanence Failure” and “Retrieval Cue Failure.” Under the premise of “out of sight, out of mind,” content buried within nested folders quickly turns into a permanently forgotten “digital graveyard.” Conversely, keeping everything on the home screen triggers intense visual overload and avoidance anxiety. When attempting retrieval, they often struggle to recall exact keywords, rendering traditional keyword-dependent search completely useless. This is precisely why Fleeting abandons the conventional, counterproductive trap of feature bloat. Instead, it embraces neurodiversity through radical, physics-level reduction. By compressing the entire process into a single, intuitive “Launch-to-Record” action and silently attaching implicit spatio-temporal fingerprints (such as time and context) in the background, Fleeting shifts the burden from “active keyword recall” to “contextual reconstruction and visual recognition.” It serves as a secure, guilt-free external thought airbag for these fragile yet precious sparks of insight."}]...
|
Title: Fleeting by @Cret | Stardance
Devlogs:
Thi Title: Fleeting by @Cret | Stardance
Devlogs:
This project is designed specifically for individuals with ADHD. Research indicates that the ADHD population faces physiologically unique and severe cognitive challenges: First, their working memory bandwidth—responsible for holding fleeting thoughts—is extremely narrow and exceptionally prone to collapse. While a neurotypical brain typically retains working memory for 10 to 15 seconds, an ADHD brain often loses it in just a few seconds. Abnormalities in prefrontal dopamine pathways render their attention extraordinarily fragile. Any minor external stimulus—such as unlocking a screen, a 0.5-second app cold-start delay, or cumbersome “New Note” buttons and categorization workflows—acts like a disruptive sensory intrusion. It instantly shatters and dissolves newly formed neural circuits, causing brilliant sparks of inspiration to vanish forever. What is most devastating is knowing they just had a brilliant idea, yet it has been permanently erased. This “acute thought evaporation” frequently triggers deep self-blame and mental exhaustion. Second, they struggle with severe executive dysfunction and “initiation paralysis.” The vast majority of productivity and note-taking apps on the market are built around neurotypical prefrontal logic, forcing users through preliminary steps like titling, choosing folders, manual tagging, and formatting before they can even begin recording. While simple to neurotypicals, these prerequisites are instantly amplified in the ADHD brain into an overwhelming, suffocating decision-making load, inevitably leading to executive overload and abandonment of the task. Furthermore, individuals with ADHD suffer profoundly from “Object Permanence Failure” and “Retrieval Cue Failure.” Under the premise of “out of sight, out of mind,” content buried within nested folders quickly turns into a permanently forgotten “digital graveyard.” Conversely, keeping everything on the home screen triggers intense visual overload and avoidance anxiety. When attempting retrieval, they often struggle to recall exact keywords, rendering traditional keyword-dependent search completely useless. This is precisely why Fleeting abandons the conventional, counterproductive trap of feature bloat. Instead, it embraces neurodiversity through radical, physics-level reduction. By compressing the entire process into a single, intuitive “Launch-to-Record” action and silently attaching implicit spatio-temporal fingerprints (such as time and context) in the background, Fleeting shifts the burden from “active keyword recall” to “contextual reconstruction and visual recognition.” It serves as a secure, guilt-free external thought airbag for these fragile yet precious sparks of insight.
rewrote the readme file
Ships:
I make a quick note app for ADHD. By using this app, you can just forget to organize your notes. When you suddenly remember, you can directly do a vague search. When you are about to forget, it can remind you just right....
|
1792853705.7291434
|
1792940105.7291434
|
|
55992
|
Clear - Macropad by @RishitJain | Stardance
|
RishitJain
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T15:02:37Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Clear, the macropad. It may not be the best, or most aesthetic (although i did try), but it is mine, and thats just so cool. I was having many problems with the firmware, the boot button on the RP2040 was giving me issues, but eventually, I got it to work. I have buttons for Copy, paste, open apps and one to switch to my second desktop. I doubt I’ll use this alot, especially because it doesnt have a battery (i beg include a lipo in the kit), but i might buy one seperately and solder it on. Oo and i forgot, soldering sucks, I hate it. Anyways, hope you like my project, i dont think rating matters cuz i get 5 stardust cuz i followed the mission. Cya!", "repo": "https://github.com/RishitJain-dev/Hackpad", "demo": ""}]...
|
[{"post_id": 74003, "ts": "202 [{"post_id": 74003, "ts": "2026-09-26T14:47:10Z", "hours": 1.9183, "text": "Finished building and soldering :(( macropad i hate soldering its probably cuz my equipment is cheap and the tips rust so quickly and the solder (leaded) doesnt melt until 450 deg C and IM GONNA GET LEAD POISONING, AND I INHALE FUMES EVERY DAY"}, {"post_id": 58029, "ts": "2026-08-30T11:35:41Z", "hours": 1.3667, "text": "Designed the CAD for my macro pad in Onshape"}, {"post_id": 57716, "ts": "2026-08-29T23:35:17Z", "hours": 1.6936, "text": "Finished the PCB for my macropad, I finished wiring the components, placed them as I needed, added a ground pour, and exported GERBERS and STEP files for later CAD modelling."}, {"post_id": 57666, "ts": "2026-08-29T21:47:45Z", "hours": 0.5167, "text": "Designed the schematic for my macro pad PCB"}]...
|
Title: Clear - Macropad by @RishitJain | Stardance Title: Clear - Macropad by @RishitJain | Stardance
Devlogs:
Designed the schematic for my macro pad PCB
Finished the PCB for my macropad, I finished wiring the components, placed them as I needed, added a ground pour, and exported GERBERS and STEP files for later CAD modelling.
Designed the CAD for my macro pad in Onshape
Finished building and soldering :(( macropad i hate soldering its probably cuz my equipment is cheap and the tips rust so quickly and the solder (leaded) doesnt melt until 450 deg C and IM GONNA GET LEAD POISONING, AND I INHALE FUMES EVERY DAY
Ships:
I made Clear, the macropad. It may not be the best, or most aesthetic (although i did try), but it is mine, and thats just so cool. I was having many problems with the firmware, the boot button on the RP2040 was giving me issues, but eventually, I got it to work. I have buttons for Copy, paste, open apps and one to switch to my second desktop. I doubt I’ll use this alot, especially because it doesnt have a battery (i beg include a lipo in the kit), but i might buy one seperately and solder it on. Oo and i forgot, soldering sucks, I hate it. Anyways, hope you like my project, i dont think rating matters cuz i get 5 stardust cuz i followed the mission. Cya!...
|
1792853646.108321
|
1792940046.108321
|
|
65830
|
MiniPy by @rgb-hsl | Stardance
|
rgb-hsl
|
1
|
5.0
|
20
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T14:47:58Z", "hours": 5.0, "multiplier": 4.23, "payout": 20, "blessing": "neutral", "text": "MiniPy: I made a collection of terminal minigames written in Python. Some of the games have a computer opponent and some are made for in-person multiplayer. It can be played easily in a browser at the PyTerm link; no installation is necessary. I’m quite proud since so far this is my largest Python project with over 200 lines of code. So far I’ve only made very simple projects in Python so this was a bit of a challenge, but it was fun. It was especially hard to figure out the function for the Capitle game, but using some guidance online I managed to figure it out eventually. I learnt some new skills that I think will be really helpful to me soon since I will have to learn Python for school, so I will have a headstart on the basics.", "repo": "https://github.com/rgbhsl/minipy", "demo": "https://pyterm.hackclub.com/rgbhsl/minipy"}]...
|
[{"post_id": 74000, "ts": "202 [{"post_id": 74000, "ts": "2026-09-26T14:35:33Z", "hours": 0.2625, "text": "Devlog 4: I added a Mermaid Diagram for explaining the program layout."}, {"post_id": 73994, "ts": "2026-09-26T14:16:18Z", "hours": 1.7086, "text": "Devlog 3 Added a hangman type game, with a computer and pvp option! I think it’ll be ready to ship soon!!! Just want to finish up the readme file."}, {"post_id": 73901, "ts": "2026-09-26T09:14:03Z", "hours": 1.9764, "text": "Devlog 2: I added RPS! I also added a pvp higher/lower game, on suggestion of WinWon23, and might add more multiplayer games. I added a help button and added some spacing to make it more readable. I’m really enjoying coding in Python"}, {"post_id": 73746, "ts": "2026-09-25T20:43:40Z", "hours": 0.7331, "text": "Made the first game - a higher/lower number guessing game. Would appreciate if anyone suggested ideas!"}]...
|
Title: MiniPy by @rgb-hsl | Stardance
Devlogs:
Ma Title: MiniPy by @rgb-hsl | Stardance
Devlogs:
Made the first game - a higher/lower number guessing game. Would appreciate if anyone suggested ideas!
Devlog 2: I added RPS! I also added a pvp higher/lower game, on suggestion of WinWon23, and might add more multiplayer games. I added a help button and added some spacing to make it more readable. I’m really enjoying coding in Python
Devlog 3 Added a hangman type game, with a computer and pvp option! I think it’ll be ready to ship soon!!! Just want to finish up the readme file.
Devlog 4: I added a Mermaid Diagram for explaining the program layout.
Ships:
MiniPy: I made a collection of terminal minigames written in Python. Some of the games have a computer opponent and some are made for in-person multiplayer. It can be played easily in a browser at the PyTerm link; no installation is necessary. I’m quite proud since so far this is my largest Python project with over 200 lines of code. So far I’ve only made very simple projects in Python so this was a bit of a challenge, but it was fun. It was especially hard to figure out the function for the Capitle game, but using some guidance online I managed to figure it out eventually. I learnt some new skills that I think will be really helpful to me soon since I will have to learn Python for school, so I will have a headstart on the basics....
|
1792817271.7395365
|
1792903671.7395365
|
|
36706
|
hariharan ( portfolio ) by @hariharann | Stardance
|
hariharann
|
1
|
74.68
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T13:57:49Z", "hours": 50.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is my portfolio have been building for months now honestly lost count then and there i pop in and build every asset u saw was hand drawn by me and enhanced using AI just explore and have fun i have lots of easter eggs which my close friends wud understand but try out !", "repo": "https://github.com/nothariharan/portfolio_v1", "demo": "https://hariharann.me/"}]...
|
[{"post_id": 82222, "ts": "202 [{"post_id": 82222, "ts": "2026-10-24T10:00:18Z", "hours": 5.305, "text": "again .. u guessed it A REDRAWWWW !! and this time it was a ai generated image i did not notice which i generated a whole 2 months ago 😭🥀🥀 it was the claude background i had but now i redrew it and its much better now as well honestly earlier it was a normal art slop now i redrew on classic pixel art set and now its much better few other addiitons : added few new musics try finding them all hehe started working on new set of mascot for my main portfolio section as of now its few of the retro-classic gifs which i found from interent archive lol also the buttons are now proper pixel UI as well earlier it was images and it was adding load to website now it loads in <1 second so tahts good"}, {"post_id": 81551, "ts": "2026-10-21T17:42:30Z", "hours": 0.9397, "text": "again few re-design ( not redrawing ) on few of em changed hacktober fest -> my oss journey includes all the different orgs i have worked in or contributed towards and the art i changed from github mascot to a VERY popular meme lol YC indian icon swapped for hackathon wins i realised i cant keep updating the logo to tell the latest number of wins too lazy so now its an oscar award ALL THESE RE DESIGNS ARE MADE ON CANVA SO PLEASE DONT TELL THEM THEY ARE AI AGAIN also the 1B tokens part of my card now is a cron job yay ! after every week ends ( a week before ) sends api request to all the various sources i use to get an estimate on tokens used and displays it the graph was simple UI library - ReCharts just had to tweak teh typography and background a bit"}, {"post_id": 81447, "ts": "2026-10-21T09:53:29Z", "hours": 6.765, "text": "redrew the art nothing more ai ml logo is just bunch of tools i commonly used pout together and made into a pixel art devops is literally first image i found when i typed ’ mario cloud pipes ’ and thenn ’ fine-tuned’ (lol) a bit exploring logo is straight outta undertale webapp is bunch of pixel logos i found in google put togehter and edited the alignment and added applicaitons into them ( this took almost 3 days and i think the time logged here is also being addiitive from my previous devlog for some reason the code refactoring) hopefully this is my final AND PLEASE DONT ACCUSE ME OF USING AI FOR MY ART ANYMORE BRO"}, {"post_id": 80309, "ts": "2026-10-17T07:18:24Z", "hours": 2.6703, "text": "rewriteee !!! last time the whole src was pretty much slop stacked on slop with like almost 1000 loc lmao ai writes straight shi so i refacotered and have it as modules now what did i actually change pages and layouts. / and the portfolio routes so the structure is something i can follow again. the main card. front, back, boot, the whole data file. portfolio sections under that. projects, experience, skills, honors. the site itself. nav, player, contact note, the rest of the pages ppl actually land on. hooks and lib as well. sound, boot, the transition. routing got a bit of the same treatment so it isnt a maze later css ? hahahahha i never touch that i aint wriitngg 7 lines of tailwind vro 😭🥀 why ? i wasnt chasing a new feature here. i wanted code i can open 10 years and still understand and update as this is not a side project its a portfolio and that lives with us cleaned the spots where the same idea was written three different ways. optimized the messy bits so it isnt doing extra work for no reason. left self notes in the files so future me doesnt hav to reverse engineer a tuesday night. basically just making the whole codebase feel like mine instead of generated slop which agents even cant write on as times go on and to make up for stardance criteria :« MOST IMPORTANTLY 🥀🥀🥀 wrote the whole thing in zed ( wanted to try it out as my friend was hyping it and how i wud love it coz i use vim and stuff a lot ) but then realized i did not config it to calculate the hacktime there goes around 12 hrs of coding ’, / but the code is still there and i actually liked zed asw so a win - win hope review goes well atleast this time"}, {"post_id": 78283, "ts": "2026-10-10T08:36:17Z", "hours": 8.9992, "text": "spent past few weeks re writing code making it clean and proper for shipping it re wrote main auth libs and stuff and proper documentation as well re wrote docs as well throughout the codebase everywhere on how everything works and added lots of small tiny easter eggs for yall to find as well lol ANDD THE MOST IMPORTANTLY people are claiming the assets in my portfolio to be AI made and i am not declining but its not like its fully AI i am an artist myself ( deviant artist for 2 years now ) I use AI to make the flow of making assets faster and simpler these are proof as to how every single asset in my portfolio was originaly drew by me AND THEN only enhanced by AI i hope this clarifies it u can see the number of iterations i did for every asset u see in my portfolio lol its not like i just prompted and got it and u can also verify the date all these are months old"}, {"post_id": 72060, "ts": "2026-09-22T03:05:17Z", "hours": 7.5725, "text": "MUSIC ON THE CARD ( and /portfolio too ) last time the whole post was just the card walking itself into /portfolio now the thing actually has loops on it which is where most of the new hours went into last time card was silent besides menu beeps and /portfolio was just a dark page u dumped into with no way to switch anything now chiptune loops sitting under the whole site and u can actually change / mute / skip without it feeling like a website widget slapped on TRAINERR CARD HUD spherical change music button ( pixel / SNES ) mute next to zoom plaque says MUSIC PLAYING when a loop is actually running not MUSIC: OFF while audio is screaming in the back lol MUSIC: MUTED if u just dropped the volume MAINNN PORTFOLIO PLAYER /portfolio got its own player not the card sprites play / pause prev / next mute scrubber u can drag eq cover so it feels like a now-playing island not a text strip mute does not pause it just goes quiet so the loop keeps walking WIPE SOUND those short theme clips on the card → /portfolio wipe are gone now its just a whoosh ( air rush ) both ways so the transition doesnt start playing a whole song for 4 seconds lol THE POOL theme 2 · 3 · 5 · 6 · 7 · 8 loopin aand these musics are totally not nintendo proprietary music 👀👀👀👀👀👀 short ones stayed out of the pool becoz they were stings not BGM track ends → next one. prev past 3s restarts the same loop"}, {"post_id": 58594, "ts": "2026-08-31T02:12:38Z", "hours": 3.7481, "text": "TRANSITION Animation btwn card <-> portfolio last time was the whole phone layout existing for real ( not a shrunk desk card ) now the trainer card actually feels like a physical thing and then it walks itself into /portfolio which is where most of the hours went into basically MAIN PORTFOLIO used to just be a button that dumped u onto a dark page with a white flash or a camera zoom or this nasty navy wipe and none of that felt like the card doing anything it just felt like a website changing pages lol what 🚢🚢 IT TILTS LIKE A REAL CARD ( only the corners tho ) used to track the whole surface so hovering name / stack / sprite would wobble the gba shell for no reason 🥀 now the inner band stays dead flat and only the outer corners actually slant so it feels like ur pressing a sticker not stirring a tray of water back face freezes the tilt too becoz DATA FILE tabs sliding off ur cursor mid click is a special kind of rage also it makes noise now 8-bit menu ticks off the web audio api ( no mp3s sitting in public/ being dramatic ) hover / flip / select all do that tiny gba chirp SOUND: ON in the corner if u want it · MUTED if u dont · it remembers so thats there THE CARD ITSELF EXTENDS ( not a zoom not a clone ) LITTLE SIDE QUESTS ( still counts ) local compiles were crawling becoz turbopack decided my entire home folder was the project lol pinned it to this repo so it stops watching my whole machine also slapped vercel analytics on the layout so i can actually see if ppl flip the card or bounce ( mainly just the dashboard for now but eh ) whats next unless i get distracted🍽️ image weight is STILL the villain like last time i said this and then i went and built a wipe instead theres still a lot of honor heroes stickers logos sprites on that card and first open on mobile still feels heavy even after the card finally behaves next pass is probably ( for real this time ig ) avif / webp everywhere the front still cheats with fat pngs lazy the back face until u actually flip stop shipping dead 1–2mb honor experiments in public/ preload only first paint chrome compress the shit out of everything basically lol until we meet again :DD give me some ideas people 👀 if u want that first paint to stop feeling like a backpack"}, {"post_id": 45841, "ts": "2026-08-12T15:51:31Z", "hours": 6.8419, "text": "📱 view is here last time phones were just getting a shrunk desktop trainer card and everything was breaking all over the place now the whole thing flips into a real portrait layout worked on this for past few days had to redo few assets , shift around the components and stuff as well basically the card used to pretend it was mobile by scaling the gba shell down and that never worked coz the chrome spacing flip hit targets and honors art were all sized for landscape 🥀 so on a phone it felt like looking through a tiny window at a desk site lol what 🚢🚢 REAL MOBILE SHELL ( not a zoom hack ) front face got its own phone composition each main section has proper new made assets DATA FILE back also got a real narrow pass tabs go PROJ / EXP / HONORS / SKILLS so they dont wrap into mush honors stickers sit in a 2×2 instead of a crushed 4-up skills become a bigger stacked grid experience stops overlapping itself on tall thin viewports shell size morphs soft when u rotate or cross the breakpoint so it doesnt hard-cut mid flip so thats there also buttons on the back were flipping the card with them 🥀 OPEN PROOF · tabs · stickers · hari.md · project links all used to bubble into the flip handler so u tap proof and the whole card yeets around now controls + a little near-miss margin dont flip and empty chrome / honor copy / description panels still do which is what u actually want on mobile when ur thumb is hunting for free space tokens furnace had a full-bleed invisible github link over the whole painted art so tapping the logos took u to github for no reason — killed that. furnace art is view only now HONORS ON A PHONE ( redid all assets ) YC banner was cropping the building crown so shifted object-position a bit lower in the same frame ( no bigger no smaller just move the art ) hackathon highlights used to jam two tiny win chips into a crushed grid and the bottom row was getting clipped so that became one clean VIEW ALL PROJECTS HERE button that dumps into /portfolio?tab=projects LITTLE SIDE QUESTS ( still counts ) added OG image to the website , made the website title dynamic according to how u are using it ( jus try it tbh hard to explain ) whats next unless i get distracted🍽️ image weight is still the villain theres a lot of honor heroes stickers logos sprites on that card and first open on mobile still feels heavy even after the layout finally makes sense next pass is probably avif / webp everywhere the front still cheats with fat pngs lazy the back face until u actually flip stop shipping dead 1–2mb honor experiments in public/ preload only first paint chrome still needs to be done includes need to compress the shit out of everything basically lol until we meet again :DD"}, {"post_id": 43272, "ts": "2026-08-08T13:10:53Z", "hours": 6.6503, "text": "HONORs revamp and hari.md for AI 🥞🥞 last time the trainer card DATA FILE was cool but something did not sit right with me so did a revamp and oh boy now the whole honors strip got another pass and then i finally shipped something ive been talking about for a while which is hari.md MAINNN CHANGE the red MAIN PORTFOLIO button is gone. its a black hari.md now and it dumps u into /portfolio/hari which is basically just a huge markdown context dump on me · school · internship · wins · DNFs · projects · stack · how i actually work. like 800+ lines . agents and ppl can read the whole thing without guessing from random cards. so thats there also nav has hari.md on the main portfolio now so its not only a card footer secret THE 1B+ TOKENS SAGA (this took way too many attempts lol) honestly the tokens honor was the whole pain point first it was html pieces and overlays and conveyors and then it looked fake then we tried splitting the stage and putting brand logos in the flow and that also fought the layout then the whole idea flipped — stop reconstructing pixel art in react and just ship ONE card image ( avif → webp → png ) inside the honor chrome and that finally worked. furnace on top HOW IT FLOWS under it with the real tool marks: Claude Code · Cursor · Codex · ChatGPT · OpenCode · Hermes Agent · DeepSeek had to regenerate a few times becoz the first versions had cute fake mascots instead of actual logos and then the aspect ratio was wrong so the panel was clipping top and bottom. now it sits in the same rounded accent border the other honors use so it doesnt look like a raw screenshot floating in the cream CARD IS COOKING AGAIN whats done so farr honors feel more finished footer is smaller and sits lower across every tab tokens art is framed proper hari.md is live on prod too cooking rn 🍽️ theres a shit ton of images on my card now so i need to optimze it optimizing the card load becoz theres a LOT of images on there and first open still feels heavy. next pass is probably: avif / webp for the front tiles + stickers stop shipping dead 1–2mb pngs preload only first paint lazy the back face until u flip still needs to be done includes asset compression across the card maybe defer honor / project sprites until flip kill unused diorama / blast pngs from the deploy more sprite polish later ig [ inspired from pokemon cards and also my second brain vault hopefully the 1B furnace doesnt melt the vercel bill 🥀🥀 ] give me some ideas people 👀 if u want the card to load snappier without killing the pixel look thx for readin :DDDDD"}, {"post_id": 40500, "ts": "2026-08-04T02:27:07Z", "hours": 9.3564, "text": "more data file yipeee!!! follow up to the last card post becoz the back face was still half vibes and half unfinished morph energy 🗣️🗣️ last time the trainer card front felt finished and /portfolio got ripped into proper routes now most of the hours went into the DATA FILE back — honors experience polish tokens furnace and making that whole sticker row actually mean something instead of placeholder energy HONORSSSS ( the spicy part of the card ) last time honors was basically morphing diorama worlds stacked on top of each other and it got heavy farr too fast now the whole thing is one clean mock layout left tile + rank bar title / tag / short sub middle content (text or shots or furnace flow) OPEN PROOF as a real top right button same height metrics footer on every honor so nothing jumps around so thats there also revamped all of the sub sections under HONORS as well do check em out EXPERIENCE ON THE CARD experience order got inverted too work and internships first education last so stealth → rinexis → freelancing show before the college rows which is where that whole professional read should start under anyway SMALLER CARD POLISH ( still counts ) card tilt and front chrome got hardened earlier landing zoom opened more so the DATA FILE can actually breathe mobile nav + denser /portfolio home summary noun pixel icons vendored locally so the free trial dying doesnt blank the metrics row later basically just making the whole fire red trainer card + DATA FILE feel like one finished product instead of two half done faces COOKING RN 🍽️ few things which still needs to be done includes more sprites cleaner idle loops wallpapers personal AI assistant on the front with access to the - knowledge vault so it can answer questions about me directly automated scripts fetching github projects and linkedin posts maybe sqlite later if the file based blog starts feeling too small sprites are work in progress soon to come again lol [ my pokemon partner is soon to come on the portfolio 🥀🥀asw ( might do that after the first ship ) ] MOST IMPORTANT THING I AM GONNA BE LOOKING FORWARD TO IS - trying to reduce the lag coz of lots of images in the card ( if yall have any recommendations do let me know ) live at the trainer card on the site · flip with A · HONORS tab · ← → through the stickers"}, {"post_id": 36850, "ts": "2026-07-29T05:14:46Z", "hours": 2.9336, "text": "CARD IS COMPLETE ( for now ig ) whats done so farr 🗣️🗣️ last time the trainer card was basically the whole show and the /portfolio page was just a dark shell with sections stacked under it now the whole thing got ripped apart and rebuilt properly which is where most of the hours went into MAINNN PORTFOLIO REVAMP ( basically the professional section of portfolio ) /portfolio is not one long dump anymore it is a summary home and then dedicated routes for projects experience skills achievements blog and stuff so ppl can deep link into the part they care about without scrolling forever content is real now too not placeholder vibes project cards with screenshots experience filled in skills with proper brand icons honors and achievements actually listed so thats there also shipped a file based blog under /portfolio/blog which is mainly just markdown posts for now but eh its the first step toward that whole knowledge vault thing i was talking about earlier ( no db here coz i write and redeploy directly :))) ) THE ‘SPRITEEEEE’ the card front finally has a proper custom mascot sprite instead of whatever placeholder energy was sitting there before spent a decent chunk of time on standing and sitting frames and idle loops and lining the feet up so it doesnt float weird in the box [ inspired from pokemon sprites hopefully wudnt get sued or sm 🥀🥀] still cooking more frames and cleaner loops but the main card already feels way more alive with it on there few other changes as well focus badges on the card revamped ( honestly i wanna change this section but no idea what to do give me some ideas people 👀 ) project icons and skill tiles card polish spacing layout CURRENTLY panel and stuff basically just making the whole fire red trainer card feel finished instead of half done cooking rn 🍽️ few things which still needs to be done includes more sprites icons wallpapers personal AI assistant on the front page with access to my knowledge vault so it can answer questions about me directly automated scripts fetching github projects and linkedin posts maybe sqlite later if the file based blog starts feeling too small sprites are work in progress soon to come again lol [ my pokemon partner is soon to come on the portfolio ]"}, {"post_id": 30530, "ts": "2026-07-18T05:44:39Z", "hours": 12.5261, "text": "from planning gym on fire red to building a pokemon card portfolio lol Where We At Now this was originally started in macondo now in stardance for age related issues ( yes i am old 🥀) and now some version of it is working ig The Front Face recreated the fire red gba trainer card layout. looks super clean. gba trainer card header flanked by white pokeballs stats capsules: name (hariharan), money (role: ai & web dev), pokedex (projects: 24/150), time (exp: 1+ year), started date (oct 2024) trainer sprite: custom mascot sprite in a rounded box badges row: slot 1 holds a custom pixel-art yc logo badge, other slots are empty placeholders Interactive Card Mechanics 3d tilt: card rotates on hover tracking mouse coordinates zoom controls: plus/minus snap scale buttons with spring physics float animation: slow sine-wave bobbing that pauses on hover so buttons are stable targets The Back Face flips over to show a custom data file. 4 slanting columns: projects, experience, honors, skills columns expand on hover and show custom retro backgrounds dynamic details block at the bottom updates based on hovered column buttons to enter the main portfolio The Wild Transition & Main Page white flash transition: entering the portfolio flashes screen white like a wild pokemon fight entry minimal portfolio: dark theme, hero, about, experience, projects, skills, honors reverse easter egg: back to trainer card button in footer triggers reverse flash transition deep links: coming from a card back tab scrolls smoothly straight to that section on layout mount and the minimal main portfolio: few things which still needs to be done includes: proper sprites for my character , icons , wallpapers, etc proper minimal version of my website with proper routing sectiosn and a file based storage on sqlite or something like that ( mainly to save blogs and shi ) autmoated script fetching from my github projects and linkedin posts ANDDD MOST IMPORTANTLY : NEED TO BUILD MYSELF AN PERSONAL AI ASSISTANT in front page whihc has access to my knowledge vault and answers all questions about me directly as a portfolio sub assistant the sprites are work in progress soon to come"}]...
|
Title: hariharan ( portfolio ) by @hariharann | St Title: hariharan ( portfolio ) by @hariharann | Stardance
Devlogs:
from planning gym on fire red to building a pokemon card portfolio lol Where We At Now this was originally started in macondo now in stardance for age related issues ( yes i am old 🥀) and now some version of it is working ig The Front Face recreated the fire red gba trainer card layout. looks super clean. gba trainer card header flanked by white pokeballs stats capsules: name (hariharan), money (role: ai & web dev), pokedex (projects: 24/150), time (exp: 1+ year), started date (oct 2024) trainer sprite: custom mascot sprite in a rounded box badges row: slot 1 holds a custom pixel-art yc logo badge, other slots are empty placeholders Interactive Card Mechanics 3d tilt: card rotates on hover tracking mouse coordinates zoom controls: plus/minus snap scale buttons with spring physics float animation: slow sine-wave bobbing that pauses on hover so buttons are stable targets The Back Face flips over to show a custom data file. 4 slanting columns: projects, experience, honors, skills columns expand on hover and show custom retro backgrounds dynamic details block at the bottom updates based on hovered column buttons to enter the main portfolio The Wild Transition & Main Page white flash transition: entering the portfolio flashes screen white like a wild pokemon fight entry minimal portfolio: dark theme, hero, about, experience, projects, skills, honors reverse easter egg: back to trainer card button in footer triggers reverse flash transition deep links: coming from a card back tab scrolls smoothly straight to that section on layout mount and the minimal main portfolio: few things which still needs to be done includes: proper sprites for my character , icons , wallpapers, etc proper minimal version of my website with proper routing sectiosn and a file based storage on sqlite or something like that ( mainly to save blogs and shi ) autmoated script fetching from my github projects and linkedin posts ANDDD MOST IMPORTANTLY : NEED TO BUILD MYSELF AN PERSONAL AI ASSISTANT in front page whihc has access to my knowledge vault and answers all questions about me directly as a portfolio sub assistant the sprites are work in progress soon to come
CARD IS COMPLETE ( for now ig ) whats done so farr 🗣️🗣️ last time the trainer card was basically the whole show and the /portfolio page was just a dark shell with sections stacked under it now the whole thing got ripped apart and rebuilt properly which is where most of the hours went into MAINNN PORTFOLIO REVAMP ( basically the professional section of portfolio ) /portfolio is not one long dump anymore it is a summary home and then dedicated routes for projects experience skills achievements blog and stuff so ppl can deep link into the part they care about without scrolling forever content is real now too not placeholder vibes project cards with screenshots experience filled in skills with proper brand icons honors and achievements actually listed so thats there also shipped a file based blog under /portfolio/blog which is mainly just markdown posts for now but eh its the first step toward that whole knowledge vault thing i was talking about earlier ( no db here coz i write and redeploy directly :))) ) THE ‘SPRITEEEEE’ the card front finally has a proper custom mascot sprite instead of whatever placeholder energy was sitting there before spent a decent chunk of time on standing and sitting frames and idle loops and lining the feet up so it doesnt float weird in the box [ inspired from pokemon sprites hopefully wudnt get sued or sm 🥀🥀] still cooking more frames and cleaner loops but the main card already feels way more alive with it on there few other changes as well focus badges on the card revamped ( honestly i wanna change this section but no idea what to do give me some ideas people 👀 ) project icons and skill tiles card polish spacing layout CURRENTLY panel and stuff basically just making the whole fire red trainer card feel finished instead of half done cooking rn 🍽️ few things which still needs to be done includes more sprites icons wallpapers personal AI assistant on the front page with access to my knowledge vault so it can answer questions about me directly automated scripts fetching github projects and linkedin posts maybe sqlite later if the file based blog starts feeling too small sprites are work in progress soon to come again lol [ my pokemon partner is soon to come on the portfolio ]
more data file yipeee!!! follow up to the last card post becoz the back face was still half vibes and half unfinished morph energy 🗣️🗣️ last time the trainer card front felt finished and /portfolio got ripped into proper routes now most of the hours went into the DATA FILE back — honors experience polish tokens furnace and making that whole sticker row actually mean something instead of placeholder energy HONORSSSS ( the spicy part of the card ) last time honors was basically morphing diorama worlds stacked on top of each other and it got heavy farr too fast now the whole thing is one clean mock layout left tile + rank bar title / tag / short sub middle content (text or shots or furnace flow) OPEN PROOF as a real top right button same height metrics footer on every honor so nothing jumps around so thats there also revamped all of the sub sections under HONORS as well do check em out EXPERIENCE ON THE CARD experience order got inverted too work and internships first education last so stealth → rinexis → freelancing show before the college rows which is where that whole professional read should start under anyway SMALLER CARD POLISH ( still counts ) card tilt and front chrome got hardened earlier landing zoom opened more so the DATA FILE can actually breathe mobile nav + denser /portfolio home summary noun pixel icons vendored locally so the free trial dying doesnt blank the metrics row later basically just making the whole fire red trainer card + DATA FILE feel like one finished product instead of two half done faces COOKING RN 🍽️ few things which still needs to be done includes more sprites cleaner idle loops wallpapers personal AI assistant on the front with access to the - knowledge vault so it can answer questions about me directly automated scripts fetching github projects and linkedin posts maybe sqlite later if the file based blog starts feeling too small sprites are work in progress soon to come again lol [ my pokemon partner is soon to come on the portfolio 🥀🥀asw ( might do that after the first ship ) ] MOST IMPORTANT THING I AM GONNA BE LOOKING FORWARD TO IS - trying to reduce the lag coz of lots of images in the card ( if yall have any recommendations do let me know ) live at the trainer card on the site · flip with A · HONORS tab · ← → through the stickers
HONORs revamp and hari.md for AI 🥞🥞 last time the trainer card DATA FILE was cool but something did not sit right with me so did a revamp and oh boy now the whole honors strip got another pass and then i finally shipped something ive been talking about for a while which is hari.md MAINNN CHANGE the red MAIN PORTFOLIO button is gone. its a black hari.md now and it dumps u into /portfolio/hari which is basically just a huge markdown context dump on me · school · internship · wins · DNFs · projects · stack · how i actually work. like 800+ lines . agents and ppl can read the whole thing without guessing from random cards. so thats there also nav has hari.md on the main portfolio now so its not only a card footer secret THE 1B+ TOKENS SAGA (this took way too many attempts lol) honestly the tokens honor was the whole pain point first it was html pieces and overlays and conveyors and then it looked fake then we tried splitting the stage and putting brand logos in the flow and that also fought the layout then the whole idea flipped — stop reconstructing pixel art in react and just ship ONE card image ( avif → webp → png ) inside the honor chrome and that finally worked. furnace on top HOW IT FLOWS under it with the real tool marks: Claude Code · Cursor · Codex · ChatGPT · OpenCode · Hermes Agent · DeepSeek had to regenerate a few times becoz the first versions had cute fake mascots instead of actual logos and then the aspect ratio was wrong so the panel was clipping top and bottom. now it sits in the same rounded accent border the other honors use so it doesnt look like a raw screenshot floating in the cream CARD IS COOKING AGAIN whats done so farr honors feel more finished footer is smaller and sits lower across every tab tokens art is framed proper hari.md is live on prod too cooking rn 🍽️ theres a shit ton of images on my card now so i need to optimze it optimizing the card load becoz theres a LOT of images on there and first open still feels heavy. next pass is probably: avif / webp for the front tiles + stickers stop shipping dead 1–2mb pngs preload only first paint lazy the back face until u flip still needs to be done includes asset compression across the card maybe defer honor / project sprites until flip kill unused diorama / blast pngs from the deploy more sprite polish later ig [ inspired from pokemon cards and also my second brain vault hopefully the 1B furnace doesnt melt the vercel bill 🥀🥀 ] give me some ideas people 👀 if u want the card to load snappier without killing the pixel look thx for readin :DDDDD
📱 view is here last time phones were just getting a shrunk desktop trainer card and everything was breaking all over the place now the whole thing flips into a real portrait layout worked on this for past few days had to redo few assets , shift around the components and stuff as well basically the card used to pretend it was mobile by scaling the gba shell down and that never worked coz the chrome spacing flip hit targets and honors art were all sized for landscape 🥀 so on a phone it felt like looking through a tiny window at a desk site lol what 🚢🚢 REAL MOBILE SHELL ( not a zoom hack ) front face got its own phone composition each main section has proper new made assets DATA FILE back also got a real narrow pass tabs go PROJ / EXP / HONORS / SKILLS so they dont wrap into mush honors stickers sit in a 2×2 instead of a crushed 4-up skills become a bigger stacked grid experience stops overlapping itself on tall thin viewports shell size morphs soft when u rotate or cross the breakpoint so it doesnt hard-cut mid flip so thats there also buttons on the back were flipping the card with them 🥀 OPEN PROOF · tabs · stickers · hari.md · project links all used to bubble into the flip handler so u tap proof and the whole card yeets around now controls + a little near-miss margin dont flip and empty chrome / honor copy / description panels still do which is what u actually want on mobile when ur thumb is hunting for free space tokens furnace had a full-bleed invisible github link over the whole painted art so tapping the logos took u to github for no reason — killed that. furnace art is view only now HONORS ON A PHONE ( redid all assets ) YC banner was cropping the building crown so shifted object-position a bit lower in the same frame ( no bigger no smaller just move the art ) hackathon highlights used to jam two tiny win chips into a crushed grid and the bottom row was getting clipped so that became one clean VIEW ALL PROJECTS HERE button that dumps into /portfolio?tab=projects LITTLE SIDE QUESTS ( still counts ) added OG image to the website , made the website title dynamic according to how u are using it ( jus try it tbh hard to explain ) whats next unless i get distracted🍽️ image weight is still the villain theres a lot of honor heroes stickers logos sprites on that card and first open on mobile still feels heavy even after the layout finally makes sense next pass is probably avif / webp everywhere the front still cheats with fat pngs lazy the back face until u actually flip stop shipping dead 1–2mb honor experiments in public/ preload only first paint chrome still needs to be done includes need to compress the shit out of everything basically lol until we meet again :DD
TRANSITION Animation btwn card <-> portfolio last time was the whole phone layout existing for real ( not a shrunk desk card ) now the trainer card actually feels like a physical thing and then it walks itself into /portfolio which is where most of the hours went into basically MAIN PORTFOLIO used to just be a button that dumped u onto a dark page with a white flash or a camera zoom or this nasty navy wipe and none of that felt like the card doing anything it just felt like a website changing pages lol what 🚢🚢 IT TILTS LIKE A REAL CARD ( only the corners tho ) used to track the whole surface so hovering name / stack / sprite would wobble the gba shell for no reason 🥀 now the inner band stays dead flat and only the outer corners actually slant so it feels like ur pressing a sticker not stirring a tray of water back face freezes the tilt too becoz DATA FILE tabs sliding off ur cursor mid click is a special kind of rage also it makes noise now 8-bit menu ticks off the web audio api ( no mp3s sitting in public/ being dramatic ) hover / flip / select all do that tiny gba chirp SOUND: ON in the corner if u want it · MUTED if u dont · it remembers so thats there THE CARD ITSELF EXTENDS ( not a zoom not a clone ) LITTLE SIDE QUESTS ( still counts ) local compiles were crawling becoz turbopack decided my entire home folder was the project lol pinned it to this repo so it stops watching my whole machine also slapped vercel analytics on the layout so i can actually see if ppl flip the card or bounce ( mainly just the dashboard for now but eh ) whats next unless i get distracted🍽️ image weight is STILL the villain like last time i said this and then i went and built a wipe instead theres still a lot of honor heroes stickers logos sprites on that card and first open on mobile still feels heavy even after the card finally behaves next pass is probably ( for real this time ig ) avif / webp everywhere the front still cheats with fat pngs lazy the back face until u actually flip stop shipping dead 1–2mb honor experiments in public/ preload only first paint chrome compress the shit out of everything basically lol until we meet again :DD give me some ideas people 👀 if u want that first paint to stop feeling like a backpack
MUSIC ON THE CARD ( and /portfolio too ) last time the whole post was just the card walking itself into /portfolio now the thing actually has loops on it which is where most of the new hours went into last time card was silent besides menu beeps and /portfolio was just a dark page u dumped into with no way to switch anything now chiptune loops sitting under the whole site and u can actually change / mute / skip without it feeling like a website widget slapped on TRAINERR CARD HUD spherical change music button ( pixel / SNES ) mute next to zoom plaque says MUSIC PLAYING when a loop is actually running not MUSIC: OFF while audio is screaming in the back lol MUSIC: MUTED if u just dropped the volume MAINNN PORTFOLIO PLAYER /portfolio got its own player not the card sprites play / pause prev / next mute scrubber u can drag eq cover so it feels like a now-playing island not a text strip mute does not pause it just goes quiet so the loop keeps walking WIPE SOUND those short theme clips on the card → /portfolio wipe are gone now its just a whoosh ( air rush ) both ways so the transition doesnt start playing a whole song for 4 seconds lol THE POOL theme 2 · 3 · 5 · 6 · 7 · 8 loopin aand these musics are totally not nintendo proprietary music 👀👀👀👀👀👀 short ones stayed out of the pool becoz they were stings not BGM track ends → next one. prev past 3s restarts the same loop
spent past few weeks re writing code making it clean and proper for shipping it re wrote main auth libs and stuff and proper documentation as well re wrote docs as well throughout the codebase everywhere on how everything works and added lots of small tiny easter eggs for yall to find as well lol ANDD THE MOST IMPORTANTLY people are claiming the assets in my portfolio to be AI made and i am not declining but its not like its fully AI i am an artist myself ( deviant artist for 2 years now ) I use AI to make the flow of making assets faster and simpler these are proof as to how every single asset in my portfolio was originaly drew by me AND THEN only enhanced by AI i hope this clarifies it u can see the number of iterations i did for every asset u see in my portfolio lol its not like i just prompted and got it and u can also verify the date all these are months old
rewriteee !!! last time the whole src was pretty much slop stacked on slop with like almost 1000 loc lmao ai writes straight shi so i refacotered and have it as modules now what did i actually change pages and layouts. / and the portfolio routes so the structure is something i can follow again. the main card. front, back, boot, the whole data file. portfolio sections under that. projects, experience, skills, honors. the site itself. nav, player, contact note, the rest of the pages ppl actually land on. hooks and lib as well. sound, boot, the transition. routing got a bit of the same treatment so it isnt a maze later css ? hahahahha i never touch that i aint wriitngg 7 lines of tailwind vro 😭🥀 why ? i wasnt chasing a new feature here. i wanted code i can open 10 years and still understand and update as this is not a side project its a portfolio and that lives with us cleaned the spots where the same idea was written three different ways. optimized the messy bits so it isnt doing extra work for no reason. left self notes in the files so future me doesnt hav to reverse engineer a tuesday night. basically just making the whole codebase feel like mine instead of generated slop which agents even cant write on as times go on and to make up for stardance criteria :« MOST IMPORTANTLY 🥀🥀🥀 wrote the whole thing in zed ( wanted to try it out as my friend was hyping it and how i wud love it coz i use vim and stuff a lot ) but then realized i did not config it to calculate the hacktime there goes around 12 hrs of coding ’, / but the code is still there and i actually liked zed asw so a win - win hope review goes well atleast this time
redrew the art nothing more ai ml logo is just bunch of tools i commonly used pout together and made into a pixel art devops is literally first image i found when i typed ’ mario cloud pipes ’ and thenn ’ fine-tuned’ (lol) a bit exploring logo is straight outta undertale webapp is bunch of pixel logos i found in google put togehter and edited the alignment and added applicaitons into them ( this took almost 3 days and i think the time logged here is also being addiitive from my previous devlog for some reason the code refactoring) hopefully this is my final AND PLEASE DONT ACCUSE ME OF USING AI FOR MY ART ANYMORE BRO
again few re-design ( not redrawing ) on few of em changed hacktober fest -> my oss journey includes all the different orgs i have worked in or contributed towards and the art i changed from github mascot to a VERY popular meme lol YC indian icon swapped for hackathon wins i realised i cant keep updating the logo to tell the latest number of wins too lazy so now its an oscar award ALL THESE RE DESIGNS ARE MADE ON CANVA SO PLEASE DONT TELL THEM THEY ARE AI AGAIN also the 1B tokens part of my card now is a cron job yay ! after every week ends ( a week before ) sends api request to all the various sources i use to get an estimate on tokens used and displays it the graph was simple UI library - ReCharts just had to tweak teh typography and background a bit
again .. u guessed it A REDRAWWWW !! and this time it was a ai generated image i did not notice which i generated a whole 2 months ago 😭🥀🥀 it was the claude background i had but now i redrew it and its much better now as well honestly earlier it was a normal art slop now i redrew on classic pixel art set and now its much better few other addiitons : added few new musics try finding them all hehe started working on new set of mascot for my main portfolio section as of now its few of the retro-classic gifs which i found from interent archive lol also the buttons are now proper pixel UI as well earlier it was images and it was adding load to website now it loads in <1 second so tahts good
Ships:
this is my portfolio have been building for months now honestly lost count then and there i pop in and build every asset u saw was hand drawn by me and enhanced using AI just explore and have fun i have lots of easter eggs which my close friends wud understand but try out !...
|
1792853734.041274
|
1792940134.041274
|
|
56954
|
Times by @Vishy | Stardance
|
Vishy
|
1
|
7.0
|
11
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T13:34:29Z", "hours": 7.0, "multiplier": 1.52, "payout": 11, "blessing": "neutral", "text": "Hello everyone I made a wordle and am hoping to make a whole series of NYT games, overall they require premium, and if I make a simpler and free version I think it will be very good. Currently I have made Wordle otherwise known as my version Fishle anyways go try it out, I am also in the process of making the tile game, but a little simpler less tiles and free. But lets talk about Fishle, in Fishle you have unlimited games and it has 5 thousand words to choose from, so that should keep you very occupied. Anyways I hope you guys have fun playing, so I ALSO MIGRATED FROM A DIFFERENT EVENT, that is why I have 7 hours and one devlog, but I am also glad stardance is extended, thank you so much guys enjoy!", "repo": "https://github.com/justvishy12/Fishy-Times", "demo": "https://justvishy12.github.io/Fishy-Times/"}]...
|
[{"post_id": 73980, "ts": "202 [{"post_id": 73980, "ts": "2026-09-26T13:30:39Z", "hours": 6.9356, "text": "Finish Wordle Game I know this is my only devlog, but I am migrating from a different event . Hello everyone we are back to stardance, I thought it was done but nope, now I have time to do at least 30 hours. So I am scrapping this project but I will ship because this is like my first actual thing I made that users can do online, and it uses godot, so without further to do lets get into it. Game Making So we used alot of randi and button presses, randi for choosing the words and button for the keyboard. Also I have a 5 thousand word list of 5 letter english words, and some are simple others are not, so this should be very fun. Anyways I have tyles and I have a white text ontop of them, so each tile has a text box on it, and whenever u press or delete in the code it changes the variable number on where u are. And I use the characters check if it is in the choosen word or not and modulate it. This overall was very hard and took some time (not logged). I also spent a lot of time on figma creating the assets."}]...
|
Title: Times by @Vishy | Stardance
Devlogs:
Finis Title: Times by @Vishy | Stardance
Devlogs:
Finish Wordle Game I know this is my only devlog, but I am migrating from a different event . Hello everyone we are back to stardance, I thought it was done but nope, now I have time to do at least 30 hours. So I am scrapping this project but I will ship because this is like my first actual thing I made that users can do online, and it uses godot, so without further to do lets get into it. Game Making So we used alot of randi and button presses, randi for choosing the words and button for the keyboard. Also I have a 5 thousand word list of 5 letter english words, and some are simple others are not, so this should be very fun. Anyways I have tyles and I have a white text ontop of them, so each tile has a text box on it, and whenever u press or delete in the code it changes the variable number on where u are. And I use the characters check if it is in the choosen word or not and modulate it. This overall was very hard and took some time (not logged). I also spent a lot of time on figma creating the assets.
Ships:
Hello everyone I made a wordle and am hoping to make a whole series of NYT games, overall they require premium, and if I make a simpler and free version I think it will be very good. Currently I have made Wordle otherwise known as my version Fishle anyways go try it out, I am also in the process of making the tile game, but a little simpler less tiles and free. But lets talk about Fishle, in Fishle you have unlimited games and it has 5 thousand words to choose from, so that should keep you very occupied. Anyways I hope you guys have fun playing, so I ALSO MIGRATED FROM A DIFFERENT EVENT, that is why I have 7 hours and one devlog, but I am also glad stardance is extended, thank you so much guys enjoy!...
|
1792853759.6149833
|
1792940159.6149833
|
|
4439
|
Variable hue led strip controller by @hrushal | St Variable hue led strip controller by @hrushal | Stardance...
|
hrushal
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T13:08:10Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "12v common anode led strip controller This uses NO MICROCONTROLLER NO CODE PURE HARDWARE :) this was my first time doing something purely hardware i learnt a lot and how unforgiving and hard it is to debug soldering and inhaling the fumes has def reduced my life by 2+ years w the magic smoke from the one 555 that blew up in my face the problem i was solving was there was no chip/controller that i could custom program for anything i want without involving a microcontroller. i just wanted to control the intensity of each color independently i learnt about breadboards having capacitance and for the first time i did my own wiring and didnt use jumpers not the prettiest job but it looks better than 400 jumpers and i had to redneck my own 12v adapter to make it w jumpers and i may have burnt some led strips and wasted enough solder getting the temps right on my pinecil [FROM HACKCLUB :) ] video of working is on the github page had a lot of crashouts and lost enough sleep over debugging this i hope someone else finds this useful too", "repo": "https://github.com/Hrushal-Nikhare/12v-rgb-led-strip-common-anode-driver", "demo": ""}]...
|
[{"post_id": 73657, "ts": "202 [{"post_id": 73657, "ts": "2026-09-25T16:27:21Z", "hours": 0.9, "text": "MADE A GITHUB REPO Added demo video schematic BOM Kicad files A little details"}, {"post_id": 73628, "ts": "2026-09-25T15:09:34Z", "hours": 1.3667, "text": "WE DID IT all it took was two broken pots atleast 30cm of solder in my lungs and enough crashouts and questioning myself and my skills This time i turned on my last itr of the circuit and then started probing TURNS OUT pin 7 was BLOWN thats why nothing worked and i only got 6.7V on output and 3.3 v 100k resistor directly this time i used another type of potentiometer (the og) and then got one more 555 and used a more breadboard friendly wiring diagram"}, {"post_id": 68201, "ts": "2026-09-14T18:09:27Z", "hours": 4.1167, "text": "555 JUST WONT WORK ive spent genunely tm time on this and the this time i even soldered leads to the led strip ( first time flawless btw ) it works on the 12v supply the led and the mosfet alone but the 555 just wont work even aft i check every wire w continuity and aft trying 5 diff schematics and ways to do pwm ts just absurd 😭"}, {"post_id": 23654, "ts": "2026-07-06T19:18:09Z", "hours": 1.5333, "text": "Hi guys back aft getting more components New color coded wires and new schematic from the book ‘Practical Electronics for inventors’ I blew up a 555 off camera while working Also circuit still doesnt work ive tried making my own taking it frm yt and from a book now idk why its not working gonna check wire continuity tmr and make sure im cutting the wires long enough to make contact Mosfet is still a mystery to me but ill figure it out :)"}, {"post_id": 13083, "ts": "2026-06-21T12:38:16Z", "hours": 1.7589, "text": "Worked on a schematic from a yt channel that seemed to work for him but didnt work for me so starting again :)"}, {"post_id": 710, "ts": "2026-06-02T09:17:07Z", "hours": 1.0128, "text": "Worked on Fixing the circuit And schematic"}]...
|
Title: Variable hue led strip controller by @hrush Title: Variable hue led strip controller by @hrushal | Stardance
Devlogs:
Worked on Fixing the circuit And schematic
Worked on a schematic from a yt channel that seemed to work for him but didnt work for me so starting again :)
Hi guys back aft getting more components New color coded wires and new schematic from the book ‘Practical Electronics for inventors’ I blew up a 555 off camera while working Also circuit still doesnt work ive tried making my own taking it frm yt and from a book now idk why its not working gonna check wire continuity tmr and make sure im cutting the wires long enough to make contact Mosfet is still a mystery to me but ill figure it out :)
555 JUST WONT WORK ive spent genunely tm time on this and the this time i even soldered leads to the led strip ( first time flawless btw ) it works on the 12v supply the led and the mosfet alone but the 555 just wont work even aft i check every wire w continuity and aft trying 5 diff schematics and ways to do pwm ts just absurd 😭
WE DID IT all it took was two broken pots atleast 30cm of solder in my lungs and enough crashouts and questioning myself and my skills This time i turned on my last itr of the circuit and then started probing TURNS OUT pin 7 was BLOWN thats why nothing worked and i only got 6.7V on output and 3.3 v 100k resistor directly this time i used another type of potentiometer (the og) and then got one more 555 and used a more breadboard friendly wiring diagram
MADE A GITHUB REPO Added demo video schematic BOM Kicad files A little details
Ships:
12v common anode led strip controller This uses NO MICROCONTROLLER NO CODE PURE HARDWARE :) this was my first time doing something purely hardware i learnt a lot and how unforgiving and hard it is to debug soldering and inhaling the fumes has def reduced my life by 2+ years w the magic smoke from the one 555 that blew up in my face the problem i was solving was there was no chip/controller that i could custom program for anything i want without involving a microcontroller. i just wanted to control the intensity of each color independently i learnt about breadboards having capacitance and for the first time i did my own wiring and didnt use jumpers not the prettiest job but it looks better than 400 jumpers and i had to redneck my own 12v adapter to make it w jumpers and i may have burnt some led strips and wasted enough solder getting the temps right on my pinecil [FROM HACKCLUB :) ] video of working is on the github page had a lot of crashouts and lost enough sleep over debugging this i hope someone else finds this useful too...
|
1792853745.3271425
|
1792940145.3271425
|
|
64322
|
NookOS by @Athannn | Stardance
|
Athannn
|
2
|
14.16
|
40
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T13:03:42Z", "hours": 8.0, "multiplier": 4.23, "payout": 35, "blessing": "neutral", "text": "Finally shipping ColorfulNook OS for WEBOS 2 !! So welcm back to ColorfulNook OS. Ywahh after saying I’d ship it like soo many times, I’m finally shipping it for WEBOS 2 :D For Reviewerss :–> This started as a super basic page with one window and basically nothing working. After that, I’ve changed the whole UI, added the ColorfulNOOK (it rerfers to a small colorful corner of room) background, and made the windows draggable, closable, and reopenable. I also added a bunch of apps: Notes app, Anime Gallery (not a NEW app btw manhy new pics), Calculator, Music, Browser (With my project Webgram as Home), and a 25-minute Timer. I am also using a custom subdomain for the project like all my other oness. And then there’s the AWESOME looking Clock widget hehe, which took me a while to get looking good, but I rlyy Love it !!! I also went through some feedback and fixed a few things that were bugging ppl (the reviewers) like the welcome text overflowing and the close button not looking like a close button lol. Small fixes, but it makes OUR OS way easier to use. That’s basically it, the NEW ColorfulNook OS !! It changed names and took way more updates than I expected, but it’s finally here. Go try it out and let’s see what you think !! Also Follow here & Star on Github if u LIKE itt :)", "repo": "https://github.com/its-techxtreme/nookos", "demo": "https://ColourfulNook-OS.techxtreme.me"}, {"ship_num": 2, "ts": "2026-09-22T05:50:06Z", "hours": 2.0, "multiplier": 1.95, "payout": 5, "blessing": "neutral", "text": "Welcome to the ship of NookOS. The name is NookOS because I’m planning something for WebOS 2 mission. Right now, it’s just a basic web OS that I’ve made. It’s got the clean colors, but a good-looking style right now, at least on the UI part, I think so it’s pretty good for a basic WebOS project :) So this is the first work that I’m shipping right now. What NookOS is, is basically it has three apps. First is the welcome screen. That is not much of an app. It’s just the welcome screen that just welcomes you into the webOS. The second is called as a scratch on the webOS screen, but it’s actually more like a scratch pad where you can basically dump text homework or anything. Yeah, basically you can just dump whatever text you want to, and it will save it. The third app is anime, that is on the screen, and also you can call it anime gallery. It basically lists some images and shows a preview of the images in the same window. Right now it has three images that are anime images. That is, first is doodle of a guy, Second is “Horimiya,” and Third is just some anime girl. So that’s basically it in this project. What I’m planning next, is something that resembles a corner of a room for WebOS 2. So let’s see. First, let’s get approved it for the WebOS 1 mission, and then I will be starting the WebOS 2 mission on the same project.", "repo": "https://github.com/its-techxtreme/nookos", "demo": "https://ColourfulNook-OS.techxtreme.me"}]...
|
[{"post_id": 82023, "ts": "202 [{"post_id": 82023, "ts": "2026-10-23T14:18:39Z", "hours": 2.2069, "text": "Devloggg #10 Wlcm back to Colorful NookOS. So last time I said the main reason the ratings were kinda low was that I never really checked it on a phone, and then I just left it. So yeah this time I actually sat down and did that, plus a bunch of window stuff that was still annoying me. First thing, you can resize the windows now. Like grab the edges and the corners and pull. Before it was just drag the top bar around and that was it. And if a window was maximized and you grabbed an edge, it drops out of the big size instead of FORCING that nuh uh, I am gonna be full-sized. Also some apps have a smallest size so the calculator doesn’t turn into a tiny useless square. Then I went back to maximize because it was still weird on a few apps. The clock was the one that bugged me earlier, it was going oval, that part was already fixed so it stays a circle and just gets bigger. But the web app was the opposite problem. When you hit the green button it got a huge window and the site inside was still a skinny phone page sitting in the middle. So now the browser actually uses the width you gave it. On a normal monitor a site can be desktop. Notes do their own thing too, the cards reflow instead of getting stretched. And then the phone part, which is what I said I would do. If the screen is narrow the app icons stop being one long column and wrap into rows under the bar. The clock widget shrinks but it stays round, so that the numbers don’t fall off it. When you open an app the window comes up almost the full width, under the icons rnn. The lights are a bit easier to tap. You can also drag a window with a finger, and pull the edges. I checked it narrow and I checked it wide again so the desktop doesn’t turn into the phone layout when you have room. That’s basically it for this one. Still more I wanna do but the mobile thing was the one I kept putting off so ywahh. Tysmmmm for Reading"}, {"post_id": 78286, "ts": "2026-10-10T09:13:00Z", "hours": 1.9514, "text": "Devloggg #9 Wlcm back to Colorful NookOS. So yeah, this is a devlog after a long time. Last time, I had shipped for the WebOS 2 mission. I don’t know why, but I got really low ratings . So I’m going to work more on this project. And yeah, there was one thing maybe that I think is the main reason, that I didn’t really check it on mobile, so it wasn’t really optimized for screen touch devices. So I’m going to work on that again. And so I have planned many things for this new V3 version of the Colorful NookOS. So the first thing that I did today was I improved the window manager. Now, windows sit properly. They do not start below any widgets or anything, fixed a few bugs. And now added proper navigation buttons like the minimize, maximize, and the close buttons. They work properly, and they have the symbol, so it is more easier to see. And also I was fixing some bugs that I encountered during making it. That is the aspect ratio and the actual graphics inside. The apps were getting stretched instead of being scaled. So I fixed that also, and those are basically the main changes that I did in this devlog. Tysm for Reading"}, {"post_id": 73937, "ts": "2026-09-26T11:22:22Z", "hours": 2.6514, "text": "Devloggg #8 So welcome back to ColorfulNook OS. Yeah, I haven’t shipped it yet. I was talking about shipping it in the last devlog, btw actually, I finally finished rating 18 projects yesterday. Ywah it took me a lot of time to finish them cuz i am lazyy So because of that, I couldn’t really check the Feedback until yesterday. And after seeing the reviews, I decided to do one more go and make some changes before WebOS-2. Sooo first of all, I have finally fixed the most obv bug. That I don’t know why, but I was just procrastinating that I will fix it later, bro. That was the welcome text was leaking out of its app icon. So now it’s all fixed the container has been extended. Other than that, also the close button, which was basically a red circle just beside the window name on the top window bar. Ppl didn’t rlyy understand that it was the close button , so they thought that there was no close button. So now I shifted the red button to the right side and added a small “x” inside so that now it looks obv like a close button and ppl actually get it. Other than that, I did one more thing. The clock and day in the top bar was looking really ugly to me. I finally did was built this crazyyy looking, fully dope CLOCK widget You can just see it on the right side of the web OS. It looks so great over there. And you know what? Obviously, it got all the hand and the detailed work. But if you click the widget, it also opens an app window in which you can see the clock and the time in a digital format, as well as it disappears from the window. So, there are no duplicate clocks. The clock part took me a long time because at first when I tried building a clock, it turned out really uglyy af. Then I had to go to GitHub, and also I talked with Manus AI, and then after looking at so much clock-related code, then I was finally able to build myself this Awesomee aesthetic clock . So that was the final app addition for now. Also, some people requested that I should add more anime pictures to the anime gallery. So yeah, I have added plenty more images. Now the image count is around 11. Why 11? Because 11 is my favorite and lucky number duhhh That’s basically what I have done in this devlog. This time for sure I will be shipping it. Now let’s see what kind of a rating I get"}, {"post_id": 73134, "ts": "2026-09-24T13:34:55Z", "hours": 1.3547, "text": "Devloggg #7 Welcome back to ColorfulNook OS. So, I added two new apps in this update, and also we now have a custom subdomain. Instead of using the same Vercel again, bcz obv I like using customm subdomains, so almost all of my projects are hosted on the subdomain based on my original domain, that is techxtreme.me So now the new URL for Colorful Nuke OS is as follows: https://ColourfulNook-OS.techxtreme.me Regarding the two new apps that I have added, one of them is called web browser. I think so what it does is pretty obvious. Also the web browser’s main homepage is pointed towards https://webgram.techxtreme.me Which is one of Myy old Stardance projectss, which was for the new tab mission. It’s an Instagram theme new tab. And you can just type the URL in the top bar and press go, or also use the Webgram interface for accessing the search bar or some apps. As for the second app, it is called Timer. It’s basically a simple 25-minute timer. You can just open it, click start, and there are also a few controls to pause and reset. Rnn there’s a fixed time set, u can’t change the time of the timer. Its set to 25 only, so you can only use it to count 25 minutes Other than that, you can’t do much on the app. Last one thing I would like to say, I hv also updated the README with the new featuress, and probably, I will be shipping it for WebOS 2 now. Let’s see what happens next !!"}, {"post_id": 72676, "ts": "2026-09-23T13:55:19Z", "hours": 1.2358, "text": "Devloggg #6 So welcome back to Colorful Nuke OS. This time I got the name rytt. Ywahh so basically in this devlog, what I did was added one more new app. This app is called the Music app, and obvious from the name, what it does is plays music. It’s basically a music playerrr nothing that Great. Rn I have used the images from the anime gallery as the album cover, and the music is actually from some website that I don’t remember the name exactly rn…. btw yahh the same website that I pointed the URL to during the Webgram project. I’m basically using the same songs. Btw it’s the Music app is over here. I have also added some more operators like the bracket and percentage operators to the calculator and changed the layout of the calculator. So now the calculator’s keypad is a perfect rectangle. The single key out of the rectangle was kind of bugging me, so I made it so that all the keys are filled now. Other than that, nothing else much. Next I will be adding some more things to the music player, like probably a Spotify embed and something more. Let’s see. That’s it, basically for now tho"}, {"post_id": 72541, "ts": "2026-09-23T05:14:49Z", "hours": 0.7667, "text": "Devloggg #5 Welcome back to NookOS. So yeah, our ship did get approved, and now I have added one more app into the ColorfulNook OS. Sorry, my bad. I again forgot that the name has been changed Welcome to ColorfulNook OS. So I added one more app, and that app is something that we all know, obviously, that is calculator. Now, we all know what a calculator does, so I’m not going to explain what exactly it is hehe So, I have added it, and here’s a picture of the Coool calculator. And so it works pretty good. It can also give you errors properly. It shows that it’s an error, and it also shows infinity when the answer is infinity. So ywahhh That’s basically it for this devlog. Cya Nextt Timee !"}, {"post_id": 72257, "ts": "2026-09-22T15:21:02Z", "hours": 2.2944, "text": "Devloggg #4 Welcome to devlog 4 of NookOS, Actually, the name has been changed nowww it’s ColorfulNook OS So basically, I changed the whole UI. Earlier it was just a plain color, normal. And it was more like the similar code that I did for CypherOS. And I don’t know why? My most guess is that bcz the design was very simple and plain. Shipwright thought that it was fully AI-made, but no, it was my CipherOS like (not a copy). Even though it’s no longer a Stardance project, the CipherOS is no longer a Stardance project, it’s still on my GitHub repo, and it was approved because it was human-made =_=. btw still, I went ahead anywayy. I was going to do some changes for the WebOS 2 machine. So I started with that. So now I have finally started making it look like a actual theme. So yeah, I added the colorful house nook, (that means the corner of a rooom) background. Added some blurs so the text and windows are actually more visible. And alsooo I scrapped the Scratch app and added a new app instead +_+ that is the normal notepad that we generally use in such projectss, and got rid of the curved window endings and made it more cubic and robustt. That’s basically what I have done. It’s a major UI upgrade. And yeah, obviously then I had to update the README too. Now I will continue working on more changes on NookOS after I click to recertify."}, {"post_id": 72107, "ts": "2026-09-22T05:42:07Z", "hours": 0.82, "text": "Devloggg #3 So in NukeOS, I have made new changes, and the new changes includes adding a new app that is called Anime Gallery. Just “anime” on the WebOS screen, but it’s basically an anime gallery. Right now, it stores three anime pics selected by me. So one of them is a sketch of a anime guy doodle, the second one is a pic of Horimiya, and the third one is just some cute anime idol iggg :) That’s the main app that I added. Other than that, I have also made a proper README for the project now and also pushed it to Vercel and GitHub. So the repository is live, as well as the live pages over there. And now I’m thinking that the project is ready for WebOS 1 mission, and maybe I should ship it."}, {"post_id": 72048, "ts": "2026-09-22T02:09:12Z", "hours": 0.9942, "text": "Devloggg #2 So now Nook OS is somewhat usable, you can sayy ig. So finally, I made the windows draggable. The welcome window is now draggable, closable, and also added a few text buttons to open it easily, and also added one more app called Scratch. This is basically like Notepad, but you can’t make separate notes. You basically just paste whatever you want to dump over there. And ywah It does not save it after refresh right now, but that is what I’m going to do next. Now the windows are movable, draggable, and closable, and also reopenable. So ywahh, That’s basically it."}, {"post_id": 71846, "ts": "2026-09-21T17:16:17Z", "hours": 0.6356, "text": "Devloggg #1 Welcome to the first devlog of NookOS. Yeah, I am starting the web OS again. And ywahh Cypher OS is no more, unfortunately. Most of my projects are gone btw this is a new beginning. Let’s keep it strong. Ywahh there are onlyy 9 days remaining for Stardance, but I am going to try to do my best again and lock in. So welcome to Nuke OS | Basically, right now what I just built is three files, index.html, some style.css, and a script.js. So yeah, that’s basically it. I made some little bit of code. So obviously nothing works yet. It’s just a static page with like a plain simple background, and a window with some text. So we will now make it into a basic webOS step by step."}]...
|
Title: NookOS by @Athannn | Stardance
Devlogs:
De Title: NookOS by @Athannn | Stardance
Devlogs:
Devloggg #1 Welcome to the first devlog of NookOS. Yeah, I am starting the web OS again. And ywahh Cypher OS is no more, unfortunately. Most of my projects are gone btw this is a new beginning. Let’s keep it strong. Ywahh there are onlyy 9 days remaining for Stardance, but I am going to try to do my best again and lock in. So welcome to Nuke OS | Basically, right now what I just built is three files, index.html, some style.css, and a script.js. So yeah, that’s basically it. I made some little bit of code. So obviously nothing works yet. It’s just a static page with like a plain simple background, and a window with some text. So we will now make it into a basic webOS step by step.
Devloggg #2 So now Nook OS is somewhat usable, you can sayy ig. So finally, I made the windows draggable. The welcome window is now draggable, closable, and also added a few text buttons to open it easily, and also added one more app called Scratch. This is basically like Notepad, but you can’t make separate notes. You basically just paste whatever you want to dump over there. And ywah It does not save it after refresh right now, but that is what I’m going to do next. Now the windows are movable, draggable, and closable, and also reopenable. So ywahh, That’s basically it.
Devloggg #3 So in NukeOS, I have made new changes, and the new changes includes adding a new app that is called Anime Gallery. Just “anime” on the WebOS screen, but it’s basically an anime gallery. Right now, it stores three anime pics selected by me. So one of them is a sketch of a anime guy doodle, the second one is a pic of Horimiya, and the third one is just some cute anime idol iggg :) That’s the main app that I added. Other than that, I have also made a proper README for the project now and also pushed it to Vercel and GitHub. So the repository is live, as well as the live pages over there. And now I’m thinking that the project is ready for WebOS 1 mission, and maybe I should ship it.
Devloggg #4 Welcome to devlog 4 of NookOS, Actually, the name has been changed nowww it’s ColorfulNook OS So basically, I changed the whole UI. Earlier it was just a plain color, normal. And it was more like the similar code that I did for CypherOS. And I don’t know why? My most guess is that bcz the design was very simple and plain. Shipwright thought that it was fully AI-made, but no, it was my CipherOS like (not a copy). Even though it’s no longer a Stardance project, the CipherOS is no longer a Stardance project, it’s still on my GitHub repo, and it was approved because it was human-made =_=. btw still, I went ahead anywayy. I was going to do some changes for the WebOS 2 machine. So I started with that. So now I have finally started making it look like a actual theme. So yeah, I added the colorful house nook, (that means the corner of a rooom) background. Added some blurs so the text and windows are actually more visible. And alsooo I scrapped the Scratch app and added a new app instead +_+ that is the normal notepad that we generally use in such projectss, and got rid of the curved window endings and made it more cubic and robustt. That’s basically what I have done. It’s a major UI upgrade. And yeah, obviously then I had to update the README too. Now I will continue working on more changes on NookOS after I click to recertify.
Devloggg #5 Welcome back to NookOS. So yeah, our ship did get approved, and now I have added one more app into the ColorfulNook OS. Sorry, my bad. I again forgot that the name has been changed Welcome to ColorfulNook OS. So I added one more app, and that app is something that we all know, obviously, that is calculator. Now, we all know what a calculator does, so I’m not going to explain what exactly it is hehe So, I have added it, and here’s a picture of the Coool calculator. And so it works pretty good. It can also give you errors properly. It shows that it’s an error, and it also shows infinity when the answer is infinity. So ywahhh That’s basically it for this devlog. Cya Nextt Timee !
Devloggg #6 So welcome back to Colorful Nuke OS. This time I got the name rytt. Ywahh so basically in this devlog, what I did was added one more new app. This app is called the Music app, and obvious from the name, what it does is plays music. It’s basically a music playerrr nothing that Great. Rn I have used the images from the anime gallery as the album cover, and the music is actually from some website that I don’t remember the name exactly rn…. btw yahh the same website that I pointed the URL to during the Webgram project. I’m basically using the same songs. Btw it’s the Music app is over here. I have also added some more operators like the bracket and percentage operators to the calculator and changed the layout of the calculator. So now the calculator’s keypad is a perfect rectangle. The single key out of the rectangle was kind of bugging me, so I made it so that all the keys are filled now. Other than that, nothing else much. Next I will be adding some more things to the music player, like probably a Spotify embed and something more. Let’s see. That’s it, basically for now tho
Devloggg #7 Welcome back to ColorfulNook OS. So, I added two new apps in this update, and also we now have a custom subdomain. Instead of using the same Vercel again, bcz obv I like using customm subdomains, so almost all of my projects are hosted on the subdomain based on my original domain, that is techxtreme.me So now the new URL for Colorful Nuke OS is as follows: https://ColourfulNook-OS.techxtreme.me Regarding the two new apps that I have added, one of them is called web browser. I think so what it does is pretty obvious. Also the web browser’s main homepage is pointed towards https://webgram.techxtreme.me Which is one of Myy old Stardance projectss, which was for the new tab mission. It’s an Instagram theme new tab. And you can just type the URL in the top bar and press go, or also use the Webgram interface for accessing the search bar or some apps. As for the second app, it is called Timer. It’s basically a simple 25-minute timer. You can just open it, click start, and there are also a few controls to pause and reset. Rnn there’s a fixed time set, u can’t change the time of the timer. Its set to 25 only, so you can only use it to count 25 minutes Other than that, you can’t do much on the app. Last one thing I would like to say, I hv also updated the README with the new featuress, and probably, I will be shipping it for WebOS 2 now. Let’s see what happens next !!
Devloggg #8 So welcome back to ColorfulNook OS. Yeah, I haven’t shipped it yet. I was talking about shipping it in the last devlog, btw actually, I finally finished rating 18 projects yesterday. Ywah it took me a lot of time to finish them cuz i am lazyy So because of that, I couldn’t really check the Feedback until yesterday. And after seeing the reviews, I decided to do one more go and make some changes before WebOS-2. Sooo first of all, I have finally fixed the most obv bug. That I don’t know why, but I was just procrastinating that I will fix it later, bro. That was the welcome text was leaking out of its app icon. So now it’s all fixed the container has been extended. Other than that, also the close button, which was basically a red circle just beside the window name on the top window bar. Ppl didn’t rlyy understand that it was the close button , so they thought that there was no close button. So now I shifted the red button to the right side and added a small “x” inside so that now it looks obv like a close button and ppl actually get it. Other than that, I did one more thing. The clock and day in the top bar was looking really ugly to me. I finally did was built this crazyyy looking, fully dope CLOCK widget You can just see it on the right side of the web OS. It looks so great over there. And you know what? Obviously, it got all the hand and the detailed work. But if you click the widget, it also opens an app window in which you can see the clock and the time in a digital format, as well as it disappears from the window. So, there are no duplicate clocks. The clock part took me a long time because at first when I tried building a clock, it turned out really uglyy af. Then I had to go to GitHub, and also I talked with Manus AI, and then after looking at so much clock-related code, then I was finally able to build myself this Awesomee aesthetic clock . So that was the final app addition for now. Also, some people requested that I should add more anime pictures to the anime gallery. So yeah, I have added plenty more images. Now the image count is around 11. Why 11? Because 11 is my favorite and lucky number duhhh That’s basically what I have done in this devlog. This time for sure I will be shipping it. Now let’s see what kind of a rating I get
Devloggg #9 Wlcm back to Colorful NookOS. So yeah, this is a devlog after a long time. Last time, I had shipped for the WebOS 2 mission. I don’t know why, but I got really low ratings . So I’m going to work more on this project. And yeah, there was one thing maybe that I think is the main reason, that I didn’t really check it on mobile, so it wasn’t really optimized for screen touch devices. So I’m going to work on that again. And so I have planned many things for this new V3 version of the Colorful NookOS. So the first thing that I did today was I improved the window manager. Now, windows sit properly. They do not start below any widgets or anything, fixed a few bugs. And now added proper navigation buttons like the minimize, maximize, and the close buttons. They work properly, and they have the symbol, so it is more easier to see. And also I was fixing some bugs that I encountered during making it. That is the aspect ratio and the actual graphics inside. The apps were getting stretched instead of being scaled. So I fixed that also, and those are basically the main changes that I did in this devlog. Tysm for Reading
Devloggg #10 Wlcm back to Colorful NookOS. So last time I said the main reason the ratings were kinda low was that I never really checked it on a phone, and then I just left it. So yeah this time I actually sat down and did that, plus a bunch of window stuff that was still annoying me. First thing, you can resize the windows now. Like grab the edges and the corners and pull. Before it was just drag the top bar around and that was it. And if a window was maximized and you grabbed an edge, it drops out of the big size instead of FORCING that nuh uh, I am gonna be full-sized. Also some apps have a smallest size so the calculator doesn’t turn into a tiny useless square. Then I went back to maximize because it was still weird on a few apps. The clock was the one that bugged me earlier, it was going oval, that part was already fixed so it stays a circle and just gets bigger. But the web app was the opposite problem. When you hit the green button it got a huge window and the site inside was still a skinny phone page sitting in the middle. So now the browser actually uses the width you gave it. On a normal monitor a site can be desktop. Notes do their own thing too, the cards reflow instead of getting stretched. And then the phone part, which is what I said I would do. If the screen is narrow the app icons stop being one long column and wrap into rows under the bar. The clock widget shrinks but it stays round, so that the numbers don’t fall off it. When you open an app the window comes up almost the full width, under the icons rnn. The lights are a bit easier to tap. You can also drag a window with a finger, and pull the edges. I checked it narrow and I checked it wide again so the desktop doesn’t turn into the phone layout when you have room. That’s basically it for this one. Still more I wanna do but the mobile thing was the one I kept putting off so ywahh. Tysmmmm for Reading
Ships:
Welcome to the ship of NookOS. The name is NookOS because I’m planning something for WebOS 2 mission. Right now, it’s just a basic web OS that I’ve made. It’s got the clean colors, but a good-looking style right now, at least on the UI part, I think so it’s pretty good for a basic WebOS project :) So this is the first work that I’m shipping right now. What NookOS is, is basically it has three apps. First is the welcome screen. That is not much of an app. It’s just the welcome screen that just welcomes you into the webOS. The second is called as a scratch on the webOS screen, but it’s actually more like a scratch pad where you can basically dump text homework or anything. Yeah, basically you can just dump whatever text you want to, and it will save it. The third app is anime, that is on the screen, and also you can call it anime gallery. It basically lists some images and shows a preview of the images in the same window. Right now it has three images that are anime images. That is, first is doodle of a guy, Second is “Horimiya,” and Third is just some anime girl. So that’s basically it in this project. What I’m planning next, is something that resembles a corner of a room for WebOS 2. So let’s see. First, let’s get approved it for the WebOS 1 mission, and then I will be starting the WebOS 2 mission on the same project.
Finally shipping ColorfulNook OS for WEBOS 2 !! So welcm back to ColorfulNook OS. Ywahh after saying I’d ship it like soo many times, I’m finally shipping it for WEBOS 2 :D For Reviewerss :–> This started as a super basic page with one window and basically nothing working. After that, I’ve changed the whole UI, added the ColorfulNOOK (it rerfers to a small colorful corner of room) background, and made the windows draggable, closable, and reopenable. I also added a bunch of apps: Notes app, Anime Gallery (not a NEW app btw manhy new pics), Calculator, Music, Browser (With my project Webgram as Home), and a 25-minute Timer. I am also using a custom subdomain for the project like all my other oness. And then there’s the AWESOME looking Clock widget hehe, which took me a while to get looking good, but I rlyy Love it !!! I also went through some feedback and fixed a few things that were bugging ppl (the reviewers) like the welcome text overflowing and the close button not looking like a close button lol. Small fixes, but it makes OUR OS way easier to use. That’s basically it, the NEW ColorfulNook OS !! It changed names and took way more updates than I expected, but it’s finally here. Go try it out and let’s see what you think !! Also Follow here & Star on Github if u LIKE itt :)...
|
1792814124.4916828
|
1792900524.4916828
|
|
65942
|
my slackbot by @shyamks1828 | Stardance
|
shyamks1828
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T12:21:09Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi guys so i made my slack bot. and it runs on nest.it has 3 functions or commands rn. one pings it very simple ik. second one finds a word in chat . iveseen first hand how big of a insearchable pile chat can become. 3rd function factchecks any statement u enter after it and gives a google search link. disclaimer yes i used ai for some code. also mainly i copy pasted code from mission guide so github file may contain extra code for commands that are not activated or not mentioned here also i know it was dumb but i didnt add a help command. the description of the slack channel has the commands. i will soon add help command and rn its only private and working in the channel whihc you can access by clicking try project", "repo": "https://github.com/coderrcboy/my-slackbot-hermes", "demo": "https://app.slack.com/client/E09V59WQY1E/C0C4P1FUFCJ"}]...
|
[{"post_id": 73948, "ts": "202 [{"post_id": 73948, "ts": "2026-09-26T11:59:55Z", "hours": 0.3094, "text": "Hi guys so i made my slack bot. and it runs on nest.it has 3 functions or commands rn. one pings it very simple ik. second one finds a word in chat . iveseen first hand how big of a insearchable pile chat can become. 3rd function factchecks any statement u enter after it and gives a google search link. disclaimer yes i used ai for some code. also mainly i copy pasted code from mission guide so github file may contain extra code for commands that are not activated or not mentioned here"}]...
|
Title: my slackbot by @shyamks1828 | Stardance
De Title: my slackbot by @shyamks1828 | Stardance
Devlogs:
Hi guys so i made my slack bot. and it runs on nest.it has 3 functions or commands rn. one pings it very simple ik. second one finds a word in chat . iveseen first hand how big of a insearchable pile chat can become. 3rd function factchecks any statement u enter after it and gives a google search link. disclaimer yes i used ai for some code. also mainly i copy pasted code from mission guide so github file may contain extra code for commands that are not activated or not mentioned here
Ships:
Hi guys so i made my slack bot. and it runs on nest.it has 3 functions or commands rn. one pings it very simple ik. second one finds a word in chat . iveseen first hand how big of a insearchable pile chat can become. 3rd function factchecks any statement u enter after it and gives a google search link. disclaimer yes i used ai for some code. also mainly i copy pasted code from mission guide so github file may contain extra code for commands that are not activated or not mentioned here also i know it was dumb but i didnt add a help command. the description of the slack channel has the commands. i will soon add help command and rn its only private and working in the channel whihc you can access by clicking try project...
|
1792817287.2482512
|
1792903687.2482512
|
|
64159
|
Soft drift godot game by @Shebas6 | Stardance
|
Shebas6
|
1
|
8.0
|
48
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T12:15:58Z", "hours": 8.0, "multiplier": 6.31, "payout": 48, "blessing": "neutral", "text": "This game is a project I’ve wanted to work on for a long time. Development went smoothly, but exporting it was a major headache; I had used some textures that didn’t export correctly, which caused a lot of trouble. Still, I really enjoyed the process and am happy with everything I’ve learned.", "repo": "https://github.com/miquelsblanchm12-png/Soft-Drift-", "demo": "https://shebas6.itch.io/soft-drift"}]...
|
[{"post_id": 73954, "ts": "202 [{"post_id": 73954, "ts": "2026-09-26T12:08:55Z", "hours": 2.2794, "text": "Devlog 07 – I’ve been working on the menu and adding music and sound effects! It’s been a challenging project; I have to admit I used AI a bit for debugging, but I did most of the work myself. The 3D models aren’t mine, though I can’t remember where I downloaded them from :("}, {"post_id": 72393, "ts": "2026-09-22T20:18:49Z", "hours": 4.2958, "text": "Devlog -06 I added collectible wheels that disappear when the touch them, a wheel counter that shows the collected wheels out of 10, and a 2-minute countdown timer for the game."}, {"post_id": 71876, "ts": "2026-09-21T18:01:56Z", "hours": 0.2636, "text": "Devlog 05- making the game look better, i made a system points and, put inside the game a sky."}, {"post_id": 71418, "ts": "2026-09-20T19:48:08Z", "hours": 0.7767, "text": "Devlog 04- New Project !! :D I’m Making a mini project, is a drift game lowpoly with lo fi music to drift and relax, todeay i make the controls of the car, put a model map and model car and make it drift, i think i woluld fionish this game in 7-8 days, this will be my last Stardance project, i hope i wold get the stardust that i neeed for the t-shirt"}]...
|
Title: Soft drift godot game by @Shebas6 | Stardan Title: Soft drift godot game by @Shebas6 | Stardance
Devlogs:
Devlog 04- New Project !! :D I’m Making a mini project, is a drift game lowpoly with lo fi music to drift and relax, todeay i make the controls of the car, put a model map and model car and make it drift, i think i woluld fionish this game in 7-8 days, this will be my last Stardance project, i hope i wold get the stardust that i neeed for the t-shirt
Devlog 05- making the game look better, i made a system points and, put inside the game a sky.
Devlog -06 I added collectible wheels that disappear when the touch them, a wheel counter that shows the collected wheels out of 10, and a 2-minute countdown timer for the game.
Devlog 07 – I’ve been working on the menu and adding music and sound effects! It’s been a challenging project; I have to admit I used AI a bit for debugging, but I did most of the work myself. The 3D models aren’t mine, though I can’t remember where I downloaded them from :(
Ships:
This game is a project I’ve wanted to work on for a long time. Development went smoothly, but exporting it was a major headache; I had used some textures that didn’t export correctly, which caused a lot of trouble. Still, I really enjoyed the process and am happy with everything I’ve learned....
|
1792814105.5430884
|
1792900505.5430884
|
|
9460
|
Ghostly Party by @foxors | Stardance
|
foxors
|
2
|
14.0
|
187
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T12:13:35Z", "hours": 6.0, "multiplier": 13.49, "payout": 80, "blessing": "neutral", "text": "A game written in html, css and js where you have to find a specific ghost in a picture with the fewest clicks and time as possible. The hardest thing was and still is for me the challenge to support a wide variate of browsers. Some don’t have an API point some do but only limited for privacy stuff etc. and some i can’t test because i don’t own a Mac nor a iPhone. Hope you will enjoy my small little game.", "repo": "https://codeberg.org/Foxors/Ghostly-party", "demo": "https://ghost.foxors.de"}, {"ship_num": 2, "ts": "2026-07-02T18:21:34Z", "hours": 8.0, "multiplier": 13.04, "payout": 107, "blessing": "neutral", "text": "I made a smoll random generated search picture game with GHOOOOSTs. Not creepy ghosts, just funny ghosts. I made it in pure HTML, CSS and JS fashion. Each time you play you will need to find a new specific ghost amongst others in a living room. When you find them you get shown how long you took and how many times you miss-clicked. The hardest part was to write the code to place the ghosts randomly without stacking on one another, while still guaranteeing that at least a few ghosts are always there. To not make it too hard or too easy. That you have to memorize the ghost you search, is by the way not a bug or a lack of testing. I thought it would be more fun if you had to memorize the ghost you search for while playing.", "repo": "https://codeberg.org/Foxors/Ghostly-party", "demo": "https://ghost.foxors.de"}]...
|
[{"post_id": 73952, "ts": "202 [{"post_id": 73952, "ts": "2026-09-26T12:05:09Z", "hours": 1.7142, "text": "Ready for ship 2 I fixed some minor issues and added a scoreboard at the end of each run. I also tried to make it more performant with small success. In this ship i have most of the feedback, from first ship, implemented and hope it is a better game now. I will probably stop with this ship for the time because i got my Minestom mini game server project right now which i need to finish."}, {"post_id": 28202, "ts": "2026-07-14T10:41:48Z", "hours": 4.2353, "text": "I am not finished yet First of all thanks to the feedback from some. It gave me a bit more motivation to work more on this project. Somebody bothered the loading timer after each round and guess what i also didn’t like that. So I fixed it. The cause was that each time a ghost was placed onto the canvas a new HTML image tag would have to be created, source set to the ghost image URL and than the script had to wait for the browser to load the image and only afterward it could place it onto the canvas. I fixed that by loading each image at the start of website loading. This way I already have all images loaded and only need to print them to the canvas no waiting needed. There was also this major randomness error. If you remember from an older post I did some random generator thing which makes it impossible to spawn too few ghosts while still allowing random positions on a mask without too much hugging each other. What i did not notice back then because of the mask, that if the mask isn’t applied the ghosts form a straight line from top left to bottom right. And guess what the error was: if (delta(g.x, x) < ghostSize / 2 || delta(g.y, y) < ghostSize / 2) vs if (delta(g.x, x) < ghostSize / 2 && delta(g.y, y) < ghostSize / 2) . I used and OR instead of and AND logic operator. It took me 30 mins to figure out :( Another person mentioned they had a optimization warning in their console. I did not had such a warning because I use Firefox personally. I also test on chromium but i don’t look into logs there, how ever now i did. The Dev tools of chromium really improved a lot, but i am still going to use Firefox as main browser. Well, I fixed all warnings chromium gave me. The context of a HTML canvas has an optimization flag in case you request data from it frequent what i do. I just had do set this option to true. Also the drawing part of the ghosts is now not blocking the main thread entirely with timeout calling the same function which acts like a for loop to distribute work over time. Otherwise the website would freeze for a second because printing images to a canvas is very sloww for some reason I don’t want to get into now. For the loading part i threw a bit CSS and HTML together making up a progress bar and added some random phrases so users don’t get bored. Furthermore instead of creating new HTML tags each scene change the code now already has them in the HTML code loaded but changes their visibility. In theory this should improve performance because the browser doesn’t have to create new elements each time."}, {"post_id": 20953, "ts": "2026-07-02T18:03:37Z", "hours": 1.3144, "text": "Last small improvements on my ghost game 👻 Code I reorganized parts of the code to make it, hopefully, more readable. Permission problems I have a browser with a bit more strict rules that broke my game. For that i made a check if the browser lies about color values of pixel and if that happens, we tell the user to please give us the permission. Canvas sizing Now after every try, of the game, the canvas resizes instead of only when reloading the page completely. What could be added? I had some ideas for what could be next. But i want to have a shipped project + move on with other projects. So i only list them here because i thought they are interesting. A seed calculated randomness generator to play against friends with same picture. More options of backgrounds and ghosts. Different ghost sizes. Different art styles. Dark mode."}, {"post_id": 19470, "ts": "2026-06-30T20:00:04Z", "hours": 0.6408, "text": "👀 Now you can actually play Ghostly party on the web I only did minor improvements today. In earlier versions of the game ghosts started plopping up on the canvas after one another and the worst part was that the ghost you should search for was always the first one because the browsers would use the cached version of the ghost, which obviously was way faster. To fix that i added a small loading screen which hides the canvas and makes a circle spin, in an CSS animation, until the canvas was finished drawing all the ghosts. There was also a dumb bug where i miscalculated the time the player took for a round I calculated Math.round(deltaTime / 60 * 100) / 100) when it should be Math.round(deltaTime / 60 * 10) / 100) . There was only one 0 too much. :[ Sometimes there are just those dumb bugs… I also finally deployed the game onto a web server, where it can now be played. https://ghost.foxors.de However before shipping i will try to find some bugs and add some icons and others stuff and generally try to polish up and tie loose ends together. Have a great day! or night or noon or whatever timezone you are in… :)"}, {"post_id": 18270, "ts": "2026-06-29T11:16:55Z", "hours": 1.4056, "text": "Hello, everybody! Today i fixed the width and height of the canvas. So that when you have a large screen you get a large canvas and if you have a smoll screen you get a smoll canvas. (Dynamic canvas size) I also fixed an issue where you couldn’t click the ghosts after scrolling, by taking scroll distance into account of the win condition check. I also made, just for fun, that when you find the right ghost and click on it. You get a zoomed in (cropped) image of them in the picture. Next thing would be to release it on my website…"}, {"post_id": 17051, "ts": "2026-06-27T17:59:26Z", "hours": 1.6925, "text": "I managed to implement the background. But wait! There are actually 2 backgrounds. One is a mask that masks specific areas, where ghosts are allowed to appear and the other one is the actual background with coloring. This should prevent ghosts from appearing at completely random nonsensical spots. I also programmed in that ghosts respect each other and spawn in some distance from one another, to not make it too crowded. But this created a new problem. The pseudo randomness is… well random. So there is a slight chance the ghost you need to find doesn’t even appear because you had bad luck. Furthermore many ghosts don’t appear. The script tries to spawn 50 total ghosts, in case one fails it will retry finding a position for that ghost 100 times before giving up and not spawning it. And out of the 50 only 10 manage to actually spawn. I will have to look into another solution to finding the random positions."}, {"post_id": 16932, "ts": "2026-06-27T14:23:01Z", "hours": 3.1883, "text": "I got many many drawings of a variety of ghosts from a relative and they remembered me of picture books where you would have to search a person or object among many in it. So i started programming a small website where you have to do exactly that. After showing it to the person who made the ghosts, they made more ghosts and a background. Now i will have to implement that :) For this to work i rewrote the entire thing with a canvas instead of plain images moved with transformation style sheet which makes it possible to implement the background. While I tried to I noticed that it was a bit scuffed working with images in canvas because you have to: Make a HTML image Let the browser load it And only afterwards you can put it on the canvas. But i still managed to pull it off."}]...
|
Title: Ghostly Party by @foxors | Stardance
Devlo Title: Ghostly Party by @foxors | Stardance
Devlogs:
I got many many drawings of a variety of ghosts from a relative and they remembered me of picture books where you would have to search a person or object among many in it. So i started programming a small website where you have to do exactly that. After showing it to the person who made the ghosts, they made more ghosts and a background. Now i will have to implement that :) For this to work i rewrote the entire thing with a canvas instead of plain images moved with transformation style sheet which makes it possible to implement the background. While I tried to I noticed that it was a bit scuffed working with images in canvas because you have to: Make a HTML image Let the browser load it And only afterwards you can put it on the canvas. But i still managed to pull it off.
I managed to implement the background. But wait! There are actually 2 backgrounds. One is a mask that masks specific areas, where ghosts are allowed to appear and the other one is the actual background with coloring. This should prevent ghosts from appearing at completely random nonsensical spots. I also programmed in that ghosts respect each other and spawn in some distance from one another, to not make it too crowded. But this created a new problem. The pseudo randomness is… well random. So there is a slight chance the ghost you need to find doesn’t even appear because you had bad luck. Furthermore many ghosts don’t appear. The script tries to spawn 50 total ghosts, in case one fails it will retry finding a position for that ghost 100 times before giving up and not spawning it. And out of the 50 only 10 manage to actually spawn. I will have to look into another solution to finding the random positions.
Hello, everybody! Today i fixed the width and height of the canvas. So that when you have a large screen you get a large canvas and if you have a smoll screen you get a smoll canvas. (Dynamic canvas size) I also fixed an issue where you couldn’t click the ghosts after scrolling, by taking scroll distance into account of the win condition check. I also made, just for fun, that when you find the right ghost and click on it. You get a zoomed in (cropped) image of them in the picture. Next thing would be to release it on my website…
👀 Now you can actually play Ghostly party on the web I only did minor improvements today. In earlier versions of the game ghosts started plopping up on the canvas after one another and the worst part was that the ghost you should search for was always the first one because the browsers would use the cached version of the ghost, which obviously was way faster. To fix that i added a small loading screen which hides the canvas and makes a circle spin, in an CSS animation, until the canvas was finished drawing all the ghosts. There was also a dumb bug where i miscalculated the time the player took for a round I calculated Math.round(deltaTime / 60 * 100) / 100) when it should be Math.round(deltaTime / 60 * 10) / 100) . There was only one 0 too much. :[ Sometimes there are just those dumb bugs… I also finally deployed the game onto a web server, where it can now be played. https://ghost.foxors.de However before shipping i will try to find some bugs and add some icons and others stuff and generally try to polish up and tie loose ends together. Have a great day! or night or noon or whatever timezone you are in… :)
Last small improvements on my ghost game 👻 Code I reorganized parts of the code to make it, hopefully, more readable. Permission problems I have a browser with a bit more strict rules that broke my game. For that i made a check if the browser lies about color values of pixel and if that happens, we tell the user to please give us the permission. Canvas sizing Now after every try, of the game, the canvas resizes instead of only when reloading the page completely. What could be added? I had some ideas for what could be next. But i want to have a shipped project + move on with other projects. So i only list them here because i thought they are interesting. A seed calculated randomness generator to play against friends with same picture. More options of backgrounds and ghosts. Different ghost sizes. Different art styles. Dark mode.
I am not finished yet First of all thanks to the feedback from some. It gave me a bit more motivation to work more on this project. Somebody bothered the loading timer after each round and guess what i also didn’t like that. So I fixed it. The cause was that each time a ghost was placed onto the canvas a new HTML image tag would have to be created, source set to the ghost image URL and than the script had to wait for the browser to load the image and only afterward it could place it onto the canvas. I fixed that by loading each image at the start of website loading. This way I already have all images loaded and only need to print them to the canvas no waiting needed. There was also this major randomness error. If you remember from an older post I did some random generator thing which makes it impossible to spawn too few ghosts while still allowing random positions on a mask without too much hugging each other. What i did not notice back then because of the mask, that if the mask isn’t applied the ghosts form a straight line from top left to bottom right. And guess what the error was: if (delta(g.x, x) < ghostSize / 2 || delta(g.y, y) < ghostSize / 2) vs if (delta(g.x, x) < ghostSize / 2 && delta(g.y, y) < ghostSize / 2) . I used and OR instead of and AND logic operator. It took me 30 mins to figure out :( Another person mentioned they had a optimization warning in their console. I did not had such a warning because I use Firefox personally. I also test on chromium but i don’t look into logs there, how ever now i did. The Dev tools of chromium really improved a lot, but i am still going to use Firefox as main browser. Well, I fixed all warnings chromium gave me. The context of a HTML canvas has an optimization flag in case you request data from it frequent what i do. I just had do set this option to true. Also the drawing part of the ghosts is now not blocking the main thread entirely with timeout calling the same function which acts like a for loop to distribute work over time. Otherwise the website would freeze for a second because printing images to a canvas is very sloww for some reason I don’t want to get into now. For the loading part i threw a bit CSS and HTML together making up a progress bar and added some random phrases so users don’t get bored. Furthermore instead of creating new HTML tags each scene change the code now already has them in the HTML code loaded but changes their visibility. In theory this should improve performance because the browser doesn’t have to create new elements each time.
Ready for ship 2 I fixed some minor issues and added a scoreboard at the end of each run. I also tried to make it more performant with small success. In this ship i have most of the feedback, from first ship, implemented and hope it is a better game now. I will probably stop with this ship for the time because i got my Minestom mini game server project right now which i need to finish.
Ships:
I made a smoll random generated search picture game with GHOOOOSTs. Not creepy ghosts, just funny ghosts. I made it in pure HTML, CSS and JS fashion. Each time you play you will need to find a new specific ghost amongst others in a living room. When you find them you get shown how long you took and how many times you miss-clicked. The hardest part was to write the code to place the ghosts randomly without stacking on one another, while still guaranteeing that at least a few ghosts are always there. To not make it too hard or too easy. That you have to memorize the ghost you search, is by the way not a bug or a lack of testing. I thought it would be more fun if you had to memorize the ghost you search for while playing.
A game written in html, css and js where you have to find a specific ghost in a picture with the fewest clicks and time as possible. The hardest thing was and still is for me the challenge to support a wide variate of browsers. Some don’t have an API point some do but only limited for privacy stuff etc. and some i can’t test because i don’t own a Mac nor a iPhone. Hope you will enjoy my small little game....
|
1792824887.4435518
|
1792911287.4435518
|
|
63817
|
DZIP by @SpaceYatri | Stardance
|
SpaceYatri
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T12:02:58Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? DZIP (Distraction Zipper) — a Chrome extension with three main quality-of-life features: Focus mode — a one-click toggle that automatically appears on every page. You add your tasks and start a focused session. Task-Locked exit — you can’t leave Focus mode until all your tasks are checked off, along with typed proof of what you actually did. So there’s no “I’ll just check one thing real quick.” Persistent zips — a hover-and-click picker that lets you hide distracting elements from a webpage. The hidden elements stay hidden even after refreshing the page, and they are saved separately for each website. I also added a bonus feature outside the original scope: Isolate mode . You can click on one element, like a video or an article, and everything else on the page gets hidden so you can focus only on that. What was challenging? The hardest part was getting the UI to work properly without fighting with the webpage it was injected into. At first, typing a space in the task input would actually pause background videos because my keyboard inputs were bubbling up to the website’s own shortcuts. I had to isolate the whole DZIP UI using Shadow DOM and stop event propagation on the inputs. Making the zips stay after a reload was also pretty tricky. I generate a CSS selector path for each hidden element and then apply those selectors again when the page loads. It works pretty well, but it can still break on websites that use dynamically generated class names. What am I proud of? Definitely the Task-Locked exit . Most focus extensions just hide distracting stuff, but I wanted DZIP to actually make you commit to the task. Before leaving Focus mode, you have to finish everything and write down what you actually did. That was the part that made DZIP feel like more than just another decluttering extension, and it’s also something I can see myself actually using regularly. What should people know so they can test it? It’s currently an unpacked Chrome extension. Go to: chrome://extensions → enable Developer mode → Load unpacked After loading it: Click the floating button in the top-right corner to start Focus mode. Try adding a task with spaces in it while a video is playing in the background. This was one of the bugs I had to fix. Try exiting Focus mode before completing your tasks. It should keep you locked in. Try Isolate on a page with a video or article and see how it hides everything else.", "repo": "https://github.com/himaldawadi11-sys/DZIP", "demo": "https://github.com/himaldawadi11-sys/DZIP/releases/tag/v0.3.0"}]...
|
[{"post_id": 73887, "ts": "202 [{"post_id": 73887, "ts": "2026-09-26T07:59:19Z", "hours": 2.1981, "text": "DZIP — Devlog #2 Picked up where the picker/zip tool left off. Realized hover-and-click hiding wasn’t the right main interaction for a focus tool. So DZIP now centers on Focus mode instead, with the original zip picker demoted to a secondary tool inside it. What’s new: Focus mode: a floating toggle button now injects itself automatically on every page (top-right). Click it to start a session: list your tasks, and you’re locked in. Task-Locked exit : you can’t leave Focus mode until every task is checked off with typed proof of what you actually did. No more “just checking one thing” and never coming back. Persistent zips : the original picker tool (hover to highlight, click to hide, Esc to cancel) now saves what you’ve hidden per-site, so it survives page reloads instead of resetting every time. Isolate mode (new idea, wasn’t in the original plan) :click one element (a video, an article) and everything else on the page gets hidden, leaving just that. More aggressive than zipping individual distractions one at a time."}, {"post_id": 73844, "ts": "2026-09-26T04:49:48Z", "hours": 8.9769, "text": "DZIP Devlog #1: Distraction Zipper The mission: Build a quality-of-life Chrome extension that remove the friction from focusing. Not just a another app but something that gives you real tools to clear distraction and hold on yourself. Built a picker tool first; hover to highlight any page element. Click to zip it behind an “unzip” bar."}]...
|
Title: DZIP by @SpaceYatri | Stardance
Devlogs:
D Title: DZIP by @SpaceYatri | Stardance
Devlogs:
DZIP Devlog #1: Distraction Zipper The mission: Build a quality-of-life Chrome extension that remove the friction from focusing. Not just a another app but something that gives you real tools to clear distraction and hold on yourself. Built a picker tool first; hover to highlight any page element. Click to zip it behind an “unzip” bar.
DZIP — Devlog #2 Picked up where the picker/zip tool left off. Realized hover-and-click hiding wasn’t the right main interaction for a focus tool. So DZIP now centers on Focus mode instead, with the original zip picker demoted to a secondary tool inside it. What’s new: Focus mode: a floating toggle button now injects itself automatically on every page (top-right). Click it to start a session: list your tasks, and you’re locked in. Task-Locked exit : you can’t leave Focus mode until every task is checked off with typed proof of what you actually did. No more “just checking one thing” and never coming back. Persistent zips : the original picker tool (hover to highlight, click to hide, Esc to cancel) now saves what you’ve hidden per-site, so it survives page reloads instead of resetting every time. Isolate mode (new idea, wasn’t in the original plan) :click one element (a video, an article) and everything else on the page gets hidden, leaving just that. More aggressive than zipping individual distractions one at a time.
Ships:
What did you make? DZIP (Distraction Zipper) — a Chrome extension with three main quality-of-life features: Focus mode — a one-click toggle that automatically appears on every page. You add your tasks and start a focused session. Task-Locked exit — you can’t leave Focus mode until all your tasks are checked off, along with typed proof of what you actually did. So there’s no “I’ll just check one thing real quick.” Persistent zips — a hover-and-click picker that lets you hide distracting elements from a webpage. The hidden elements stay hidden even after refreshing the page, and they are saved separately for each website. I also added a bonus feature outside the original scope: Isolate mode . You can click on one element, like a video or an article, and everything else on the page gets hidden so you can focus only on that. What was challenging? The hardest part was getting the UI to work properly without fighting with the webpage it was injected into. At first, typing a space in the task input would actually pause background videos because my keyboard inputs were bubbling up to the website’s own shortcuts. I had to isolate the whole DZIP UI using Shadow DOM and stop event propagation on the inputs. Making the zips stay after a reload was also pretty tricky. I generate a CSS selector path for each hidden element and then apply those selectors again when the page loads. It works pretty well, but it can still break on websites that use dynamically generated class names. What am I proud of? Definitely the Task-Locked exit . Most focus extensions just hide distracting stuff, but I wanted DZIP to actually make you commit to the task. Before leaving Focus mode, you have to finish everything and write down what you actually did. That was the part that made DZIP feel like more than just another decluttering extension, and it’s also something I can see myself actually using regularly. What should people know so they can test it? It’s currently an unpacked Chrome extension. Go to: chrome://extensions → enable Developer mode → Load unpacked After loading it: Click the floating button in the top-right corner to start Focus mode. Try adding a task with spaces in it while a video is playing in the background. This was one of the bugs I had to fix. Try exiting Focus mode before completing your tasks. It should keep you locked in. Try Isolate on a page with a video or article and see how it hides everything else....
|
1792814075.980904
|
1792900475.980904
|
|
60613
|
NOVA - OS by @NamasyuChallagarige | Stardance
|
NamasyuChallagarige
|
2
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T11:32:31Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made NOVA-OS , an operationg system with clock , calculator , about , notes features . Making them draggable was the most difficult part of this project . However I managed to it with different sources and examples . Finally i completed the project", "repo": "https://github.com/namasyuch/NOVA-OS-v2", "demo": "https://namasyuch.github.io/NOVA-OS-v2/"}, {"ship_num": 2, "ts": "2026-09-10T14:25:16Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made NOVA OS, a web-based operating system built with HTML, CSS and JavaScript. It has a custom desktop, draggable windows, desktop icons, a dock, live clock/date, Notes, Calculator, Focus Timer, Projects, notifications, and dark/light mode. I also added a Notes system using localStorage so notes stay saved after refreshing the page. The most challenging part was getting the window system to work properly. I had to make windows open and close, move around by dragging their headers, and come to the front when clicked. Making all the different apps work together without making the project unnecessarily complicated was also challenging. I’m proud that I turned a basic idea into a working OS-like website with multiple apps and interactions. I also like that the final design is my own instead of just copying the guide. Adding the saved Notes feature was something I specifically wanted to make different from the basic version. No password or account is needed. Open the Demo URL and try the desktop icons or the dock to launch the apps. Try dragging the windows around, opening multiple windows, using the Calculator and Focus Timer, switching between light and dark mode, and creating a note. Notes can be saved and will remain after refreshing the page. The × button closes windows, and pressing Escape closes open windows.", "repo": "https://github.com/namasyuch/NOVA-OS-v2", "demo": "https://namasyuch.github.io/NOVA-OS-v2/"}]...
|
[{"post_id": 67340, "ts": "202 [{"post_id": 67340, "ts": "2026-09-13T12:42:02Z", "hours": 0.2892, "text": "Devlog 1 — Starting NOVA OS. Today I started my WebOS 1 project again from scratch.My first version became too complicated, so this time I wanted to keep it simple and actually understand the code I write.I started with a basic desktop and added three apps: Notes, About and Calculator. The windows can open and close, but I still need to add dragging and more features.For now I’m focusing on getting the basic structure working before making it look better."}, {"post_id": 65716, "ts": "2026-09-11T01:49:53Z", "hours": 0.7289, "text": "The reviewer said to reduce the use of ai , so i decided to preserve the main features and also code for it instead of using high ai"}, {"post_id": 65374, "ts": "2026-09-10T13:56:01Z", "hours": 0.2569, "text": "Started working on my WebOS 1 project — NOVA OS. I wanted to make my own small web OS instead of just copying the guide, so I started building the desktop and then added the basic window system.Right now I have 1) draggable windows 2) desktop icons 3)a docklive time/date 4) notes 5) calculator 6) focus timer 7) projects section 8) dark/light mode The Notes app also saves notes using localStorage, which was one of the extra features I wanted to add. The hardest part was probably getting the windows and dragging to work properly without making the code unnecessarily complicated."}]...
|
Title: NOVA - OS by @NamasyuChallagarige | Stardan Title: NOVA - OS by @NamasyuChallagarige | Stardance
Devlogs:
Started working on my WebOS 1 project — NOVA OS. I wanted to make my own small web OS instead of just copying the guide, so I started building the desktop and then added the basic window system.Right now I have 1) draggable windows 2) desktop icons 3)a docklive time/date 4) notes 5) calculator 6) focus timer 7) projects section 8) dark/light mode The Notes app also saves notes using localStorage, which was one of the extra features I wanted to add. The hardest part was probably getting the windows and dragging to work properly without making the code unnecessarily complicated.
The reviewer said to reduce the use of ai , so i decided to preserve the main features and also code for it instead of using high ai
Devlog 1 — Starting NOVA OS. Today I started my WebOS 1 project again from scratch.My first version became too complicated, so this time I wanted to keep it simple and actually understand the code I write.I started with a basic desktop and added three apps: Notes, About and Calculator. The windows can open and close, but I still need to add dragging and more features.For now I’m focusing on getting the basic structure working before making it look better.
Ships:
I made NOVA OS, a web-based operating system built with HTML, CSS and JavaScript. It has a custom desktop, draggable windows, desktop icons, a dock, live clock/date, Notes, Calculator, Focus Timer, Projects, notifications, and dark/light mode. I also added a Notes system using localStorage so notes stay saved after refreshing the page. The most challenging part was getting the window system to work properly. I had to make windows open and close, move around by dragging their headers, and come to the front when clicked. Making all the different apps work together without making the project unnecessarily complicated was also challenging. I’m proud that I turned a basic idea into a working OS-like website with multiple apps and interactions. I also like that the final design is my own instead of just copying the guide. Adding the saved Notes feature was something I specifically wanted to make different from the basic version. No password or account is needed. Open the Demo URL and try the desktop icons or the dock to launch the apps. Try dragging the windows around, opening multiple windows, using the Calculator and Focus Timer, switching between light and dark mode, and creating a note. Notes can be saved and will remain after refreshing the page. The × button closes windows, and pressing Escape closes open windows.
I made NOVA-OS , an operationg system with clock , calculator , about , notes features . Making them draggable was the most difficult part of this project . However I managed to it with different sources and examples . Finally i completed the project...
|
1792813745.4102092
|
1792900145.4102092
|
|
14881
|
friendos by @shs | Stardance
|
shs
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T11:29:52Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I tried not to copy the guide and I used new methods to solve my problems when i couldent understand the guide and it needed a lot of googling and when I got stuck I had to use claude. I added craftmine which is a platformer which was made by @TerribleGames123 I would have used my own thing but scratch decided to lock me out of my account. I have added a picture of the homepage. My pages can go on top of another and go away and open off the good stuff 😁", "repo": "https://github.com/SHSplas/FriendOS", "demo": "https://shsplas.github.io"}]...
|
[{"post_id": 73924, "ts": "202 [{"post_id": 73924, "ts": "2026-09-26T10:37:16Z", "hours": 2.2356, "text": "i just finished making my second app craftMine its a platformer and ive also made notes more functional and finally finished my first project"}, {"post_id": 73699, "ts": "2026-09-25T18:48:16Z", "hours": 2.6133, "text": "i made my first app"}, {"post_id": 73516, "ts": "2026-09-25T09:14:01Z", "hours": 4.4669, "text": "i added the option to close windows and open them this is my homepage background"}]...
|
Title: friendos by @shs | Stardance
Devlogs:
i ad Title: friendos by @shs | Stardance
Devlogs:
i added the option to close windows and open them this is my homepage background
i made my first app
i just finished making my second app craftMine its a platformer and ive also made notes more functional and finally finished my first project
Ships:
I tried not to copy the guide and I used new methods to solve my problems when i couldent understand the guide and it needed a lot of googling and when I got stuck I had to use claude. I added craftmine which is a platformer which was made by @TerribleGames123 I would have used my own thing but scratch decided to lock me out of my account. I have added a picture of the homepage. My pages can go on top of another and go away and open off the good stuff 😁...
|
1792853341.1698546
|
1792939741.1698546
|
|
65179
|
My own site! by @nikitatep3 | Stardance
|
nikitatep3
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T11:29:28Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i did an intreduction site about myself", "repo": "https://github.com/nikitatep5-gif/my-portfolio", "demo": "http://nikitatep5-gif.github.io/my-portfolio/#projects"}]...
|
[{"post_id": 73938, "ts": "202 [{"post_id": 73938, "ts": "2026-09-26T11:26:54Z", "hours": 0.2958, "text": "made a fun intreduction site od myself"}]...
|
Title: My own site! by @nikitatep3 | Stardance
De Title: My own site! by @nikitatep3 | Stardance
Devlogs:
made a fun intreduction site od myself
Ships:
i did an intreduction site about myself...
|
1792814210.9391136
|
1792900610.9391136
|
|
58158
|
My personal site by @IcedThrower_95 | Stardance
|
IcedThrower_95
|
2
|
14.0
|
96
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T10:19:01Z", "hours": 11.0, "multiplier": 8.57, "payout": 96, "blessing": "neutral", "text": "I redesigned my personal Portfolio website for myself. I have made some pretty good upgrades I first went over to the projects section and added scrolling using GSAP and Lenis to add some nice animations for these, I found the right inspiration from this website to develop this : https://www.epic.net/en/ . Second, to develop the starting loading animation, I referred to a few sites on https://www.awwwards.com/awwwards/collections/loading-page/ , took some code and gave it my twist. I also changed the fonts to Inter for the home page. -Once again i was struggling with the css for the home page. At last I am so happy with the way it turned out.", "repo": "https://github.com/IcedThrower95/mokii.dev_Portfolio", "demo": "https://icedthrower95.github.io/mokii.dev_Portfolio/"}, {"ship_num": 2, "ts": "2026-09-06T13:05:35Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made personal Portfolio website for myself.Getting creative the CSS elements was a bit challenging.I am proud that i was able to pull of such a good one in such less time.I actually spent a lot of time learning what are the styles and effects available.", "repo": "https://github.com/IcedThrower95/mokii.dev_Portfolio", "demo": "https://icedthrower95.github.io/mokii.dev_Portfolio/"}]...
|
[{"post_id": 73919, "ts": "202 [{"post_id": 73919, "ts": "2026-09-26T09:58:10Z", "hours": 2.5556, "text": "finally I am finished with the redesign of the webiste,i am so happy with the way it turned out at last. today i spent my time fixing the messy scroll animations everything was so wrong in the projects page and also i made the letter in “Projects” to jump to add a nice fun element to the page and finally I finished the scrollign part of the home page and added a small terminal window to give it a developer vibe, showcasing my current projects and at last I added the text “Lets Build What’s Next”, also added links to my socials and my email"}, {"post_id": 73200, "ts": "2026-09-24T16:22:06Z", "hours": 8.6325, "text": "over the past two days i have been working on redeveloping my portfolio site. I have made some pretty good upgrades i can, first i went over to the projects section. I added scrolling animations using GSAP and Lenis to add some nice animations; I found the right inspiration from this websiteto develop this : https://www.epic.net/en/ . Second, I developed the starting loading animation, I referred to a few sites on https://www.awwwards.com/awwwards/collections/loading-page/ , and I also changed the fonts to better ones. Let me know how is it."}, {"post_id": 62894, "ts": "2026-09-06T12:55:21Z", "hours": 1.6611, "text": "Built on my own from scratch, initially using AI to learn about new effects and taking it’s code and then modifying it to my usecase,the F1-themed idea initially struck me and i decided to use its wallpaper across the site and I made several iterations of the layout variations before settling on the final one. Additionally, added glassmorphism UI with Petronas Teal accents, and an interactive landing hero section. Rebuilt the hobbies page as an extreme expanding flex-gallery, showcasing my activities, and turned the start-up and robotics sections into a 3D-flip card grid. Furthermore, I debugged the layout issues using AI and unified the look and feel and published the site on GitHub Pages."}, {"post_id": 62203, "ts": "2026-09-05T13:51:21Z", "hours": 1.6433, "text": "I just started working on my personal site and added custom Mercedes F1 background, Petronas Teal accents, and a blue hover glow. I also rebuilt the project flip-cards and fixed the navigation bar layout"}]...
|
Title: My personal site by @IcedThrower_95 | Stard Title: My personal site by @IcedThrower_95 | Stardance
Devlogs:
I just started working on my personal site and added custom Mercedes F1 background, Petronas Teal accents, and a blue hover glow. I also rebuilt the project flip-cards and fixed the navigation bar layout
Built on my own from scratch, initially using AI to learn about new effects and taking it’s code and then modifying it to my usecase,the F1-themed idea initially struck me and i decided to use its wallpaper across the site and I made several iterations of the layout variations before settling on the final one. Additionally, added glassmorphism UI with Petronas Teal accents, and an interactive landing hero section. Rebuilt the hobbies page as an extreme expanding flex-gallery, showcasing my activities, and turned the start-up and robotics sections into a 3D-flip card grid. Furthermore, I debugged the layout issues using AI and unified the look and feel and published the site on GitHub Pages.
over the past two days i have been working on redeveloping my portfolio site. I have made some pretty good upgrades i can, first i went over to the projects section. I added scrolling animations using GSAP and Lenis to add some nice animations; I found the right inspiration from this websiteto develop this : https://www.epic.net/en/ . Second, I developed the starting loading animation, I referred to a few sites on https://www.awwwards.com/awwwards/collections/loading-page/ , and I also changed the fonts to better ones. Let me know how is it.
finally I am finished with the redesign of the webiste,i am so happy with the way it turned out at last. today i spent my time fixing the messy scroll animations everything was so wrong in the projects page and also i made the letter in “Projects” to jump to add a nice fun element to the page and finally I finished the scrollign part of the home page and added a small terminal window to give it a developer vibe, showcasing my current projects and at last I added the text “Lets Build What’s Next”, also added links to my socials and my email
Ships:
I made personal Portfolio website for myself.Getting creative the CSS elements was a bit challenging.I am proud that i was able to pull of such a good one in such less time.I actually spent a lot of time learning what are the styles and effects available.
I redesigned my personal Portfolio website for myself. I have made some pretty good upgrades I first went over to the projects section and added scrolling using GSAP and Lenis to add some nice animations for these, I found the right inspiration from this website to develop this : https://www.epic.net/en/ . Second, to develop the starting loading animation, I referred to a few sites on https://www.awwwards.com/awwwards/collections/loading-page/ , took some code and gave it my twist. I also changed the fonts to Inter for the home page. -Once again i was struggling with the css for the home page. At last I am so happy with the way it turned out....
|
1792850074.8314476
|
1792936474.8314476
|
|
62834
|
My own site! by @varaddixit0 | Stardance
|
varaddixit0
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T09:22:32Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My first personal website is live! 🎉 It’s a simple page about me, my interests, and what I’m building. I went with a dark background and mint-green accents, with separate cards for each section and a small navigation menu. This was my first time putting together a website with HTML and CSS and uploading it to GitHub. Seeing it open from a real website link instead of a file on my computer was pretty exciting. It’s a small start, but I’m happy to have something online!", "repo": "https://github.com/varaddixit10-source/my-personal-site", "demo": "https://varaddixit10-source.github.io/my-personal-site/"}]...
|
[{"post_id": 73904, "ts": "202 [{"post_id": 73904, "ts": "2026-09-26T09:19:45Z", "hours": 0.8628, "text": "Giving my website some style 🎨Today I worked on style.css to change how my personal website looks. I added a dark background, mint-green headings, and rounded cards for the About Me, My Interests, and Projects sections.I also styled the navigation links with hover effects and added spacing to make the text easier to read. The stylesheet includes adjustments for smaller screens and a visible outline when navigating links with the keyboard.I’m learning how CSS selectors apply styles to different elements and how padding and margins affect the layout. Seeing the HTML page turn into a styled website helped me connect the code to the result."}, {"post_id": 73860, "ts": "2026-09-26T06:31:26Z", "hours": 0.2889, "text": "My first personal website — HTML and CSS basicsToday I started building my personal website! I created index.html and style.css, connected them, and added three sections: About Me, My Interests, and What I’m Building.I used CSS to give the page a dark background, change the text colours, and make the sections look like cards with spacing and rounded corners.I practised using headings, paragraphs, and lists in HTML, and tried CSS properties for colours and spacing.AI assistance: ChatGPT provided starter code and explained what it does. I typed the code into VS Code and used those explanations to work through the page.Next, I want to personalise the design and content more, check how it looks on a smaller screen, and learn how to publish it online."}]...
|
Title: My own site! by @varaddixit0 | Stardance
D Title: My own site! by @varaddixit0 | Stardance
Devlogs:
My first personal website — HTML and CSS basicsToday I started building my personal website! I created index.html and style.css, connected them, and added three sections: About Me, My Interests, and What I’m Building.I used CSS to give the page a dark background, change the text colours, and make the sections look like cards with spacing and rounded corners.I practised using headings, paragraphs, and lists in HTML, and tried CSS properties for colours and spacing.AI assistance: ChatGPT provided starter code and explained what it does. I typed the code into VS Code and used those explanations to work through the page.Next, I want to personalise the design and content more, check how it looks on a smaller screen, and learn how to publish it online.
Giving my website some style 🎨Today I worked on style.css to change how my personal website looks. I added a dark background, mint-green headings, and rounded cards for the About Me, My Interests, and Projects sections.I also styled the navigation links with hover effects and added spacing to make the text easier to read. The stylesheet includes adjustments for smaller screens and a visible outline when navigating links with the keyboard.I’m learning how CSS selectors apply styles to different elements and how padding and margins affect the layout. Seeing the HTML page turn into a styled website helped me connect the code to the result.
Ships:
My first personal website is live! 🎉 It’s a simple page about me, my interests, and what I’m building. I went with a dark background and mint-green accents, with separate cards for each section and a small navigation menu. This was my first time putting together a website with HTML and CSS and uploading it to GitHub. Seeing it open from a real website link instead of a file on my computer was pretty exciting. It’s a small start, but I’m happy to have something online!...
|
1792813979.3860018
|
1792900379.3860018
|
|
65699
|
My own site! by @aks_dx | Stardance
|
aks_dx
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T09:04:29Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a webpage of my own using HTML and CSS , and while learning and creating I never thought of HTML to be this good like i though of it as another language but the experience with HTML was good although it woud take time for me to master but the basics made get a thorough interest in it", "repo": "https://github.com/Akshat-62/Personal-Site", "demo": "https://akshat-62.github.io/Personal-Site/"}]...
|
[{"post_id": 73859, "ts": "202 [{"post_id": 73859, "ts": "2026-09-26T06:19:54Z", "hours": 0.7314, "text": "A personal site"}]...
|
Title: My own site! by @aks_dx | Stardance
Devlog Title: My own site! by @aks_dx | Stardance
Devlogs:
A personal site
Ships:
I made a webpage of my own using HTML and CSS , and while learning and creating I never thought of HTML to be this good like i though of it as another language but the experience with HTML was good although it woud take time for me to master but the basics made get a thorough interest in it...
|
1792817264.4396021
|
1792903664.4396021
|
|
56281
|
xX_Shadow_Hunter_Xx by @Asta_does_stuff | Stardanc xX_Shadow_Hunter_Xx by @Asta_does_stuff | Stardance...
|
Asta_does_stuff
|
1
|
34.63
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T08:14:34Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "xX_Shadow_Hunter_Xx is a silly robot name made and designed by me, well for know, the only function it does (for now) is the sound sensor which I won’t showcase in this ship What I want to showcase is the website control pannel Everything you need to know is in the readme file in this projects github repo This is the youtube link for this projects introduction (but sadly I’ve got no time to continue YouTube serously) https://youtu.be/HKpWddRkjdQ?si=jfRWhwc86oJqWMqU", "repo": "https://github.com/aryasatyaardy-cell/xX_Shadow_Hunter_Xx", "demo": ""}]...
|
[{"post_id": 80539, "ts": "202 [{"post_id": 80539, "ts": "2026-10-18T03:47:06Z", "hours": 6.0067, "text": "ALL WORKDDEJIAFIAWNCWANAWUIBVHAHAHAHAH every sensor work but it get too big to handle when i activate 4 of them simoultaneously"}, {"post_id": 79459, "ts": "2026-10-14T03:37:57Z", "hours": 0.785, "text": "Organizing Just putting vibration sensing codes in their designated files"}, {"post_id": 79002, "ts": "2026-10-12T09:40:53Z", "hours": 0.5564, "text": "#YAYA it works"}, {"post_id": 78984, "ts": "2026-10-12T08:00:56Z", "hours": 1.6869, "text": "Codes for vibration sensor"}, {"post_id": 78648, "ts": "2026-10-11T05:08:36Z", "hours": 2.0417, "text": "2 DoF Inverse Kinematics tried it, theoretically works, practically nope"}, {"post_id": 78239, "ts": "2026-10-10T02:45:32Z", "hours": 9.7806, "text": "assembling charger module and gluing all the parts"}, {"post_id": 75880, "ts": "2026-10-01T13:42:26Z", "hours": 0.9022, "text": "idk whats wrong I was trying to code DHT22 (temp) but INMP441 (audio) just suddenly stop working, like, all of the sudden, I’m gonna go back to square one in weekend, and try to build it from beginning…"}, {"post_id": 75807, "ts": "2026-10-01T06:37:25Z", "hours": 2.2919, "text": "Correcting the size of ESP32S3 slot I also added space for INMP441, DHT22, and MQ-135"}, {"post_id": 74739, "ts": "2026-09-28T03:14:47Z", "hours": 1.68, "text": "Configuring sound data to my webb I first added an averaging function but I found that deleting data from x to -x works better in stabilizing data given x = Real number"}, {"post_id": 74485, "ts": "2026-09-27T14:19:46Z", "hours": 0.4442, "text": "Not resolved yet. Soooooooooooo basically I know that its delivering a set of data… empty data…. It’s late now, imma do it tomorrow (no school in monday due to mid-term test has finished for my year lol)"}, {"post_id": 74451, "ts": "2026-09-27T12:18:04Z", "hours": 0.4578, "text": "ERORRRRRRRRRRRRRS"}, {"post_id": 74370, "ts": "2026-09-27T08:13:08Z", "hours": 1.0003, "text": "Configuring the web and it worked! I used my ancient code from old project… I called it ancient because I’ve forgotten how it works"}, {"post_id": 73882, "ts": "2026-09-26T07:51:20Z", "hours": 0.4169, "text": "Collecting and compressing shadow hunter’s body part I know it sounds bizzare, but I want to keep all of its past developement and share it with you guys, as a token of appreacitaion to my old self, to prove him that our CAD skill is improving"}, {"post_id": 73876, "ts": "2026-09-26T07:22:30Z", "hours": 0.6336, "text": "Finished writing readme with all I’ve done for this project"}, {"post_id": 73841, "ts": "2026-09-26T04:40:56Z", "hours": 0.8719, "text": "Web control is finished I will ship this project as now theres something for you guys to try out (I need to write the readme first) I’ve fixed the charts so now they update independantly, but I haven’t make it pretty tho, its red and looks like an error occured all the time lol imma eat my lunch first"}, {"post_id": 73513, "ts": "2026-09-25T08:47:10Z", "hours": 0.6667, "text": "Added a button to download the log Also the button call different function to esp32 (haven’t tested it yet but it’s there)"}, {"post_id": 73367, "ts": "2026-09-25T00:27:00Z", "hours": 0.805, "text": "Lil’ Update Before Exam (yes, its 2 min before todays mid-term exam lol) I added Button flipflop si it change color corresponding to its state for ALL 4 BUTTONS Made it so that when you hover over an important div it zoomed out so its easier to read and make the background more opaque"}, {"post_id": 73116, "ts": "2026-09-24T12:48:25Z", "hours": 1.5989, "text": "I can smell this project being shipped (still a wip tho) I finished adding hologram effect that highlight the when you hover your cursor over, also a button that delete the logged report and its also becomes red when you hover over it!"}, {"post_id": 73051, "ts": "2026-09-24T08:48:54Z", "hours": 1.3989, "text": "Making the web pretty I was devastated that stardance is ending, but glad they extend it by a month, I’m tellin you, I’ll get that 30hrs certificate In the meantime, here’s the updated web interface"}, {"post_id": 72148, "ts": "2026-09-22T10:07:02Z", "hours": 0.7014, "text": "Designing the Web I’m tidying up the website code, and re-designing it (still a sketch for now)"}, {"post_id": 70504, "ts": "2026-09-19T09:11:23Z", "hours": 0.9617, "text": "Minor missalignment fixing and major reinforcement Finished adding reinforcement and added teeth/ridges and increasing the surface area of its toe so it grasp the ground better ^^"}, {"post_id": 70424, "ts": "2026-09-19T05:09:43Z", "hours": 1.0456, "text": "Colouring! Cried my self to sleep last night to relieve my stress! I’m fine now lol I’ve tested the colour my manufacturer can print (like I said on my last devlog) and added some reinforcement to the side and the top body part because I can only make it 3mm height"}, {"post_id": 69641, "ts": "2026-09-17T13:57:28Z", "hours": 0.6864, "text": "Brute fixing V5 I know what’s wrong but I have school stuff in due soon, I’m stressed out, just got back from school trip, I’m going insane, I can’t do this anymore, I wanna give up school altogether, I have remedials to do, assignment to complete, exams next week, I wanna throw up So I’m brute fixing this version after assessing the printed V4 (It’s done and can be tested, only some minor bugs, also ignore the colors, I’m testing it)"}, {"post_id": 67161, "ts": "2026-09-13T07:22:14Z", "hours": 0.7939, "text": "Made a Circuit Plan First picture is the one I’ve worked out on Second pic is the whole circuit plan Third pic is the simplified servo/leg circuit"}, {"post_id": 67132, "ts": "2026-09-13T06:07:25Z", "hours": 0.7392, "text": "Added DHT22 Temperature and Humidity Reading Well, this lines is unable to plot the data to the website hust yet, as I’m just trialing if its actually readable as a bare code with no pretty-ness"}, {"post_id": 66594, "ts": "2026-09-12T13:20:34Z", "hours": 0.8753, "text": "Updating Shadow’s Model So an alternative popped in my head when I was praying for its half a leg mode lol Since folding its calf to its tigh won’t work proportionally as it require the calf to be shorter than the thigh, then I made it close up just like my initial idea but its not 100% folded inside I can see the vision where it’ll be more stable when idle such as in its monitoring/sleeping mode because its wider, and have a larger feet surface area touching the ground But to test this out, means I have to make sure a single leg is functional, so this mode will be tested in some later time In the meantime, I’ll order a print of a single leg to test it directly"}, {"post_id": 66541, "ts": "2026-09-12T11:56:46Z", "hours": 0.3242, "text": "First time using arduino IDE with hackatime This is my first time using Arduino IDE with hackatime and I’m just seeing if its work, also because its my praying time rn lol, also, I relocate files in this timelapse because when I first join stardance, I thought it doesn’t support arduino IDE time track in ubuntu And turns out, hackatime does have an extension for arduino ide in ubuntu, so now I’m relocating the file into ide that had been relocated from ide to vscode I preffer to use arduino ide as I find vscode’s AI being too helpful cus everytime I type, the AI reccomend me lines of codes and I find it hard to sharpen my coding or debugging No hate to vscode users but I just find arduino ide is less helping me and what doesn’t kill you make you stronger right?"}, {"post_id": 66277, "ts": "2026-09-12T00:47:47Z", "hours": 0.3003, "text": "Shadow’s design process before I join stardance! I included spider’s background research and what drive me into making this project :D ──────────────────────────────────────────────── Full document https://canva.link/e4f69aawnli16qy"}, {"post_id": 65989, "ts": "2026-09-11T14:33:12Z", "hours": 1.4019, "text": "Finishing Shadow’s model During simulation (the CAD version), all parts work as intended, and the measurements is right, ill order a 3d print of this model (only one of its leg cus its cheaper) and test it with real servo :D Parts used Body V3.4 Upper body V1.4 Thigh V1.3 Calf V2.1 Hex V1.2"}, {"post_id": 65854, "ts": "2026-09-11T08:50:18Z", "hours": 0.3003, "text": "Shadow Hunter report you can see the update on this link and comment any suggestion! Also, I’m working on a separate docs as the Indonesian version is for an ongoing competition (it is stated that all rights to my work is still mine), and because I don’t want to disturb the competition version with the English one, I separate the docs. Here I attached the proof of working on my Indonesian docs and my translated docs that you can read and comment on! ──────────────────────────────────────────────── Shadow’s report link https://docs.google.com/document/d/1Cm4hbkKl3CnUX5Tc_nzmHTw8mYc46gp4ql9gRl0hm7w/edit?usp=sharing"}, {"post_id": 65367, "ts": "2026-09-10T13:42:38Z", "hours": 1.3903, "text": "Translating Shadow’s report basically, its a detailed explanation of my project (Shadow Hunter) Here’s the list of detailed explanation (still on going) Background Initial idea Purpose and its benefit Limitations Target audience Part & tools that I use Implemented concept Designing and prototyping Testing Documentation It is not fully finished as I prewrite some of this in my own langguage and then translate it to English and also I still need to add some stuff"}, {"post_id": 64824, "ts": "2026-09-09T14:36:05Z", "hours": 0.8414, "text": "Tried to fix the missalignment but it won’t go away, but atleast now i know where’s the error"}, {"post_id": 60007, "ts": "2026-09-02T03:11:32Z", "hours": 1.0306, "text": "First devlog! Since this is my first devlog, i’ll give an update of what this project is, because I’ve started this project a month before stardance, basically, this is for an IoT competition and I wanted to get feedback and share my work with everyone as this is my bigest project yet Initial idea: xX_Shadow_Hunter_Xx or Shadow Hunter is an internet of things (IoT) based data gathering device that is designed to gather environmental data wirelessly in post disastrous areas that are dangerous to approach and have limited energy supply. This project is based on climate disaster mitigation technology, aimed towards post-earthquake disaster. First devlog: Fixing the shoulder part for my spider robot, idk if this is final as there are some errors that I’m not sure if it fixed or not lol ──────────────────────────────────────────────── Timelapse link: https://lapse.hackclub.com/timelapse/MShPOLWQmNkO"}]...
|
Title: xX_Shadow_Hunter_Xx by @Asta_does_stuff | S Title: xX_Shadow_Hunter_Xx by @Asta_does_stuff | Stardance
Devlogs:
First devlog! Since this is my first devlog, i’ll give an update of what this project is, because I’ve started this project a month before stardance, basically, this is for an IoT competition and I wanted to get feedback and share my work with everyone as this is my bigest project yet Initial idea: xX_Shadow_Hunter_Xx or Shadow Hunter is an internet of things (IoT) based data gathering device that is designed to gather environmental data wirelessly in post disastrous areas that are dangerous to approach and have limited energy supply. This project is based on climate disaster mitigation technology, aimed towards post-earthquake disaster. First devlog: Fixing the shoulder part for my spider robot, idk if this is final as there are some errors that I’m not sure if it fixed or not lol ──────────────────────────────────────────────── Timelapse link: https://lapse.hackclub.com/timelapse/MShPOLWQmNkO
Tried to fix the missalignment but it won’t go away, but atleast now i know where’s the error
Translating Shadow’s report basically, its a detailed explanation of my project (Shadow Hunter) Here’s the list of detailed explanation (still on going) Background Initial idea Purpose and its benefit Limitations Target audience Part & tools that I use Implemented concept Designing and prototyping Testing Documentation It is not fully finished as I prewrite some of this in my own langguage and then translate it to English and also I still need to add some stuff
Shadow Hunter report you can see the update on this link and comment any suggestion! Also, I’m working on a separate docs as the Indonesian version is for an ongoing competition (it is stated that all rights to my work is still mine), and because I don’t want to disturb the competition version with the English one, I separate the docs. Here I attached the proof of working on my Indonesian docs and my translated docs that you can read and comment on! ──────────────────────────────────────────────── Shadow’s report link https://docs.google.com/document/d/1Cm4hbkKl3CnUX5Tc_nzmHTw8mYc46gp4ql9gRl0hm7w/edit?usp=sharing
Finishing Shadow’s model During simulation (the CAD version), all parts work as intended, and the measurements is right, ill order a 3d print of this model (only one of its leg cus its cheaper) and test it with real servo :D Parts used Body V3.4 Upper body V1.4 Thigh V1.3 Calf V2.1 Hex V1.2
Shadow’s design process before I join stardance! I included spider’s background research and what drive me into making this project :D ──────────────────────────────────────────────── Full document https://canva.link/e4f69aawnli16qy
First time using arduino IDE with hackatime This is my first time using Arduino IDE with hackatime and I’m just seeing if its work, also because its my praying time rn lol, also, I relocate files in this timelapse because when I first join stardance, I thought it doesn’t support arduino IDE time track in ubuntu And turns out, hackatime does have an extension for arduino ide in ubuntu, so now I’m relocating the file into ide that had been relocated from ide to vscode I preffer to use arduino ide as I find vscode’s AI being too helpful cus everytime I type, the AI reccomend me lines of codes and I find it hard to sharpen my coding or debugging No hate to vscode users but I just find arduino ide is less helping me and what doesn’t kill you make you stronger right?
Updating Shadow’s Model So an alternative popped in my head when I was praying for its half a leg mode lol Since folding its calf to its tigh won’t work proportionally as it require the calf to be shorter than the thigh, then I made it close up just like my initial idea but its not 100% folded inside I can see the vision where it’ll be more stable when idle such as in its monitoring/sleeping mode because its wider, and have a larger feet surface area touching the ground But to test this out, means I have to make sure a single leg is functional, so this mode will be tested in some later time In the meantime, I’ll order a print of a single leg to test it directly
Added DHT22 Temperature and Humidity Reading Well, this lines is unable to plot the data to the website hust yet, as I’m just trialing if its actually readable as a bare code with no pretty-ness
Made a Circuit Plan First picture is the one I’ve worked out on Second pic is the whole circuit plan Third pic is the simplified servo/leg circuit
Brute fixing V5 I know what’s wrong but I have school stuff in due soon, I’m stressed out, just got back from school trip, I’m going insane, I can’t do this anymore, I wanna give up school altogether, I have remedials to do, assignment to complete, exams next week, I wanna throw up So I’m brute fixing this version after assessing the printed V4 (It’s done and can be tested, only some minor bugs, also ignore the colors, I’m testing it)
Colouring! Cried my self to sleep last night to relieve my stress! I’m fine now lol I’ve tested the colour my manufacturer can print (like I said on my last devlog) and added some reinforcement to the side and the top body part because I can only make it 3mm height
Minor missalignment fixing and major reinforcement Finished adding reinforcement and added teeth/ridges and increasing the surface area of its toe so it grasp the ground better ^^
Designing the Web I’m tidying up the website code, and re-designing it (still a sketch for now)
Making the web pretty I was devastated that stardance is ending, but glad they extend it by a month, I’m tellin you, I’ll get that 30hrs certificate In the meantime, here’s the updated web interface
I can smell this project being shipped (still a wip tho) I finished adding hologram effect that highlight the when you hover your cursor over, also a button that delete the logged report and its also becomes red when you hover over it!
Lil’ Update Before Exam (yes, its 2 min before todays mid-term exam lol) I added Button flipflop si it change color corresponding to its state for ALL 4 BUTTONS Made it so that when you hover over an important div it zoomed out so its easier to read and make the background more opaque
Added a button to download the log Also the button call different function to esp32 (haven’t tested it yet but it’s there)
Web control is finished I will ship this project as now theres something for you guys to try out (I need to write the readme first) I’ve fixed the charts so now they update independantly, but I haven’t make it pretty tho, its red and looks like an error occured all the time lol imma eat my lunch first
Finished writing readme with all I’ve done for this project
Collecting and compressing shadow hunter’s body part I know it sounds bizzare, but I want to keep all of its past developement and share it with you guys, as a token of appreacitaion to my old self, to prove him that our CAD skill is improving
Configuring the web and it worked! I used my ancient code from old project… I called it ancient because I’ve forgotten how it works
ERORRRRRRRRRRRRRS
Not resolved yet. Soooooooooooo basically I know that its delivering a set of data… empty data…. It’s late now, imma do it tomorrow (no school in monday due to mid-term test has finished for my year lol)
Configuring sound data to my webb I first added an averaging function but I found that deleting data from x to -x works better in stabilizing data given x = Real number
Correcting the size of ESP32S3 slot I also added space for INMP441, DHT22, and MQ-135
idk whats wrong I was trying to code DHT22 (temp) but INMP441 (audio) just suddenly stop working, like, all of the sudden, I’m gonna go back to square one in weekend, and try to build it from beginning…
assembling charger module and gluing all the parts
2 DoF Inverse Kinematics tried it, theoretically works, practically nope
Codes for vibration sensor
#YAYA it works
Organizing Just putting vibration sensing codes in their designated files
ALL WORKDDEJIAFIAWNCWANAWUIBVHAHAHAHAH every sensor work but it get too big to handle when i activate 4 of them simoultaneously
Ships:
xX_Shadow_Hunter_Xx is a silly robot name made and designed by me, well for know, the only function it does (for now) is the sound sensor which I won’t showcase in this ship What I want to showcase is the website control pannel Everything you need to know is in the readme file in this projects github repo This is the youtube link for this projects introduction (but sadly I’ve got no time to continue YouTube serously) https://youtu.be/HKpWddRkjdQ?si=jfRWhwc86oJqWMqU...
|
1792853688.7551243
|
1792940088.7551243
|
|
65922
|
Night Wolf by @SOMIL-KUMAR | Stardance
|
SOMIL-KUMAR
|
1
|
14.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T07:58:42Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i have made login form , signup form and a simple landing page , none if them works for now but i will be working on it constantly and yes the forgot pass button works yay, and yah i am a beginner so vote accordingly", "repo": "https://github.com/somil4632/Night-Wolf-Fitness", "demo": "https://night-wolf-fitness.vercel.app/"}]...
|
[{"post_id": 73884, "ts": "202 [{"post_id": 73884, "ts": "2026-09-26T07:56:43Z", "hours": 14.2536, "text": "night wolf fitness is a gym website i am making with full database and i am making while following a youtube tutorial , what i did is made a landing page for now and with no buttons working , it have lgin form and signup form and a forgot pass button thats working yay, this was intially made for #3am but i got no time to complete so continuing here btw i did used ai in start for styling suggestion but it was really bad and i got nothing from it so i made it again , i used some image too from google but that were ai too ooo this gen is filled with AI , anyways i followed the tutorial that in my readme ig , but yeah its now a landing page will work on it in few hours"}]...
|
Title: Night Wolf by @SOMIL-KUMAR | Stardance
Dev Title: Night Wolf by @SOMIL-KUMAR | Stardance
Devlogs:
night wolf fitness is a gym website i am making with full database and i am making while following a youtube tutorial , what i did is made a landing page for now and with no buttons working , it have lgin form and signup form and a forgot pass button thats working yay, this was intially made for #3am but i got no time to complete so continuing here btw i did used ai in start for styling suggestion but it was really bad and i got nothing from it so i made it again , i used some image too from google but that were ai too ooo this gen is filled with AI , anyways i followed the tutorial that in my readme ig , but yeah its now a landing page will work on it in few hours
Ships:
i have made login form , signup form and a simple landing page , none if them works for now but i will be working on it constantly and yes the forgot pass button works yay, and yah i am a beginner so vote accordingly...
|
1792817286.362858
|
1792903686.362858
|
|
54817
|
tinyapper by @craisin | Stardance
|
craisin
|
2
|
32.0
|
541
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T07:19:18Z", "hours": 14.0, "multiplier": 16.51, "payout": 225, "blessing": "neutral", "text": "| Hi stardance! Please make sure to try both demos out at https://tinyapper.craisin.tech and https://yapperpedia.craisin.tech . Additionally, tinyapper can be kinda slow (no GPU in my server unfortunately) and dumb (it is severely undertrained), please be patient and understand that these are silly proof of concept models! Tinyapper 2.0.0 More Tinyapper, the LLM trained from scratch! This time the model is trained to be fully conversational with user, assistant, and eos tokens, along with a session attached KV cache. Tech Changes New conversational demo at tinyapper.craisin.tech Updated attention conditional for multiple infills for chat Updated KV cache so chats can be cached Reiterated how datasets are made Retrained model for yapperpedia so the model is slightly more coherent Future Development Standardizing datasets to use memmap for larger datasets Retrain conversational model Fine tune the model While this will probably be the last of me working on this project for Stardance, I’ll definitely work on this more in my own time. Keep an eye on the Github for updates if you are interested, stars and follows there are noticed and appreciated!", "repo": "https://github.com/craisined/tinyapper", "demo": "https://tinyapper.craisin.tech"}, {"ship_num": 2, "ts": "2026-09-04T02:19:11Z", "hours": 18.0, "multiplier": 17.57, "payout": 316, "blessing": "neutral", "text": "Tinyapper 1.0.0 The first release for Tinyapper, the tiny LLM built from scratch! It so far still only exists as a pretrained transformer, I hope to finetune v2 using a dataset for alpaca. A lot of time was spent cleaning up yapperpedia , the demo I created to generate incoherent Wikipedia articles. However, a lot of time was also spent making the code accessible and modular, as I want to further build on this project and encourage others to understand machine learning fundamentals as well. If you are interested, check out local.ipynb ! Tech 50M parameter pretrained transformer model trained on wikitext recreating transformer architecture similar to GPT-2 Flask backend with plain HTML, CSS, and JS website showing the abilities of Tinyapper Struggles KV caching and embedding: I tried for too long to create a looping cache, but that was both slow and impractical to do at the current state of this project Streaming: Getting the stream sent over without bugs and glitches was a giant headache! Future Development Tuning the language to be conversational Creating a context independent KV cache Increasing model size", "repo": "https://github.com/craisined/tinyapper", "demo": "https://tinyapper.craisin.tech"}]...
|
[{"post_id": 73871, "ts": "202 [{"post_id": 73871, "ts": "2026-09-26T07:08:29Z", "hours": 2.2133, "text": "Devlog 11: Cleaned this up a bit more, adding session attached KV caching and more polish for one last ship. School + apps is getting busy, so I think this will be my final devlog. TYSM stardancers, I had lots of fun creating tinyapper"}, {"post_id": 67900, "ts": "2026-09-14T06:24:14Z", "hours": 3.3714, "text": "Devlog 10 : Created the website for my chatbot! Other than retraining, I think the last steps for me look like implementing a session attached KV cache. 2.0 soon :D"}, {"post_id": 63883, "ts": "2026-09-07T21:45:56Z", "hours": 2.5372, "text": "Devlog 9 : An epoch of ultrachat finished faster than I thought it would… tinyapper really likes chocolate chip cocktails I guess 😭. Looping and other problems are getting really prevalent, I think I’m hitting the limit for a 50M model."}, {"post_id": 63653, "ts": "2026-09-07T16:01:37Z", "hours": 5.5247, "text": "Pre devlog thank you: You guys really did fund my cloud credit, 17.57x multiplier for my first ship on this is crazy! I read through the feedback, my plan now is to use Stardust for cloud credit (pending order) to properly pretrain the model and finetune it using Ultrachat (I hear yall :3). Thanks for all the support and suggestions here and on Slack, it really motivates me to keep coding <3 Ship 1.0.1 (Devlog 8) : Implemented variable learning rate: in theory lets the model hit slightly lower numbers and train longer Added a validation split and test: long overdue lol Added data processing and support for Ultrachat: allows me to circumvent processing data on the cloud Added L4 settings for cloud: yes I’m getting ready to train on the cloud Updating docker container to not include a model + other random stuff: volume mount on runtime to prevent pulling 2gb from ghcr every update Retrained model: WE BEAT OPENAI RAHHHH (from 7 years ago), we are now at 3.09 nats (for validation too, which is a better metric)! For reference, GPT 2 small gets a loss of 3.4 nats when evaluated without extra training on the same dataset (we don’t talk about the fine tuning results)"}, {"post_id": 61232, "ts": "2026-09-04T02:04:05Z", "hours": 1.2639, "text": "Devlog 7: I optimized streaming! Not only that, my mini PC has integrated graphics that apparently makes LLM go zoom, so I got a really large unanticipated speed boost :0. I got to increase the generated tokens all the way to near max, so y’all can get more gibberish faster! Going to ship this version :)"}, {"post_id": 61186, "ts": "2026-09-04T00:11:05Z", "hours": 4.3519, "text": "Devlog 6: After all this time… my frontend is the exact same! It’s a lot faster though! I spent a lot of time trying to optimize my model, from KV Caches to RoPE and quantization. Overall, KV caching and streaming text seems to give the best experience, so that’s what I went with. Seeing if I can deploy to nest or further optimize streaming…"}, {"post_id": 60078, "ts": "2026-09-02T06:33:28Z", "hours": 2.7022, "text": "Devlog 5 : Finally implemented a cache… now I just have to rewrite my attention module to work around it…"}, {"post_id": 58575, "ts": "2026-08-31T01:16:47Z", "hours": 1.6464, "text": "Devlog 4 : I tried to get away with not using a KV Cache and ship today… but CPU said no. Considering using cloud to host this until I implement a KV Cache, but I know I should just code one up. Why do LLMs need so much compute"}, {"post_id": 58524, "ts": "2026-08-30T23:19:21Z", "hours": 4.3989, "text": "Devlog #3 : The model is trained! I will fine tune and train it over next week, but I think I want to get a first ship and demo first. Yapperpedia coming soon!"}, {"post_id": 56929, "ts": "2026-08-28T23:10:50Z", "hours": 1.7664, "text": "Devlog 2 : Tinyapper (an llm from scratch) is done with its first train! After an epoch of training it averaged ~3.8 nats/token for training data, which is decently close to GPT 2s 3.62… I hope to turn this into a frivolous Wikipedia article generator this weekend for a first ship this weekend, so get ready for that!"}, {"post_id": 56429, "ts": "2026-08-28T06:08:01Z", "hours": 1.855, "text": "Devlog #1 : Nowadays, LLMs are such a popular technology with a lot of theory, but very few people seem to have implemented one. I wanted to create my own LLM to tinker with on my own, and so far cross entropy seems to be approaching human language! Wish me luck <3"}]...
|
Title: tinyapper by @craisin | Stardance
Devlogs: Title: tinyapper by @craisin | Stardance
Devlogs:
Devlog #1 : Nowadays, LLMs are such a popular technology with a lot of theory, but very few people seem to have implemented one. I wanted to create my own LLM to tinker with on my own, and so far cross entropy seems to be approaching human language! Wish me luck <3
Devlog 2 : Tinyapper (an llm from scratch) is done with its first train! After an epoch of training it averaged ~3.8 nats/token for training data, which is decently close to GPT 2s 3.62… I hope to turn this into a frivolous Wikipedia article generator this weekend for a first ship this weekend, so get ready for that!
Devlog #3 : The model is trained! I will fine tune and train it over next week, but I think I want to get a first ship and demo first. Yapperpedia coming soon!
Devlog 4 : I tried to get away with not using a KV Cache and ship today… but CPU said no. Considering using cloud to host this until I implement a KV Cache, but I know I should just code one up. Why do LLMs need so much compute
Devlog 5 : Finally implemented a cache… now I just have to rewrite my attention module to work around it…
Devlog 6: After all this time… my frontend is the exact same! It’s a lot faster though! I spent a lot of time trying to optimize my model, from KV Caches to RoPE and quantization. Overall, KV caching and streaming text seems to give the best experience, so that’s what I went with. Seeing if I can deploy to nest or further optimize streaming…
Devlog 7: I optimized streaming! Not only that, my mini PC has integrated graphics that apparently makes LLM go zoom, so I got a really large unanticipated speed boost :0. I got to increase the generated tokens all the way to near max, so y’all can get more gibberish faster! Going to ship this version :)
Pre devlog thank you: You guys really did fund my cloud credit, 17.57x multiplier for my first ship on this is crazy! I read through the feedback, my plan now is to use Stardust for cloud credit (pending order) to properly pretrain the model and finetune it using Ultrachat (I hear yall :3). Thanks for all the support and suggestions here and on Slack, it really motivates me to keep coding <3 Ship 1.0.1 (Devlog 8) : Implemented variable learning rate: in theory lets the model hit slightly lower numbers and train longer Added a validation split and test: long overdue lol Added data processing and support for Ultrachat: allows me to circumvent processing data on the cloud Added L4 settings for cloud: yes I’m getting ready to train on the cloud Updating docker container to not include a model + other random stuff: volume mount on runtime to prevent pulling 2gb from ghcr every update Retrained model: WE BEAT OPENAI RAHHHH (from 7 years ago), we are now at 3.09 nats (for validation too, which is a better metric)! For reference, GPT 2 small gets a loss of 3.4 nats when evaluated without extra training on the same dataset (we don’t talk about the fine tuning results)
Devlog 9 : An epoch of ultrachat finished faster than I thought it would… tinyapper really likes chocolate chip cocktails I guess 😭. Looping and other problems are getting really prevalent, I think I’m hitting the limit for a 50M model.
Devlog 10 : Created the website for my chatbot! Other than retraining, I think the last steps for me look like implementing a session attached KV cache. 2.0 soon :D
Devlog 11: Cleaned this up a bit more, adding session attached KV caching and more polish for one last ship. School + apps is getting busy, so I think this will be my final devlog. TYSM stardancers, I had lots of fun creating tinyapper
Ships:
Tinyapper 1.0.0 The first release for Tinyapper, the tiny LLM built from scratch! It so far still only exists as a pretrained transformer, I hope to finetune v2 using a dataset for alpaca. A lot of time was spent cleaning up yapperpedia , the demo I created to generate incoherent Wikipedia articles. However, a lot of time was also spent making the code accessible and modular, as I want to further build on this project and encourage others to understand machine learning fundamentals as well. If you are interested, check out local.ipynb ! Tech 50M parameter pretrained transformer model trained on wikitext recreating transformer architecture similar to GPT-2 Flask backend with plain HTML, CSS, and JS website showing the abilities of Tinyapper Struggles KV caching and embedding: I tried for too long to create a looping cache, but that was both slow and impractical to do at the current state of this project Streaming: Getting the stream sent over without bugs and glitches was a giant headache! Future Development Tuning the language to be conversational Creating a context independent KV cache Increasing model size
| Hi stardance! Please make sure to try both demos out at https://tinyapper.craisin.tech and https://yapperpedia.craisin.tech . Additionally, tinyapper can be kinda slow (no GPU in my server unfortunately) and dumb (it is severely undertrained), please be patient and understand that these are silly proof of concept models! Tinyapper 2.0.0 More Tinyapper, the LLM trained from scratch! This time the model is trained to be fully conversational with user, assistant, and eos tokens, along with a session attached KV cache. Tech Changes New conversational demo at tinyapper.craisin.tech Updated attention conditional for multiple infills for chat Updated KV cache so chats can be cached Reiterated how datasets are made Retrained model for yapperpedia so the model is slightly more coherent Future Development Standardizing datasets to use memmap for larger datasets Retrain conversational model Fine tune the model While this will probably be the last of me working on this project for Stardance, I’ll definitely work on this more in my own time. Keep an eye on the Github for updates if you are interested, stars and follows there are noticed and appreciated!...
|
1792828460.4970303
|
1792914860.4970303
|
|
40537
|
London Directions by @Tallini | Stardance
|
Tallini
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T06:55:29Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my website to calculate the fastest route and travel time between 2 stations on the London Underground", "repo": "https://github.com/leotallini/London-Tube-Directions", "demo": "https://london-tube-directions-rrhx.onrender.com/"}]...
|
[{"post_id": 55525, "ts": "202 [{"post_id": 55525, "ts": "2026-08-27T13:04:20Z", "hours": 7.0789, "text": "Finished UI for Website"}, {"post_id": 35919, "ts": "2026-07-27T17:50:16Z", "hours": 2.5117, "text": "Initial Journey Planner finished"}, {"post_id": 35747, "ts": "2026-07-27T11:54:44Z", "hours": 0.3217, "text": "Started work on using the TfL API"}]...
|
Title: London Directions by @Tallini | Stardance
Title: London Directions by @Tallini | Stardance
Devlogs:
Started work on using the TfL API
Initial Journey Planner finished
Finished UI for Website
Ships:
This is my website to calculate the fastest route and travel time between 2 stations on the London Underground...
|
1792853512.3758647
|
1792939912.3758647
|
|
65627
|
AquaOS by @Aqua | Stardance
|
Aqua
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T03:27:42Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made AquaOS, my own web-based OS using HTML, CSS and JavaScript. I added stuff like draggable windows, a terminal, notes, different backgrounds/themes, a live clock and a taskbar. The hardest part was probably getting all the windows and JavaScript stuff to actually work together without breaking something. I’m pretty proud of how the whole thing turned out because . One thing to know when testing it is that you have to double-click the app icons to open them.", "repo": "https://github.com/AquaTheCoder/aquaos", "demo": "https://aquathecoder.github.io/aquaos/"}]...
|
[{"post_id": 73607, "ts": "202 [{"post_id": 73607, "ts": "2026-09-25T13:59:05Z", "hours": 0.5639, "text": "Completed with the whole project (HTML,CSS and JS) with the features required"}, {"post_id": 73584, "ts": "2026-09-25T13:08:11Z", "hours": 1.6125, "text": "Finally done with HTML and CSS, going to be working on the javascript to finish it now!"}, {"post_id": 73540, "ts": "2026-09-25T10:57:59Z", "hours": 0.3553, "text": "Done with setting up repositoriers. I can finally start coding it!"}]...
|
Title: AquaOS by @Aqua | Stardance
Devlogs:
Done Title: AquaOS by @Aqua | Stardance
Devlogs:
Done with setting up repositoriers. I can finally start coding it!
Finally done with HTML and CSS, going to be working on the javascript to finish it now!
Completed with the whole project (HTML,CSS and JS) with the features required
Ships:
I made AquaOS, my own web-based OS using HTML, CSS and JavaScript. I added stuff like draggable windows, a terminal, notes, different backgrounds/themes, a live clock and a taskbar. The hardest part was probably getting all the windows and JavaScript stuff to actually work together without breaking something. I’m pretty proud of how the whole thing turned out because . One thing to know when testing it is that you have to double-click the app icons to open them....
|
1792817258.1582966
|
1792903658.1582966
|
|
50681
|
Lumen by @Philipe_P | Stardance
|
Philipe_P
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T02:32:11Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Lumen is an assistive communication application designed to make communication more accessible for people who have difficulty speaking. The goal is to reduce the friction between a person knowing what they want to communicate and actually being able to communicate it. Lumen provides multiple ways to create and speak messages, including a communication board, keyboard input, and gesture-based controls. This gives users different ways to interact with the application depending on their individual needs. The project has been actively developed for multiple hours, including significant work on the desktop application, user interface, gesture recognition, speech output, communication-board functionality, local phrase storage, and the overall user experience. I also built the project as a usable Windows application rather than leaving it as a prototype that only runs in a development environment. Lumen includes several major quality-of-life improvements: Multiple input methods: Users can communicate through buttons, keyboard input, or gesture controls rather than being restricted to one interaction method. Gesture-based communication: Users can select communication buttons using gesture input and activate the selected button with a simple gesture, providing an alternative interaction method for users who may have difficulty using a traditional interface. Faster and more convenient communication: Lumen includes frequently needed phrases and communication-board options, along with saved phrases and text-to-speech output, reducing the number of steps required to produce spoken communication. The project focuses on making an existing everyday task—communicating—less complicated and more accessible. I have put substantial development effort into turning the idea into a functional application that can actually be used and tested.", "repo": "https://github.com/Philipe-Pajishvili/Lumen-2.0", "demo": "https://philipe-pajishvili.github.io/Lumen-Website/"}]...
|
[{"post_id": 73810, "ts": "202 [{"post_id": 73810, "ts": "2026-09-26T02:05:07Z", "hours": 3.7278, "text": "Lumen 2.0 is ready for Launch! I made a fully functional website & help page for the software and a Windows download for the software with a browser version with the same capabilities. Please consult the help page on the website (it is very detailed) if you have any questions about Lumen, or you can comment below this post! Use Lumen : https://philipe-pajishvili.github.io/Lumen-Website/"}, {"post_id": 50035, "ts": "2026-08-19T02:01:35Z", "hours": 0.3747, "text": "Welcome to Lumen (V 1.9 Beta): The Free Assistive Communication Software! Access Lumen: https://philipe-pajishvili.github.io/Lumen/ Current Development Stage: Refinement/Testing Stage The hours on the Hackatime monitor are not accurate for how long I spent on this (about a week). Please give it a try and let me know how it goes! A Quick Introduction to Lumen Uses AI-powered gesture/pose recognition to help users communicate. Uses a webcam to detect specific movements and translate them into words. Includes an advanced keyboard for spelling custom messages. Can speak selected words and messages aloud. Includes customizable settings such as word detection speed. Designed to make communication more accessible, independent, and engaging. Built with JavaScript, TensorFlow, ml5.js, p5.js, and Teachable Machine. How to Use Lumen Launch Lumen Open Lumen and allow access to your camera. Position yourself so your upper body is visible to the camera. 2.Use the Pose Model Lumen comes with a pose-recognition model trained to recognize your left arm. You can upload your own pose model from Teachable Machine by pasting the model link below the black box. Move your left arm into the trained position (shown in the image) to select or communicate a word (in blue) or activate a menu. Note: You MUST wait for the black box to say “Input Detected” before putting your arm down. 3. Choose Your Communication Mode Use Basic Mode (Default) for quick, preset words. Switch to Advanced Mode by activating the menu in Basic Mode to access the keyboard and build custom messages. 4.Speak Your Message In Advanced Mode, use “Say” to have Lumen read your selected word or custom message aloud. Adjust Word Speed in Settings to change how quickly Lumen detects selections. Give it a try and let me know what you think! :)"}]...
|
Title: Lumen by @Philipe_P | Stardance
Devlogs:
W Title: Lumen by @Philipe_P | Stardance
Devlogs:
Welcome to Lumen (V 1.9 Beta): The Free Assistive Communication Software! Access Lumen: https://philipe-pajishvili.github.io/Lumen/ Current Development Stage: Refinement/Testing Stage The hours on the Hackatime monitor are not accurate for how long I spent on this (about a week). Please give it a try and let me know how it goes! A Quick Introduction to Lumen Uses AI-powered gesture/pose recognition to help users communicate. Uses a webcam to detect specific movements and translate them into words. Includes an advanced keyboard for spelling custom messages. Can speak selected words and messages aloud. Includes customizable settings such as word detection speed. Designed to make communication more accessible, independent, and engaging. Built with JavaScript, TensorFlow, ml5.js, p5.js, and Teachable Machine. How to Use Lumen Launch Lumen Open Lumen and allow access to your camera. Position yourself so your upper body is visible to the camera. 2.Use the Pose Model Lumen comes with a pose-recognition model trained to recognize your left arm. You can upload your own pose model from Teachable Machine by pasting the model link below the black box. Move your left arm into the trained position (shown in the image) to select or communicate a word (in blue) or activate a menu. Note: You MUST wait for the black box to say “Input Detected” before putting your arm down. 3. Choose Your Communication Mode Use Basic Mode (Default) for quick, preset words. Switch to Advanced Mode by activating the menu in Basic Mode to access the keyboard and build custom messages. 4.Speak Your Message In Advanced Mode, use “Say” to have Lumen read your selected word or custom message aloud. Adjust Word Speed in Settings to change how quickly Lumen detects selections. Give it a try and let me know what you think! :)
Lumen 2.0 is ready for Launch! I made a fully functional website & help page for the software and a Windows download for the software with a browser version with the same capabilities. Please consult the help page on the website (it is very detailed) if you have any questions about Lumen, or you can comment below this post! Use Lumen : https://philipe-pajishvili.github.io/Lumen-Website/
Ships:
Lumen is an assistive communication application designed to make communication more accessible for people who have difficulty speaking. The goal is to reduce the friction between a person knowing what they want to communicate and actually being able to communicate it. Lumen provides multiple ways to create and speak messages, including a communication board, keyboard input, and gesture-based controls. This gives users different ways to interact with the application depending on their individual needs. The project has been actively developed for multiple hours, including significant work on the desktop application, user interface, gesture recognition, speech output, communication-board functionality, local phrase storage, and the overall user experience. I also built the project as a usable Windows application rather than leaving it as a prototype that only runs in a development environment. Lumen includes several major quality-of-life improvements: Multiple input methods: Users can communicate through buttons, keyboard input, or gesture controls rather than being restricted to one interaction method. Gesture-based communication: Users can select communication buttons using gesture input and activate the selected button with a simple gesture, providing an alternative interaction method for users who may have difficulty using a traditional interface. Faster and more convenient communication: Lumen includes frequently needed phrases and communication-board options, along with saved phrases and text-to-speech output, reducing the number of steps required to produce spoken communication. The project focuses on making an existing everyday task—communicating—less complicated and more accessible. I have put substantial development effort into turning the idea into a functional application that can actually be used and tested....
|
1792853637.0774915
|
1792940037.0774915
|
|
36862
|
Random Compliment Generator by @nilaani_aether | S Random Compliment Generator by @nilaani_aether | Stardance...
|
nilaani_aether
|
1
|
2.34
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T01:57:29Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a Random Compliment Generator in Python to boost crew morale for the Beans while we write code and log hours to defend our spaceship!", "repo": "https://github.com/nilaaniaether-alt/Cosmic-Dodger", "demo": "https://trinket.io/python/81a6a5841d5f?showInstructions=true"}]...
|
[{"post_id": 75095, "ts": "202 [{"post_id": 75095, "ts": "2026-09-29T04:20:04Z", "hours": 0.3372, "text": "Building a game where you avoid stellar obstacles, it hasn’t been successful, but I am continuously spotting errors and modifying it. I have some problems with the front end which i must work more on."}, {"post_id": 71019, "ts": "2026-09-20T06:51:13Z", "hours": 0.6903, "text": "I have almost completed coding the random compliment generator, i hope this will be a great companion for everyone! 😇"}, {"post_id": 41770, "ts": "2026-08-06T05:16:59Z", "hours": 1.0539, "text": "I have coded a random compliment generator where you can click a button to recieve some compliments which might suit you, i have to add more compliments to make it more interesting."}]...
|
Title: Random Compliment Generator by @nilaani_aet Title: Random Compliment Generator by @nilaani_aether | Stardance
Devlogs:
I have coded a random compliment generator where you can click a button to recieve some compliments which might suit you, i have to add more compliments to make it more interesting.
I have almost completed coding the random compliment generator, i hope this will be a great companion for everyone! 😇
Building a game where you avoid stellar obstacles, it hasn’t been successful, but I am continuously spotting errors and modifying it. I have some problems with the front end which i must work more on.
Ships:
I built a Random Compliment Generator in Python to boost crew morale for the Beans while we write code and log hours to defend our spaceship!...
|
1792853320.5972853
|
1792939720.5972853
|
|
51395
|
Untitled project by @Arushh | Stardance
|
Arushh
|
1
|
48.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T01:28:28Z", "hours": 48.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "After finishing the whole websites building stage I think the website is good although it was not as expected for example the styles were a little different then I expected mainly because of the less content in style and less colours but overall the website works as it should be and based on the working style of the website it works better than I expected it does its job and what the website is made for. It has a lot of components to work around with and build its own pc from scratch from not knowing anything to be able to build a pc in the pc builder. The user could save the build and could also see the other builds saved by other users. The website have large amount of learning material for each component which allows the user to learn from a large about of data for each component and each component has a dedicated learning page so the user can fully understand 1 part before moving to the other part. During the testing I started testing the basic function like if all the buttons, links and things work or not but then I started testing a little advanced things like messing with terminals and consoles to break the website and tried to bypass a feature in a very unexpected way. Mostly everything worked some feature didnt work which I forgot to add while making the website but I quicking fixed those things. But the overall testing part was good enough and it showed me that most of the important features are working and are not able to be broken easily. While testing I found multiple errors which I completely forgot to add in the website for example I forgot to add the limit on the words on the save build so the user was able to write long build names which I didn’t wanted so I had to add a limitation on it and I also didn’t realize the search feature allows special cheractors and the result does not display the correct search result instead shows all the component although it is not supposed to show any so I fixed those issues so I had to add some features and edit some routes and queries on them to add the limitation not just in html so that would not be bypassable and I changed few functions in the filter option so its more advanced on finding the correct name and giving no results for unintended things. The best thing about this website was that the database was working really well with the flask and python codes including some javascript and everything was connected even if one thing broke everything in the database also broke but at the end everything worked just right and I didn’t have many issues in that part. could use the component data, allow the user to create a build and then save that build to the database. The saved build could then be displayed again later. The search and filtering system also allowed users to find components more easily. This showed the planning of using everything together and then implementing it worked very well without any issues. One of the biggest challenge while making this website was working with complex database which was a very wide range data with a lot of components to it and then the many to many relationship which was super complicated and then the database codes to make things up working with together was the most challenging part although it turned out to be working really well. Another challenging part was to add a large amount of learning material in the website which I was able to do really quickly using the help of AI and adding the component to the database to display them in the website including the image where I had to manually add all the images for each of the component to make it look more professional then random image. If I would have changed things from my website from now I would have definitely have worked more on styling adding more gaming vibe and colourful animations. But overall I am happy with what I finished with ! Thank youu soo much enjoy using the website as I have put a lot of effort on it. thank you again !!!", "repo": "https://github.com/Arush2008/PC-Info-guide", "demo": "https://pcguide.dino.icu"}]...
|
[{"post_id": 73797, "ts": "202 [{"post_id": 73797, "ts": "2026-09-26T01:13:20Z", "hours": 1.61, "text": "I fixed a lot of stuff in this log firstly I added rename and delete button in the saved builds which remove the saved build and rename the builds name. I also fixed the database and then I fixed the backends so the website is more secure from getting broken or bypassed by user. Like I put the limitation of cherecters on the saved build name. I did it in the backend insted of html so people cannot break it using inspect. I also fixed the search filter so the user cannot put negative values in the price and for search even if user search with special characters the function will show nothing insted of showing all the parts as before."}, {"post_id": 73476, "ts": "2026-09-25T06:21:14Z", "hours": 0.93, "text": "I build new tables and coded the python quaries for those tables as I wanted to build a many to many relationship to make it more complex as I never tried making one although its not fully many to many but I was confued with this section only and I dont want to spend a lot more time on this section so I just added a little complex database with idea of many to many relationship where the build, brand and build components talks to each others with the other components to save the build and display the build from the components to the database and the website ! I changed my actual build table so it displays minimal stuff insted of repeting the components and I also had to change the html codes due to the change in the database."}, {"post_id": 63989, "ts": "2026-09-08T02:43:23Z", "hours": 45.4914, "text": "This is my first devlog although I already have finished this webiste as I was working on it for a different program but the program was ended and I was not able to get approved and havent got benefit from it ! So just want to put it here so my coding time does not go on waste although I learned a lot but still ! I had around 10 devlogs there as well ! I am soo bad at making devlogs as I always forget to add them but I have over 70 commits in the github."}]...
|
Title: Untitled project by @Arushh | Stardance
De Title: Untitled project by @Arushh | Stardance
Devlogs:
This is my first devlog although I already have finished this webiste as I was working on it for a different program but the program was ended and I was not able to get approved and havent got benefit from it ! So just want to put it here so my coding time does not go on waste although I learned a lot but still ! I had around 10 devlogs there as well ! I am soo bad at making devlogs as I always forget to add them but I have over 70 commits in the github.
I build new tables and coded the python quaries for those tables as I wanted to build a many to many relationship to make it more complex as I never tried making one although its not fully many to many but I was confued with this section only and I dont want to spend a lot more time on this section so I just added a little complex database with idea of many to many relationship where the build, brand and build components talks to each others with the other components to save the build and display the build from the components to the database and the website ! I changed my actual build table so it displays minimal stuff insted of repeting the components and I also had to change the html codes due to the change in the database.
I fixed a lot of stuff in this log firstly I added rename and delete button in the saved builds which remove the saved build and rename the builds name. I also fixed the database and then I fixed the backends so the website is more secure from getting broken or bypassed by user. Like I put the limitation of cherecters on the saved build name. I did it in the backend insted of html so people cannot break it using inspect. I also fixed the search filter so the user cannot put negative values in the price and for search even if user search with special characters the function will show nothing insted of showing all the parts as before.
Ships:
After finishing the whole websites building stage I think the website is good although it was not as expected for example the styles were a little different then I expected mainly because of the less content in style and less colours but overall the website works as it should be and based on the working style of the website it works better than I expected it does its job and what the website is made for. It has a lot of components to work around with and build its own pc from scratch from not knowing anything to be able to build a pc in the pc builder. The user could save the build and could also see the other builds saved by other users. The website have large amount of learning material for each component which allows the user to learn from a large about of data for each component and each component has a dedicated learning page so the user can fully understand 1 part before moving to the other part. During the testing I started testing the basic function like if all the buttons, links and things work or not but then I started testing a little advanced things like messing with terminals and consoles to break the website and tried to bypass a feature in a very unexpected way. Mostly everything worked some feature didnt work which I forgot to add while making the website but I quicking fixed those things. But the overall testing part was good enough and it showed me that most of the important features are working and are not able to be broken easily. While testing I found multiple errors which I completely forgot to add in the website for example I forgot to add the limit on the words on the save build so the user was able to write long build names which I didn’t wanted so I had to add a limitation on it and I also didn’t realize the search feature allows special cheractors and the result does not display the correct search result instead shows all the component although it is not supposed to show any so I fixed those issues so I had to add some features and edit some routes and queries on them to add the limitation not just in html so that would not be bypassable and I changed few functions in the filter option so its more advanced on finding the correct name and giving no results for unintended things. The best thing about this website was that the database was working really well with the flask and python codes including some javascript and everything was connected even if one thing broke everything in the database also broke but at the end everything worked just right and I didn’t have many issues in that part. could use the component data, allow the user to create a build and then save that build to the database. The saved build could then be displayed again later. The search and filtering system also allowed users to find components more easily. This showed the planning of using everything together and then implementing it worked very well without any issues. One of the biggest challenge while making this website was working with complex database which was a very wide range data with a lot of components to it and then the many to many relationship which was super complicated and then the database codes to make things up working with together was the most challenging part although it turned out to be working really well. Another challenging part was to add a large amount of learning material in the website which I was able to do really quickly using the help of AI and adding the component to the database to display them in the website including the image where I had to manually add all the images for each of the component to make it look more professional then random image. If I would have changed things from my website from now I would have definitely have worked more on styling adding more gaming vibe and colourful animations. But overall I am happy with what I finished with ! Thank youu soo much enjoy using the website as I have put a lot of effort on it. thank you again !!!...
|
1792853729.2978306
|
1792940129.2978306
|
|
65849
|
navigator through projects and more by @kripusek | navigator through projects and more by @kripusek | Stardance...
|
kripusek
|
1
|
1.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T00:45:44Z", "hours": 1.0, "multiplier": 1.17, "payout": 1, "blessing": "neutral", "text": "I made a little navigator website so I can easily show people my projects. it is very simple so I can easily add in more stuff I need.", "repo": "https://github.com/kripusek/kripusek.top-navigator", "demo": "https://kripusek.top"}]...
|
[{"post_id": 73793, "ts": "202 [{"post_id": 73793, "ts": "2026-09-26T00:37:06Z", "hours": 1.3597, "text": "I have made the site, blog is empty since I have nothing to blog as of now"}]...
|
Title: navigator through projects and more by @kri Title: navigator through projects and more by @kripusek | Stardance
Devlogs:
I have made the site, blog is empty since I have nothing to blog as of now
Ships:
I made a little navigator website so I can easily show people my projects. it is very simple so I can easily add in more stuff I need....
|
1792817276.0271266
|
1792903676.0271266
|
|
57158
|
WarioWare Game by @Trion17fft | Stardance
|
Trion17fft
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T00:22:11Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made TheSpideyWare. The game has 3 differents Mini-games, with some secrets. You can play it on https://trion17fft.itch.io/thespideyware . Have fun!!", "repo": "https://github.com/Trion17fft/SpiderWareGame", "demo": "https://trion17fft.itch.io/thespideyware"}]...
|
[{"post_id": 73777, "ts": "202 [{"post_id": 73777, "ts": "2026-09-25T22:51:10Z", "hours": 1.3569, "text": "I finished my Minigames, but I want to add a shop. I add animation, zoom and some secrets"}, {"post_id": 69855, "ts": "2026-09-17T22:37:43Z", "hours": 0.5358, "text": "Death screen I finished my end screen and fixed a bunch of bugs."}, {"post_id": 69840, "ts": "2026-09-17T21:43:43Z", "hours": 13.8536, "text": "First #Devlog sorry ;) First of all, I created my start screen, then several games. The first one is about collecting all the webs, the goal of the second is to crush all the vilains, and the third is a maze that is still under construction. I have also create a win screen."}]...
|
Title: WarioWare Game by @Trion17fft | Stardance
Title: WarioWare Game by @Trion17fft | Stardance
Devlogs:
First #Devlog sorry ;) First of all, I created my start screen, then several games. The first one is about collecting all the webs, the goal of the second is to crush all the vilains, and the third is a maze that is still under construction. I have also create a win screen.
Death screen I finished my end screen and fixed a bunch of bugs.
I finished my Minigames, but I want to add a shop. I add animation, zoom and some secrets
Ships:
I made TheSpideyWare. The game has 3 differents Mini-games, with some secrets. You can play it on https://trion17fft.itch.io/thespideyware . Have fun!!...
|
1792853779.1151907
|
1792940179.1151907
|
|
22005
|
Zenith V model rocket by @alexpleson49 | Stardance
|
alexpleson49
|
1
|
19.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T23:18:56Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "hello. this is the failure of the Zenith V model rocket. the rocket launch earlier today ended in a failure with the rocket violently veering of course due to a faulty engine stabilizer resulting in a fiery crash. I am shipping it as is because i do not have the ability for another launch. although i have only logged 20 hours i have undoubtably spend over 100 which makes this a very sad loss. Thank you for taking the time to read this regardless what you choose to rate it. Here i will end it off with the launch and my favourite picture from the process, again thank you.", "repo": "https://github.com/zanderman106/Zenith-V-model-rocket-flight-computer-software", "demo": ""}]...
|
[{"post_id": 71425, "ts": "202 [{"post_id": 71425, "ts": "2026-09-20T19:57:12Z", "hours": 1.935, "text": "finished wiring the flight computer, uploaded the code to the ground station, and prepped the flight computer for the code and launch."}, {"post_id": 69443, "ts": "2026-09-17T02:04:41Z", "hours": 2.1664, "text": "a longer work period here, i completely soldered the ground station and begun to solder the flight computer (sorry about the image quality it was taken form my laptop =) )"}, {"post_id": 38009, "ts": "2026-07-31T04:04:30Z", "hours": 0.9342, "text": "nothing too exciting today, just figuring out some random things if anyone has any questions about the rocket/project please ask!"}, {"post_id": 37390, "ts": "2026-07-30T02:20:04Z", "hours": 1.8169, "text": "finalized the designs for the flight computer and LoRa receiver, the final design is to have GPS in the flight computer and have all of the info transmitted rather than stored. the information will be received by a module that plugs into the USB port on my laptop so that it can by interpreted and displayed in real time. the information will include: altitude, barometric pressure, temperature, and a video feed will be saved to an onboard SD card."}, {"post_id": 36132, "ts": "2026-07-28T00:47:52Z", "hours": 0.4503, "text": "finalized flight computer components, and found launch site candidates."}, {"post_id": 21247, "ts": "2026-07-03T02:42:07Z", "hours": 4.1219, "text": "i did a lot and kind of forgot to devlog, so i finalized connection rings, made the nosecone design, and begun to work on the PCB for the flight computer"}, {"post_id": 17347, "ts": "2026-06-28T03:04:11Z", "hours": 1.2508, "text": "the first parts of the rocket have been finalized, printed, and assembled. The structure of the main body is now ready for testing."}, {"post_id": 16673, "ts": "2026-06-27T03:21:49Z", "hours": 1.5669, "text": "Parachute bay and main body tube almost complete, this is an image of a 3D model for the parachute bay and main body tube, all that needs to be done on these is adding strength via interior support bars."}, {"post_id": 12836, "ts": "2026-06-21T00:34:45Z", "hours": 5.3375, "text": "The final version of the Zenith V booster stage is complete. This is the version that will launch the rocket about 2000 ft before the sustainer stage activates and this stage falls back to the ground."}, {"post_id": 11976, "ts": "2026-06-19T15:35:47Z", "hours": 0.5003, "text": "now printing the final version of the main booster stage for the Zenith V"}, {"post_id": 11956, "ts": "2026-06-19T14:48:17Z", "hours": 0.3492, "text": "Zenith V booster stage test model –––––––––––––––––––––––––––––––This is a test model for the booster stage of my zenith V model rocket, the booster stage will house 2 Estes E 12 0 motors."}]...
|
Title: Zenith V model rocket by @alexpleson49 | St Title: Zenith V model rocket by @alexpleson49 | Stardance
Devlogs:
Zenith V booster stage test model –––––––––––––––––––––––––––––––This is a test model for the booster stage of my zenith V model rocket, the booster stage will house 2 Estes E 12 0 motors.
now printing the final version of the main booster stage for the Zenith V
The final version of the Zenith V booster stage is complete. This is the version that will launch the rocket about 2000 ft before the sustainer stage activates and this stage falls back to the ground.
Parachute bay and main body tube almost complete, this is an image of a 3D model for the parachute bay and main body tube, all that needs to be done on these is adding strength via interior support bars.
the first parts of the rocket have been finalized, printed, and assembled. The structure of the main body is now ready for testing.
i did a lot and kind of forgot to devlog, so i finalized connection rings, made the nosecone design, and begun to work on the PCB for the flight computer
finalized flight computer components, and found launch site candidates.
finalized the designs for the flight computer and LoRa receiver, the final design is to have GPS in the flight computer and have all of the info transmitted rather than stored. the information will be received by a module that plugs into the USB port on my laptop so that it can by interpreted and displayed in real time. the information will include: altitude, barometric pressure, temperature, and a video feed will be saved to an onboard SD card.
nothing too exciting today, just figuring out some random things if anyone has any questions about the rocket/project please ask!
a longer work period here, i completely soldered the ground station and begun to solder the flight computer (sorry about the image quality it was taken form my laptop =) )
finished wiring the flight computer, uploaded the code to the ground station, and prepped the flight computer for the code and launch.
Ships:
hello. this is the failure of the Zenith V model rocket. the rocket launch earlier today ended in a failure with the rocket violently veering of course due to a faulty engine stabilizer resulting in a fiery crash. I am shipping it as is because i do not have the ability for another launch. although i have only logged 20 hours i have undoubtably spend over 100 which makes this a very sad loss. Thank you for taking the time to read this regardless what you choose to rate it. Here i will end it off with the launch and my favourite picture from the process, again thank you....
|
1792853677.8523848
|
1792940077.8523848
|
|
65266
|
dragon by @Eveykay | Stardance
|
Eveykay
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T22:52:11Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is Terry my animatronic dragon. I started him shortly before joining stardance and I think the most difficult part was the jaw. Im still trying to figure out stardance works but I hope everyone else loves terry as much as I do!", "repo": "https://github.com/EveyKay/dragon", "demo": ""}]...
|
[{"post_id": 73766, "ts": "202 [{"post_id": 73766, "ts": "2026-09-25T21:49:09Z", "hours": 0.36, "text": "I added more sound animations!"}, {"post_id": 73305, "ts": "2026-09-24T20:15:10Z", "hours": 2.0083, "text": "I add more animations and a nose"}, {"post_id": 73004, "ts": "2026-09-24T06:20:08Z", "hours": 1.0431, "text": "Im making a robot dragon! His name is Terry, i just switch his brain from an uno to and esp32."}]...
|
Title: dragon by @Eveykay | Stardance
Devlogs:
Im Title: dragon by @Eveykay | Stardance
Devlogs:
Im making a robot dragon! His name is Terry, i just switch his brain from an uno to and esp32.
I add more animations and a nose
I added more sound animations!
Ships:
This is Terry my animatronic dragon. I started him shortly before joining stardance and I think the most difficult part was the jaw. Im still trying to figure out stardance works but I hope everyone else loves terry as much as I do!...
|
1792814220.5736897
|
1792900620.5736897
|
|
65824
|
Chesslog by @natnaelkedir | Stardance
|
natnaelkedir
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T20:48:17Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I just made Chesslog, a free, minimalist chess logging platform. It helps you track your games, learn from your mistakes, and keep track of your overall win rate. I implemented things like server-side pagination, JWT authentication and database integration to store your credentials and logs. Since this is my first full-stack application, I struggled with many things. Although I had some experience working with the frontend and backend independently, I didn’t really know how to connect the two. And also I was new to React so there were things I was unfamiliar with like useMemo and useContext. But I was finally capable of building my very first full-stack application. It’s up and running so all of you can use it, and improve your chess games.", "repo": "https://github.com/natiked/chesslog", "demo": "https://chesslog-project.vercel.app/"}]...
|
[{"post_id": 73744, "ts": "202 [{"post_id": 73744, "ts": "2026-09-25T20:34:33Z", "hours": 16.0789, "text": "I just deployed my first full-stack web application. It’s called Chesslog and it will help you keep track of your chess games, review your games, and know your overall win rate. You can create an account for free and start logging your games."}]...
|
Title: Chesslog by @natnaelkedir | Stardance
Devl Title: Chesslog by @natnaelkedir | Stardance
Devlogs:
I just deployed my first full-stack web application. It’s called Chesslog and it will help you keep track of your chess games, review your games, and know your overall win rate. You can create an account for free and start logging your games.
Ships:
I just made Chesslog, a free, minimalist chess logging platform. It helps you track your games, learn from your mistakes, and keep track of your overall win rate. I implemented things like server-side pagination, JWT authentication and database integration to store your credentials and logs. Since this is my first full-stack application, I struggled with many things. Although I had some experience working with the frontend and backend independently, I didn’t really know how to connect the two. And also I was new to React so there were things I was unfamiliar with like useMemo and useContext. But I was finally capable of building my very first full-stack application. It’s up and running so all of you can use it, and improve your chess games....
|
1792817270.8350043
|
1792903670.8350043
|
|
6600
|
slnap-bot by @JSnap | Stardance
|
JSnap
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T19:51:23Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "successfully made the “slnap-bot” (mix of slack and snap… get it? get it???) it can get a cat gif (/slnapbot-gifcat) it can get a cat pic(/slnapbot-catpic) and you can ping it (/slnapbot-ping) it uses catas (cat as a service) for the pics.", "repo": "https://github.com/JSnapXYZ/slnap-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0AS9G1FLAV"}]...
|
[{"post_id": 73723, "ts": "202 [{"post_id": 73723, "ts": "2026-09-25T19:46:54Z", "hours": 1.7225, "text": "successfully made the “slnap-bot” (mix of slack and snap… get it? get it???) it can get a cat gif (/slnapbot-gifcat) it can get a cat pic(/slnapbot-catpic) and you can ping it (/slnapbot-ping) it uses catas (cat as a service) for the pics."}]...
|
Title: slnap-bot by @JSnap | Stardance
Devlogs:
s Title: slnap-bot by @JSnap | Stardance
Devlogs:
successfully made the “slnap-bot” (mix of slack and snap… get it? get it???) it can get a cat gif (/slnapbot-gifcat) it can get a cat pic(/slnapbot-catpic) and you can ping it (/slnapbot-ping) it uses catas (cat as a service) for the pics.
Ships:
successfully made the “slnap-bot” (mix of slack and snap… get it? get it???) it can get a cat gif (/slnapbot-gifcat) it can get a cat pic(/slnapbot-catpic) and you can ping it (/slnapbot-ping) it uses catas (cat as a service) for the pics....
|
1792853647.2615504
|
1792940047.2615504
|
|
62402
|
MCNS — Modular Computational Neural System of a Fr MCNS — Modular Computational Neural System of a FruitFly by @kaxokaze | Stardance...
|
kaxokaze
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T19:51:15Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "MCNS (Modular Computational Neural System) is my attempt to build a computational “brain” of a fruit fly from real connectome data. I’m using Janelia FlyEM’s MaleCNS dataset — neuron skeletons, synapses, connectivity, neurotransmitters, and other biological data — as the foundation for a digital fly. The biggest challenge is scale: hundreds of thousands of neuron morphology files and massive biological datasets have to be downloaded, validated, organized, and transformed without losing their biological meaning. I’m proud that MCNS is being built as a real data-driven system rather than a simulated concept. The long-term goal is to turn the reconstructed neural architecture into something computationally explorable and eventually capable of modeling aspects of fly neural behavior. The project is still actively under development, so the GitHub repository is the best way to follow and test what exists so far.", "repo": "https://github.com/kaxokaze/mcns", "demo": "https://mcns.onrender.com/"}]...
|
[{"post_id": 68558, "ts": "202 [{"post_id": 68558, "ts": "2026-09-15T10:06:12Z", "hours": 2.9044, "text": "dataset completion in progress. :c"}]...
|
Title: MCNS — Modular Computational Neural System Title: MCNS — Modular Computational Neural System of a FruitFly by @kaxokaze | Stardance
Devlogs:
dataset completion in progress. :c
Ships:
MCNS (Modular Computational Neural System) is my attempt to build a computational “brain” of a fruit fly from real connectome data. I’m using Janelia FlyEM’s MaleCNS dataset — neuron skeletons, synapses, connectivity, neurotransmitters, and other biological data — as the foundation for a digital fly. The biggest challenge is scale: hundreds of thousands of neuron morphology files and massive biological datasets have to be downloaded, validated, organized, and transformed without losing their biological meaning. I’m proud that MCNS is being built as a real data-driven system rather than a simulated concept. The long-term goal is to turn the reconstructed neural architecture into something computationally explorable and eventually capable of modeling aspects of fly neural behavior. The project is still actively under development, so the GitHub repository is the best way to follow and test what exists so far....
|
1792813943.5430274
|
1792900343.5430274
|
|
37722
|
asteroid hunter by @layerblayerplus | Stardance
|
layerblayerplus
|
1
|
86.0
|
837
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T19:43:08Z", "hours": 86.0, "multiplier": 9.79, "payout": 837, "blessing": "neutral", "text": "this is my game asteriod hunter a game where you shoot down asteriods to gain materials to make your own space base this ship is part 1 of the game this is also the first game I ever made (mobile mode doesn’t work right now that will be fixed in ship 2)", "repo": "https://github.com/layerblayerplus-lgtm/asteriod-hunter", "demo": "https://microstudio.io/layerbylayer/astreroidhunter3/YD5AWCT2/"}]...
|
[{"post_id": 73721, "ts": "202 [{"post_id": 73721, "ts": "2026-09-25T19:37:54Z", "hours": 0.7925, "text": "I did some final game testing also mobile mode is not finished yet I will do that in next ship so only test on computors pls"}, {"post_id": 73466, "ts": "2026-09-25T04:57:32Z", "hours": 1.0242, "text": "i fixed some bug and made mobile control more straight forward -game link pls play test and give feedback https://microstudio.io/layerbylayer/astreroidhunter3/YD5AWCT2/"}, {"post_id": 72980, "ts": "2026-09-24T04:49:33Z", "hours": 2.4158, "text": "I worked on adding a health bar effect to the asteriod which will slowly crack after each hit"}, {"post_id": 71952, "ts": "2026-09-21T20:46:18Z", "hours": 1.0011, "text": "I did some final gametesting and added end/win condition- get 10 methane - if you do this then part 1 of the game is over"}, {"post_id": 69793, "ts": "2026-09-17T20:00:50Z", "hours": 0.9675, "text": "i worked on making the github repo for the game"}, {"post_id": 68965, "ts": "2026-09-16T03:57:58Z", "hours": 2.1344, "text": "THE MOBILE UPDATE I made the game work on mobile devices when the game starts you can choose mobile mode if you are on a phone or iPad ect In this mode every input has a button on the screen the buttons I have made so far left (turn turret left) right (turn turret right) space (shoots laser) shop button(goes into shop mode) resume button(goes out of shop mode)"}, {"post_id": 68446, "ts": "2026-09-15T04:16:14Z", "hours": 1.5678, "text": "I decided to fix the bug that caused asteroids that are destroyed from not dropping materials I did that because it was becoming to common Made every hit make sound but made last hit make bigger sound -Made asteroid hitting ground sound better"}, {"post_id": 67856, "ts": "2026-09-14T04:15:04Z", "hours": 1.3503, "text": "RANDOM FIXES I added the repair system for the Sabatier reactor because I forgot to do that previously Resized click boxes for buying upgrades to fit the text better BUGS - Fixed problem where clicking on empty screen in shop mode could cause accidental upgrades purchases Fixed a major bug where asteroids would disappear mid-air sometimes after being shot down. Now it always show a destruction animation, but I kept the part of the bug which made the asteroid have a small chance to not give you any materials as a new feature"}, {"post_id": 67072, "ts": "2026-09-13T03:44:00Z", "hours": 1.8433, "text": "BUGS I fixed A bug where you couldn’t buy upgrades anymore this was caused by a variable for tutorial mode never turning off as I reset the games values before turning tutorial mode off I also fixed many minor bugs caused by the tutorial update I added two new sounds The sound the laser in the carbon burner upgrade The sound of combustion from the Sabatier reactor I also fixed the sound that the side lasers make when charging the megalaserbeem I also made two small sprites the sprites were added to the starting Ui so the (tutorial) and (click here to start) buttons look nice instead of just being some floating text"}, {"post_id": 66360, "ts": "2026-09-12T04:46:07Z", "hours": 2.2178, "text": "TUTORIAL UPDATE (not just this devlog but the previous tutorial devlogs too) tutorial I made a tutorial to show the player how to play the game in an interactive manner the player learns how to: shoot laser beems aim the turret buy upgrades use upgrade buttons fix upgrades manage power usage BUGS (that I remember 😭) I had a bug where I was using a wait command for having text appear after a an amount of time but it was buggy so I used a time variable to track time globaly to stop it from glitching out."}, {"post_id": 65779, "ts": "2026-09-11T04:39:51Z", "hours": 1.1006, "text": "I worked on making the tutorial actually work I mean at least like a quarter sorry for short devlogs"}, {"post_id": 65181, "ts": "2026-09-10T03:56:49Z", "hours": 1.3131, "text": "I was working on making a tutorial for the game to make is it simpler for new players to figure out how to play"}, {"post_id": 64606, "ts": "2026-09-09T03:48:28Z", "hours": 1.4183, "text": "I edited the sound’s code - I added the mega beem explosion sound - I added a sound for the mega beem charging Fixed how sounds were played"}, {"post_id": 64070, "ts": "2026-09-08T06:45:07Z", "hours": 0.3539, "text": "added asteriod explosion sounds"}, {"post_id": 63395, "ts": "2026-09-07T06:37:20Z", "hours": 1.0186, "text": "LET THERE BE SOUND UPDATE 1 I added some sound effects to the game I sourced the sounds from mixkit the sound effects I added so far are: the normal laser beem sound the charged sidelaser beem sound a bubbling sound for the electrolysis system. I also added a cool background soundtrack"}, {"post_id": 62721, "ts": "2026-09-06T06:54:58Z", "hours": 1.5864, "text": "POWER DISPLAY UPDATE I Added a display of how much power you are losing or gaining I coded it to be red when losing power and green when gaining power It helps the player be aware of the amount of power they are using game testing/fixes I did an ~ hour of just playing the game trying to get as far as I could get but did not track the time because I did no coding during the time but I used this knowledge to fix all of these following things SOLAR PANEL I Fixed bug which caused that after first damage caused to solar panel Solar Efficiency never goes back to full capacity as I forgot to make the code assign the value of S,E to full if solar health is full I accidently just assigned it at the beginning of the code but not again. I found this out in game testing when my power kept on running out even at full solar health IRON I Made iron more common as I orignally did not account for the constant need to repair your upgrades. COOLING SYSTEM I made the cooling system take al lot less power. I did this to make it more useful as when I was game testing I found it kinda of pointless to use"}, {"post_id": 62005, "ts": "2026-09-05T06:37:20Z", "hours": 1.7881, "text": "game test update I did Game testing for 30 min fixes I Recentred asteroid sprites I resized asteriod hitboxes Increased starting power sabatier damage system I added the Sabatier reactor to the damage system and made sprites for it’s diffrent damage states I also made attached pipes get destroyed with the sabatier reactor"}, {"post_id": 61344, "ts": "2026-09-04T06:50:17Z", "hours": 1.6422, "text": "no update methane tank and pipe I added the shop text and click sensing for the methane tank and pipe fixes Fixed the restart option from the end screen the bug was caused because the gamend variable was assigned true 1 second after power was below 1 so even after it reset the game, gamend would go back to true"}, {"post_id": 60662, "ts": "2026-09-03T05:07:49Z", "hours": 1.6744, "text": "THE METHANE UPDATE Added methane tank added a methane tank below the sabatier reactor to store the methane from the reaction I Added a pipe to sent methane from sabatier reactor to the methane tank Added gas fill animation to methane tank Fixes I fixed the buttons so they dont work in shop mode I Fixed a glitch where all asteriods were carbonaceous. It turns out I was asigning the asteriod varible constantly to its starting value which is carbonaceous I Made carbon more abundant and Made water less abundant I also added text to help the user know how to activate some upgrades sorry I couldn’t get video today"}, {"post_id": 60045, "ts": "2026-09-02T04:45:08Z", "hours": 1.7844, "text": "THE GAME OVER UPDATE The game over screen if you run out of power and have no solar panel a game over screen pops up. It stops the game and lets you restart fixes I added a active cursor display on the side of the cursor to make the switch between buy mode and fix mode flow better I also made the amount of time you have to hold down the mouse to switch cursor modes half as long video the video shows the new game over animation and the active cursor display"}, {"post_id": 59394, "ts": "2026-09-01T05:49:14Z", "hours": 1.7128, "text": "no update today :( animation for the sabaitier reactor I made an animation of fire/ combustion in the sabiter reactor by making a cycle of four sprites bugs/fixes fixed a bug which would drain half of your power when you just started I also made the normal laser beem take less power video the video shows the new sabaiter animation"}, {"post_id": 58651, "ts": "2026-08-31T04:24:01Z", "hours": 2.1347, "text": "BUTTON UPDATE Made buttons the button works by toggling from off to on if the mouse clicks the button sprite on the upgrade ( the same sprite prevouisly used by the activity indicator ) all upgrades with buttons listed the carbon burner clicking the button toggles laser on and off the sabatier reactor clicking the button toggles heater on and off the electrolysis system clicking the button toggles wire in water storage on and off video the video shows all of the buttons being used to turn on the upgrades to eventually make methane"}, {"post_id": 57910, "ts": "2026-08-30T07:34:23Z", "hours": 1.84, "text": "THE minor CHANGES UPDATE Added on/off sensing to two upgrades one colored indicator on each upgrade shows you if the upgrade is currently active I fixed the start screen now the game starts and the start screen disapears if you click the screen instead of at the end of a preset time Added heater to sabatier heats up on side so sabatier reactor can reach right temp and also just looks cool"}, {"post_id": 57105, "ts": "2026-08-29T06:29:24Z", "hours": 3.4183, "text": "SABATIER REACTOR UPDATE added sabatier reactor I made a sabatier reactor sprite and added the shop text for it I also added two new pipes one to feed hydrogen to the reactor the other to feed co2 to the reactor chemistry time the sabatier recation turns 1X co2 and 2X h2 ⇢ 1X ch4(methane) and 2X h2o I added the code to do the sabatier reaction in game Bugs Fixed side lasers so they would only fire when fully charged and organized the code a bit for them"}, {"post_id": 52121, "ts": "2026-08-22T06:40:26Z", "hours": 2.5372, "text": "THE MEGA BEEM UPDATE I Added A Side Lasers Upgrade the side lasers give the player the ability to shoot larger laser beems that do a lot more damage, one shotting most asteriods. I also animated the side lasers to have an open and closed position aswell as having a copper plate on main turret that visually heats up to show the laser powering up. Fixing Fix Mode (ironic) I made the wrench only be able to fix but not buy and made the normal cursor just buy upgrades but not fix. I also stopped normal cursor from buying new upgrade while the old upgrade is present."}, {"post_id": 51468, "ts": "2026-08-21T06:10:08Z", "hours": 2.5592, "text": "Made elctrolysis and laser not work in shop “mode” I did this so the player couldn’t just stay in the shop and make new resources eg oxygen, co2 ect. Now the player has to do it while defending the base from asteriods Added fix mode now if you hold down your cursor in shop mode it will toggle between the regular cursor and a wrench. When the wrench is active you can click on damaged upgrades to repair them Organized code I organized my code into sections and added notes to make my code more readable Fixed starting text I changed some things in game so I also changed the starting text to inform the player ."}, {"post_id": 50802, "ts": "2026-08-20T06:31:30Z", "hours": 1.3339, "text": "I worked on giving the carbon laser health and a destruction animation I also worked on making co2 tank disappear with carbon laser when it is destroyed I made co2 level 0 if no co2 tank is present I Made nickel more rare as it was to common. bugs Fixed cooling system upgrade as it didn’t work in previous update the problem was that it only worked when game was paused so I just reversed it and now it works. stoped hydrogen tank from getting destroyed when solar panel was destroyed video This Is a video of a fully upgraded base decaying at 16X speed."}, {"post_id": 50126, "ts": "2026-08-19T06:31:21Z", "hours": 2.5678, "text": "I added a co2 tank ,––I added a pipe for sending oxygen to the carbon burner, ––I made materials only show up after you obtain them and also did some debugging.—————————————————————————————––I added a co2 tank aswell as a co2 gas sprite which shows the amount of co2 in the tank.–––––––––––––––––––––––––––––––––––I added a pipe to feed oxygen to the carbon burner so you can actually burn the carbon to make co2———————————————————–I made materials only appear after you obtain them so it looks neater in early game and also kinda just has a discovery vibe—————————————————————————————I did some ‘debuging of bugs” caused by my new updates. one thing I couldn’t figure out yet is why the water storage and copper pipe cooling system didn’t speed up the lasers anymore, I guess i should work on that now. Until we meet again."}, {"post_id": 42263, "ts": "2026-08-06T21:52:47Z", "hours": 2.7675, "text": "I worked on making the ui controlled by the cursor instead of a corsponding key for each item I did this to make it more user friendly and less confusing to use. To do this I had to sense the distance of the mouse from each of the click locations and check if the mouse is within a certain range using a different variable for each upgrade. ––––––––––––––––––––––––––––––––––––––––here is a video showing how the cursor control works"}, {"post_id": 39902, "ts": "2026-08-03T06:11:48Z", "hours": 4.1467, "text": "I worked on fixing the shop ui, added a new upgrade the (carbon burner), added some devtools and fixed some bugs/made sure everthing coded so far was working well.––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––– I changed the shop Ui by making each item have a diffirent colours based on the ratio of the materials used to make it I also made it obvious what material each upgrade needed by colour coding.{the next step to improve the UI is to add mouse clicks instead of clicking keys on the keypad}.————————————————————————————————————— I added the carbon burner to the game (im still working on the name) it burns carbon with oxygen to make carbon dioxide which can be used later in game as a component of methane.–––––––––––––––––––––––––––––––––––––––––––––––––I added devtools to do things like changing the type of asteriod, speed of the laser beem,giving you infinte materials, ect{ mynext step is to make it more user friendly by adding a guide of the shortcuts for dev mode}———————————————————————————————––I also fixed some things eg. When the water storage is destroyed the oxygen an hydrogen tanks are destroyed aswell because they are on the waterstorage. Before I fixed they just kinda floated in space ect.–––––––––––––––––––––––––––––––––––––––––––––––––here is a video showcasing the new shop UI and the carbon burner(video starts at 40 seconds)"}, {"post_id": 39126, "ts": "2026-08-01T20:43:28Z", "hours": 3.5433, "text": "I added electrolysis to the game. To do this I added three new upgrades that are needed to proform electrolysis. a wire, an oxygen tank and a hydrogen tank. when you have all three aswell as (water storage) and a power source(solar panel). you can then click H to do electrolysis which turns one water into two hydrogen and one oxygen. which can then be used later in the game as a component of a fuel/power source. I also added an animation of the oxygen and hydrogen tanks filling up with gas as electrolysis is happening.–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––here is video that showcases how a playthrough might go now with the new upgrades."}, {"post_id": 38007, "ts": "2026-07-31T03:57:38Z", "hours": 1.9503, "text": "I worked on fixing some minor bugs such as misspelt variables ect added new materials added gases and moved parts over to make room for new upgrades. aswell as adding a hydrogen and oxygen tank. i will edit later"}, {"post_id": 37402, "ts": "2026-07-30T02:51:02Z", "hours": 0.3169, "text": "I worked on designing two more upgrades"}, {"post_id": 36610, "ts": "2026-07-28T20:35:36Z", "hours": 1.9003, "text": "I worked on cleaning up my code –––––––––––––––––––––––––––––––––––––I removed redundant parts of my code that were not being used or could be simplfied, I added notes so I know what each part of my code does, I fixed some minor bugs ect. I also fixed the power system so when you are idle you use less energy then when you are shooting laser beems. I did this because as I was playtesting I found out that the battery ran out too quickly and there was nothing you could do about it. So now to maintain sufficent power you have to use the laser beem wisely eg not shooting a asteriod that is too far, too large or not the type you need ect.———————————————————————————————————————– here is a sped up video of how a typical play through would go thus far.––––––––––––––––––––––––––––––––––––––––––– PS I am planing to add more room to the side and/or more turrets in newer updates."}, {"post_id": 36121, "ts": "2026-07-28T00:18:31Z", "hours": 2.1339, "text": "I added a screen at the begining of the game explaining the controls. I also added a dev mode shortcut to give infinte material (D&M keys) I also worked on the solar pannel adding a destruction animation as well as fixing some minor bugs caused by it. I also added a time variable that keeps track how many seconds pased from the start of the game I plan to utlize this to cause events or increase difficulty over time.—————————————————————————————This video showcase the starting screen and the Devmode’s infinte materials additonly it shows the solar panel damage effect which I think is the best slow destruction of any upgrade yet."}, {"post_id": 35637, "ts": "2026-07-27T06:09:16Z", "hours": 1.1169, "text": "I worked on making an animation of the power going down as well as as making a new “upgrade” the solar panel it slowly adds to your total power. as you have set amount of power when you start that starts running out. This video showcase the damage system as well as the power system."}, {"post_id": 35349, "ts": "2026-07-26T17:53:50Z", "hours": 1.0839, "text": "I made a power a stat in the game. Without power your turret cant move but you can still shoot. you start with a certin amount of power but can gain power by making things such as solar pannels ect. I have no video of it yet but here is a image of the new design of the turret . I also added sulfur to the game."}, {"post_id": 35007, "ts": "2026-07-26T04:51:16Z", "hours": 2.6678, "text": "I added a damage system to the game. If your upgrades are hit by a asteriod they lose health and if their health goes to low they disapear. I also made it that you can repair the upgrades using your materials to bring their health back. I also worked on the exit menu a bit adding some colours ect."}, {"post_id": 34438, "ts": "2026-07-25T04:46:03Z", "hours": 2.1167, "text": "I made the water storage upgrade also need a copper pipe connected to the turret for it to work. I also made it that when you have water in the water storage you can hold down the up key to speed up your laser beems as without the water as coolant the turret would over heat. code wise I made a clock so I can regulate parts of the game in universal time and not just a delay. here is link to test https://microstudio.io/layerbylayer/astreroidhunter/2MSZECRK/ E for exit mode R for resume left. right arrows to aim. space to shoot. while in exit mode to puchase upgrades click the first letter of its name on your keyboard"}, {"post_id": 34390, "ts": "2026-07-25T02:25:50Z", "hours": 1.0839, "text": "I added copper to the game aswell as animating the water storage to visualy fill up as you harvest more water from asteriods––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––ps I acdently recorded an extra half hour and dont know how to remove it"}, {"post_id": 34239, "ts": "2026-07-24T19:32:04Z", "hours": 1.1839, "text": "I made the home screen of the game show the amounts of each material you have as well as making the first upgrade I haven’t made it do anything yet but the idea would be that this upgrade called water storage could be used to cool down the turret which would increase fire rate as well as allowing other upgrades such as stronger laser two barrels ect"}, {"post_id": 33883, "ts": "2026-07-24T04:54:43Z", "hours": 0.5836, "text": "I added 5 materials you can get from asteriod carbon,water,silicon,iron,gold. I set the amounts each asteriod should get though I haven’t made a proper display yet. I also fixed some minor bugs IF you have any suggestions for materials to add feel free to share."}, {"post_id": 33792, "ts": "2026-07-24T00:15:24Z", "hours": 1.3214, "text": "I made diffrent types and sizes of asteriods take diffrent amounts laser beem shots to break. I also locked down the pivot of the turret while the laser is in flight to stop the player from being able to control the laser beem midflight as this will be a upgrade added later in the game"}, {"post_id": 33750, "ts": "2026-07-23T22:14:43Z", "hours": 0.4669, "text": "I fixed the bug with the rare metalic asteriod and added it back to the game. the problem was the first sprite for the animation of the asteriod blowing up was named (metalic_asteriod_rare1) but the program called for (metalic_asteriod_rare)"}, {"post_id": 33661, "ts": "2026-07-23T19:17:23Z", "hours": 3.0133, "text": "I made animations for all the asteriods I also fixed the size of the play area I tried to fix a bug where the rare metalic asteriod animation wouldn’t play but couldn’t figure it out so I removed the rare metalic asteriod I also added a exit button E to stop the meteor shower and a resume button R also here is link to try game thus far https://microstudio.io/layerbylayer/astreroidhunter/2MSZECRK/ (left and right arrow to aim and space to shoot)"}, {"post_id": 33338, "ts": "2026-07-23T04:59:55Z", "hours": 1.2003, "text": "I made the size of the asteriods hit box change to match the visual size. I also made it that when you hit an asteriod your laser beem disapears with the asteriod. I also animated one of the types of asteriod “destruction” animation ps be aware that because I haven’t animated the other asteriod there is lag before they disapear."}, {"post_id": 32790, "ts": "2026-07-22T05:35:21Z", "hours": 0.4672, "text": "The collsions work now :) the laser beem still has trouble hitting larger asteriods even if it looks like it is touching this is because I haven’t made the hit box fit with the size yet."}, {"post_id": 32679, "ts": "2026-07-22T00:06:05Z", "hours": 1.6003, "text": "I worked on collisions got no real progress on the actual code but I am figuring out how to add collisions I also organized my code a bit by putting realted variables into objects."}, {"post_id": 32159, "ts": "2026-07-21T03:56:48Z", "hours": 1.5042, "text": "I made a turret which can angled by the← and → arrow keys and use the space key to shoot a projectile that follows the angle it was shot in . next I think I will work on collisions"}, {"post_id": 32082, "ts": "2026-07-21T00:10:21Z", "hours": 1.0589, "text": "I added randomness to the type of asteriod It can now be one of these four types a carbonaceous asteriod (the most common one), a stony asteriod(uncommon but not rare), metalic asteriod(rare) and metalic asteriod with ore vein (the rarest asteriod thus far) I also added random sizes. Larger asteriods will be harder to stop but give more materials and vice versa.—————————————————————————————————————————–PS {now the asteriod comes from a random direction not just from the middle ◝(ᴖᗜᴖ)◜}"}, {"post_id": 31933, "ts": "2026-07-20T18:52:43Z", "hours": 1.2003, "text": "I started this project by making some sprites for the diffrent types of asteriods and started trying to make some basic code. currently the asteriods follow the same path every time so not very fun:("}]...
|
Title: asteroid hunter by @layerblayerplus | Stard Title: asteroid hunter by @layerblayerplus | Stardance
Devlogs:
I started this project by making some sprites for the diffrent types of asteriods and started trying to make some basic code. currently the asteriods follow the same path every time so not very fun:(
I added randomness to the type of asteriod It can now be one of these four types a carbonaceous asteriod (the most common one), a stony asteriod(uncommon but not rare), metalic asteriod(rare) and metalic asteriod with ore vein (the rarest asteriod thus far) I also added random sizes. Larger asteriods will be harder to stop but give more materials and vice versa.—————————————————————————————————————————–PS {now the asteriod comes from a random direction not just from the middle ◝(ᴖᗜᴖ)◜}
I made a turret which can angled by the← and → arrow keys and use the space key to shoot a projectile that follows the angle it was shot in . next I think I will work on collisions
I worked on collisions got no real progress on the actual code but I am figuring out how to add collisions I also organized my code a bit by putting realted variables into objects.
The collsions work now :) the laser beem still has trouble hitting larger asteriods even if it looks like it is touching this is because I haven’t made the hit box fit with the size yet.
I made the size of the asteriods hit box change to match the visual size. I also made it that when you hit an asteriod your laser beem disapears with the asteriod. I also animated one of the types of asteriod “destruction” animation ps be aware that because I haven’t animated the other asteriod there is lag before they disapear.
I made animations for all the asteriods I also fixed the size of the play area I tried to fix a bug where the rare metalic asteriod animation wouldn’t play but couldn’t figure it out so I removed the rare metalic asteriod I also added a exit button E to stop the meteor shower and a resume button R also here is link to try game thus far https://microstudio.io/layerbylayer/astreroidhunter/2MSZECRK/ (left and right arrow to aim and space to shoot)
I fixed the bug with the rare metalic asteriod and added it back to the game. the problem was the first sprite for the animation of the asteriod blowing up was named (metalic_asteriod_rare1) but the program called for (metalic_asteriod_rare)
I made diffrent types and sizes of asteriods take diffrent amounts laser beem shots to break. I also locked down the pivot of the turret while the laser is in flight to stop the player from being able to control the laser beem midflight as this will be a upgrade added later in the game
I added 5 materials you can get from asteriod carbon,water,silicon,iron,gold. I set the amounts each asteriod should get though I haven’t made a proper display yet. I also fixed some minor bugs IF you have any suggestions for materials to add feel free to share.
I made the home screen of the game show the amounts of each material you have as well as making the first upgrade I haven’t made it do anything yet but the idea would be that this upgrade called water storage could be used to cool down the turret which would increase fire rate as well as allowing other upgrades such as stronger laser two barrels ect
I added copper to the game aswell as animating the water storage to visualy fill up as you harvest more water from asteriods––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––ps I acdently recorded an extra half hour and dont know how to remove it
I made the water storage upgrade also need a copper pipe connected to the turret for it to work. I also made it that when you have water in the water storage you can hold down the up key to speed up your laser beems as without the water as coolant the turret would over heat. code wise I made a clock so I can regulate parts of the game in universal time and not just a delay. here is link to test https://microstudio.io/layerbylayer/astreroidhunter/2MSZECRK/ E for exit mode R for resume left. right arrows to aim. space to shoot. while in exit mode to puchase upgrades click the first letter of its name on your keyboard
I added a damage system to the game. If your upgrades are hit by a asteriod they lose health and if their health goes to low they disapear. I also made it that you can repair the upgrades using your materials to bring their health back. I also worked on the exit menu a bit adding some colours ect.
I made a power a stat in the game. Without power your turret cant move but you can still shoot. you start with a certin amount of power but can gain power by making things such as solar pannels ect. I have no video of it yet but here is a image of the new design of the turret . I also added sulfur to the game.
I worked on making an animation of the power going down as well as as making a new “upgrade” the solar panel it slowly adds to your total power. as you have set amount of power when you start that starts running out. This video showcase the damage system as well as the power system.
I added a screen at the begining of the game explaining the controls. I also added a dev mode shortcut to give infinte material (D&M keys) I also worked on the solar pannel adding a destruction animation as well as fixing some minor bugs caused by it. I also added a time variable that keeps track how many seconds pased from the start of the game I plan to utlize this to cause events or increase difficulty over time.—————————————————————————————This video showcase the starting screen and the Devmode’s infinte materials additonly it shows the solar panel damage effect which I think is the best slow destruction of any upgrade yet.
I worked on cleaning up my code –––––––––––––––––––––––––––––––––––––I removed redundant parts of my code that were not being used or could be simplfied, I added notes so I know what each part of my code does, I fixed some minor bugs ect. I also fixed the power system so when you are idle you use less energy then when you are shooting laser beems. I did this because as I was playtesting I found out that the battery ran out too quickly and there was nothing you could do about it. So now to maintain sufficent power you have to use the laser beem wisely eg not shooting a asteriod that is too far, too large or not the type you need ect.———————————————————————————————————————– here is a sped up video of how a typical play through would go thus far.––––––––––––––––––––––––––––––––––––––––––– PS I am planing to add more room to the side and/or more turrets in newer updates.
I worked on designing two more upgrades
I worked on fixing some minor bugs such as misspelt variables ect added new materials added gases and moved parts over to make room for new upgrades. aswell as adding a hydrogen and oxygen tank. i will edit later
I added electrolysis to the game. To do this I added three new upgrades that are needed to proform electrolysis. a wire, an oxygen tank and a hydrogen tank. when you have all three aswell as (water storage) and a power source(solar panel). you can then click H to do electrolysis which turns one water into two hydrogen and one oxygen. which can then be used later in the game as a component of a fuel/power source. I also added an animation of the oxygen and hydrogen tanks filling up with gas as electrolysis is happening.–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––here is video that showcases how a playthrough might go now with the new upgrades.
I worked on fixing the shop ui, added a new upgrade the (carbon burner), added some devtools and fixed some bugs/made sure everthing coded so far was working well.––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––– I changed the shop Ui by making each item have a diffirent colours based on the ratio of the materials used to make it I also made it obvious what material each upgrade needed by colour coding.{the next step to improve the UI is to add mouse clicks instead of clicking keys on the keypad}.————————————————————————————————————— I added the carbon burner to the game (im still working on the name) it burns carbon with oxygen to make carbon dioxide which can be used later in game as a component of methane.–––––––––––––––––––––––––––––––––––––––––––––––––I added devtools to do things like changing the type of asteriod, speed of the laser beem,giving you infinte materials, ect{ mynext step is to make it more user friendly by adding a guide of the shortcuts for dev mode}———————————————————————————————––I also fixed some things eg. When the water storage is destroyed the oxygen an hydrogen tanks are destroyed aswell because they are on the waterstorage. Before I fixed they just kinda floated in space ect.–––––––––––––––––––––––––––––––––––––––––––––––––here is a video showcasing the new shop UI and the carbon burner(video starts at 40 seconds)
I worked on making the ui controlled by the cursor instead of a corsponding key for each item I did this to make it more user friendly and less confusing to use. To do this I had to sense the distance of the mouse from each of the click locations and check if the mouse is within a certain range using a different variable for each upgrade. ––––––––––––––––––––––––––––––––––––––––here is a video showing how the cursor control works
I added a co2 tank ,––I added a pipe for sending oxygen to the carbon burner, ––I made materials only show up after you obtain them and also did some debugging.—————————————————————————————––I added a co2 tank aswell as a co2 gas sprite which shows the amount of co2 in the tank.–––––––––––––––––––––––––––––––––––I added a pipe to feed oxygen to the carbon burner so you can actually burn the carbon to make co2———————————————————–I made materials only appear after you obtain them so it looks neater in early game and also kinda just has a discovery vibe—————————————————————————————I did some ‘debuging of bugs” caused by my new updates. one thing I couldn’t figure out yet is why the water storage and copper pipe cooling system didn’t speed up the lasers anymore, I guess i should work on that now. Until we meet again.
I worked on giving the carbon laser health and a destruction animation I also worked on making co2 tank disappear with carbon laser when it is destroyed I made co2 level 0 if no co2 tank is present I Made nickel more rare as it was to common. bugs Fixed cooling system upgrade as it didn’t work in previous update the problem was that it only worked when game was paused so I just reversed it and now it works. stoped hydrogen tank from getting destroyed when solar panel was destroyed video This Is a video of a fully upgraded base decaying at 16X speed.
Made elctrolysis and laser not work in shop “mode” I did this so the player couldn’t just stay in the shop and make new resources eg oxygen, co2 ect. Now the player has to do it while defending the base from asteriods Added fix mode now if you hold down your cursor in shop mode it will toggle between the regular cursor and a wrench. When the wrench is active you can click on damaged upgrades to repair them Organized code I organized my code into sections and added notes to make my code more readable Fixed starting text I changed some things in game so I also changed the starting text to inform the player .
THE MEGA BEEM UPDATE I Added A Side Lasers Upgrade the side lasers give the player the ability to shoot larger laser beems that do a lot more damage, one shotting most asteriods. I also animated the side lasers to have an open and closed position aswell as having a copper plate on main turret that visually heats up to show the laser powering up. Fixing Fix Mode (ironic) I made the wrench only be able to fix but not buy and made the normal cursor just buy upgrades but not fix. I also stopped normal cursor from buying new upgrade while the old upgrade is present.
SABATIER REACTOR UPDATE added sabatier reactor I made a sabatier reactor sprite and added the shop text for it I also added two new pipes one to feed hydrogen to the reactor the other to feed co2 to the reactor chemistry time the sabatier recation turns 1X co2 and 2X h2 ⇢ 1X ch4(methane) and 2X h2o I added the code to do the sabatier reaction in game Bugs Fixed side lasers so they would only fire when fully charged and organized the code a bit for them
THE minor CHANGES UPDATE Added on/off sensing to two upgrades one colored indicator on each upgrade shows you if the upgrade is currently active I fixed the start screen now the game starts and the start screen disapears if you click the screen instead of at the end of a preset time Added heater to sabatier heats up on side so sabatier reactor can reach right temp and also just looks cool
BUTTON UPDATE Made buttons the button works by toggling from off to on if the mouse clicks the button sprite on the upgrade ( the same sprite prevouisly used by the activity indicator ) all upgrades with buttons listed the carbon burner clicking the button toggles laser on and off the sabatier reactor clicking the button toggles heater on and off the electrolysis system clicking the button toggles wire in water storage on and off video the video shows all of the buttons being used to turn on the upgrades to eventually make methane
no update today :( animation for the sabaitier reactor I made an animation of fire/ combustion in the sabiter reactor by making a cycle of four sprites bugs/fixes fixed a bug which would drain half of your power when you just started I also made the normal laser beem take less power video the video shows the new sabaiter animation
THE GAME OVER UPDATE The game over screen if you run out of power and have no solar panel a game over screen pops up. It stops the game and lets you restart fixes I added a active cursor display on the side of the cursor to make the switch between buy mode and fix mode flow better I also made the amount of time you have to hold down the mouse to switch cursor modes half as long video the video shows the new game over animation and the active cursor display
THE METHANE UPDATE Added methane tank added a methane tank below the sabatier reactor to store the methane from the reaction I Added a pipe to sent methane from sabatier reactor to the methane tank Added gas fill animation to methane tank Fixes I fixed the buttons so they dont work in shop mode I Fixed a glitch where all asteriods were carbonaceous. It turns out I was asigning the asteriod varible constantly to its starting value which is carbonaceous I Made carbon more abundant and Made water less abundant I also added text to help the user know how to activate some upgrades sorry I couldn’t get video today
no update methane tank and pipe I added the shop text and click sensing for the methane tank and pipe fixes Fixed the restart option from the end screen the bug was caused because the gamend variable was assigned true 1 second after power was below 1 so even after it reset the game, gamend would go back to true
game test update I did Game testing for 30 min fixes I Recentred asteroid sprites I resized asteriod hitboxes Increased starting power sabatier damage system I added the Sabatier reactor to the damage system and made sprites for it’s diffrent damage states I also made attached pipes get destroyed with the sabatier reactor
POWER DISPLAY UPDATE I Added a display of how much power you are losing or gaining I coded it to be red when losing power and green when gaining power It helps the player be aware of the amount of power they are using game testing/fixes I did an ~ hour of just playing the game trying to get as far as I could get but did not track the time because I did no coding during the time but I used this knowledge to fix all of these following things SOLAR PANEL I Fixed bug which caused that after first damage caused to solar panel Solar Efficiency never goes back to full capacity as I forgot to make the code assign the value of S,E to full if solar health is full I accidently just assigned it at the beginning of the code but not again. I found this out in game testing when my power kept on running out even at full solar health IRON I Made iron more common as I orignally did not account for the constant need to repair your upgrades. COOLING SYSTEM I made the cooling system take al lot less power. I did this to make it more useful as when I was game testing I found it kinda of pointless to use
LET THERE BE SOUND UPDATE 1 I added some sound effects to the game I sourced the sounds from mixkit the sound effects I added so far are: the normal laser beem sound the charged sidelaser beem sound a bubbling sound for the electrolysis system. I also added a cool background soundtrack
added asteriod explosion sounds
I edited the sound’s code - I added the mega beem explosion sound - I added a sound for the mega beem charging Fixed how sounds were played
I was working on making a tutorial for the game to make is it simpler for new players to figure out how to play
I worked on making the tutorial actually work I mean at least like a quarter sorry for short devlogs
TUTORIAL UPDATE (not just this devlog but the previous tutorial devlogs too) tutorial I made a tutorial to show the player how to play the game in an interactive manner the player learns how to: shoot laser beems aim the turret buy upgrades use upgrade buttons fix upgrades manage power usage BUGS (that I remember 😭) I had a bug where I was using a wait command for having text appear after a an amount of time but it was buggy so I used a time variable to track time globaly to stop it from glitching out.
BUGS I fixed A bug where you couldn’t buy upgrades anymore this was caused by a variable for tutorial mode never turning off as I reset the games values before turning tutorial mode off I also fixed many minor bugs caused by the tutorial update I added two new sounds The sound the laser in the carbon burner upgrade The sound of combustion from the Sabatier reactor I also fixed the sound that the side lasers make when charging the megalaserbeem I also made two small sprites the sprites were added to the starting Ui so the (tutorial) and (click here to start) buttons look nice instead of just being some floating text
RANDOM FIXES I added the repair system for the Sabatier reactor because I forgot to do that previously Resized click boxes for buying upgrades to fit the text better BUGS - Fixed problem where clicking on empty screen in shop mode could cause accidental upgrades purchases Fixed a major bug where asteroids would disappear mid-air sometimes after being shot down. Now it always show a destruction animation, but I kept the part of the bug which made the asteroid have a small chance to not give you any materials as a new feature
I decided to fix the bug that caused asteroids that are destroyed from not dropping materials I did that because it was becoming to common Made every hit make sound but made last hit make bigger sound -Made asteroid hitting ground sound better
THE MOBILE UPDATE I made the game work on mobile devices when the game starts you can choose mobile mode if you are on a phone or iPad ect In this mode every input has a button on the screen the buttons I have made so far left (turn turret left) right (turn turret right) space (shoots laser) shop button(goes into shop mode) resume button(goes out of shop mode)
i worked on making the github repo for the game
I did some final gametesting and added end/win condition- get 10 methane - if you do this then part 1 of the game is over
I worked on adding a health bar effect to the asteriod which will slowly crack after each hit
i fixed some bug and made mobile control more straight forward -game link pls play test and give feedback https://microstudio.io/layerbylayer/astreroidhunter3/YD5AWCT2/
I did some final game testing also mobile mode is not finished yet I will do that in next ship so only test on computors pls
Ships:
this is my game asteriod hunter a game where you shoot down asteriods to gain materials to make your own space base this ship is part 1 of the game this is also the first game I ever made (mobile mode doesn’t work right now that will be fixed in ship 2)...
|
1792853460.1062741
|
1792939860.1062741
|
|
62408
|
Pandatap by @kaxokaze | Stardance
|
kaxokaze
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T19:35:11Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made PandaTap, a website for a small NFC review-card project I’ve been working on. The idea is pretty simple: businesses can give customers a branded card that makes getting to their Google review page much easier. I wanted the website to feel like an actual product website, not just a school/project website, so I spent a lot of time working on the design, layout, animations, responsive behavior, and the way the physical card is presented. The hardest part was getting everything to feel consistent across the different pages while still keeping the site fast and easy to use. I’m most proud of the overall polish and the fact that it’s actually deployed and usable. You can explore the homepage and the different sections/pages to see how the product works and how it could be used by salons, restaurants, clinics, and other local businesses. https://pandatap.onrender.com/", "repo": "https://github.com/kaxokaze/pandatap-site", "demo": "https://pandatap.onrender.com/"}]...
|
[{"post_id": 72276, "ts": "202 [{"post_id": 72276, "ts": "2026-09-22T15:50:35Z", "hours": 0.4178, "text": "worked on some changes! but i didnt post it, it wasnt good"}, {"post_id": 69988, "ts": "2026-09-18T06:23:24Z", "hours": 1.0117, "text": "Finally client’s Menu site done: go checkout at https://pandatap.onrender.com yyayayyayayaya"}, {"post_id": 69859, "ts": "2026-09-17T22:45:27Z", "hours": 3.5011, "text": "site was improved: seo improvements, and memory usage reductions. better now"}]...
|
Title: Pandatap by @kaxokaze | Stardance
Devlogs: Title: Pandatap by @kaxokaze | Stardance
Devlogs:
site was improved: seo improvements, and memory usage reductions. better now
Finally client’s Menu site done: go checkout at https://pandatap.onrender.com yyayayyayayaya
worked on some changes! but i didnt post it, it wasnt good
Ships:
I made PandaTap, a website for a small NFC review-card project I’ve been working on. The idea is pretty simple: businesses can give customers a branded card that makes getting to their Google review page much easier. I wanted the website to feel like an actual product website, not just a school/project website, so I spent a lot of time working on the design, layout, animations, responsive behavior, and the way the physical card is presented. The hardest part was getting everything to feel consistent across the different pages while still keeping the site fast and easy to use. I’m most proud of the overall polish and the fact that it’s actually deployed and usable. You can explore the homepage and the different sections/pages to see how the product works and how it could be used by salons, restaurants, clinics, and other local businesses. https://pandatap.onrender.com/...
|
1792813944.4081035
|
1792900344.4081035
|
|
65800
|
ESP 32 BASED Gamepad by @IsoVoir | Stardance
|
IsoVoir
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T19:33:10Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I make a ESP 32 BASED BLE Gamepad. It was challenging because it is difficult to access the game pairing with BLE with lots of complexities makes me driven more mad. I am proud of nothing because it is just a prototype and it can be more efficient if i get funding. People can test either by my way approach or took help with GPT and I also gave them the Youtube video link which makes me curious to make this Gamepad", "repo": "https://github.com/kumarishan0825/MYESP32-BLE-GAMEPAD", "demo": ""}]...
|
[{"post_id": 73696, "ts": "202 [{"post_id": 73696, "ts": "2026-09-25T18:44:22Z", "hours": 0.2853, "text": "It was one of my Favourite projects , presenting “ESP32 GAMEPAD”"}]...
|
Title: ESP 32 BASED Gamepad by @IsoVoir | Stardanc Title: ESP 32 BASED Gamepad by @IsoVoir | Stardance
Devlogs:
It was one of my Favourite projects , presenting “ESP32 GAMEPAD”
Ships:
I make a ESP 32 BASED BLE Gamepad. It was challenging because it is difficult to access the game pairing with BLE with lots of complexities makes me driven more mad. I am proud of nothing because it is just a prototype and it can be more efficient if i get funding. People can test either by my way approach or took help with GPT and I also gave them the Youtube video link which makes me curious to make this Gamepad...
|
1792817269.9762726
|
1792903669.9762726
|
|
32485
|
SpideyOs by @Ari001 | Stardance
|
Ari001
|
1
|
13.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T19:29:25Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "so i finalized my webOs it meets all the requirement for the mission not only that it also has a very good readme file that you can read as well as it has several features that you spider man fanz will absolutely like and also can get a lil bit sad it has a lot of features some of them are still under construction tho i am shipping it and i will polish it on the next webOs2 mission . thanks for reading . Demo link - https://arpan832.github.io/SpideyOs/", "repo": "https://github.com/arpan832/SpideyOs", "demo": "https://arpan832.github.io/SpideyOs/"}]...
|
[{"post_id": 72552, "ts": "202 [{"post_id": 72552, "ts": "2026-09-23T06:07:25Z", "hours": 1.0567, "text": "update !!! its version (2.0) here i added multiple draggable windows with custom covers and also music player and a cool boot up screen and a lil mascot of spider man also a pop up screen on the left of the screen and now the webos 1 is done i spend nearly 2 months on this and now finally its here and i am going to ship it … thanks for reading"}, {"post_id": 72519, "ts": "2026-09-23T03:44:16Z", "hours": 1.3867, "text": "so update i nearly completed my spidey os its more than done i added daily bugle , notes app , settings app a terminal those are under construction but yeah i did that not only that i also added niomorphism style and the best part a Daily Bugle app where you can read news on your os"}, {"post_id": 32892, "ts": "2026-07-22T10:58:27Z", "hours": 2.425, "text": "So update!! i changed the whole ui and made it SpiderOs instead of ProtonOs i am very big fan of spiderman and it is inspired by that only i am working on this Os FEATURES - so i added two apps one calculator and a notepad the notepad is underconstruction i am writing this code from hand without using ai much so it would be helpful if you tell me how it looks Features to add next - A file manager and a taskbar is what i will head for the next time ( Thanks for reading, peace!!)"}, {"post_id": 32500, "ts": "2026-07-21T18:35:10Z", "hours": 3.9672, "text": "update on ProtonOS So today I finally made my first app a calculator for my OS. OMG, it was so hard and long to make a app i dont know how people are making os this fast oww … i am not using ai that much so it should take time haha .. well thanks for reading this devlog here is a nice picture of how the calculator looks"}, {"post_id": 31777, "ts": "2026-07-20T13:15:24Z", "hours": 2.1142, "text": "ProtonOS Update (v-6.5) Added a clean top bar with a live clock and date. Created a lightweight Calculator app using Flexbox. Added smooth Y-axis animations for UI elements. Learned and implemented CSS pseudo-elements and @keyframes animations. Standardized the app UI—future apps will reuse the same interface, with only layout positions and underlying logic changing. looking forward to (v-7.0)"}, {"post_id": 27832, "ts": "2026-07-13T18:31:40Z", "hours": 0.865, "text": "ProtonOS hit phase 0.6; I just added the boot screen, and after that I added a small top bar where you can see the time and also a cute desktop wallpaper. Now I will add apps and VFS (Virtual File system) for my OS … looking forward to phase 0.7"}, {"post_id": 26062, "ts": "2026-07-10T17:29:02Z", "hours": 1.1008, "text": "So i am working on my ProtonOS, and today i completed the phase 0.5 (THE BOOT ) section Resolutions – So for phase 1, I am thinking of adding wallpaper, a few apps with proper functions and a taskbar more and that will be the core of my phase 1 Current Situation — so for now its a boot section that when youe Browser window loads you can see the the name PROTON on the screen and it uses Typewriting logic and then when you click it a top bar with time appears fn it is the phase 0.5"}]...
|
Title: SpideyOs by @Ari001 | Stardance
Devlogs:
S Title: SpideyOs by @Ari001 | Stardance
Devlogs:
So i am working on my ProtonOS, and today i completed the phase 0.5 (THE BOOT ) section Resolutions – So for phase 1, I am thinking of adding wallpaper, a few apps with proper functions and a taskbar more and that will be the core of my phase 1 Current Situation — so for now its a boot section that when youe Browser window loads you can see the the name PROTON on the screen and it uses Typewriting logic and then when you click it a top bar with time appears fn it is the phase 0.5
ProtonOS hit phase 0.6; I just added the boot screen, and after that I added a small top bar where you can see the time and also a cute desktop wallpaper. Now I will add apps and VFS (Virtual File system) for my OS … looking forward to phase 0.7
ProtonOS Update (v-6.5) Added a clean top bar with a live clock and date. Created a lightweight Calculator app using Flexbox. Added smooth Y-axis animations for UI elements. Learned and implemented CSS pseudo-elements and @keyframes animations. Standardized the app UI—future apps will reuse the same interface, with only layout positions and underlying logic changing. looking forward to (v-7.0)
update on ProtonOS So today I finally made my first app a calculator for my OS. OMG, it was so hard and long to make a app i dont know how people are making os this fast oww … i am not using ai that much so it should take time haha .. well thanks for reading this devlog here is a nice picture of how the calculator looks
So update!! i changed the whole ui and made it SpiderOs instead of ProtonOs i am very big fan of spiderman and it is inspired by that only i am working on this Os FEATURES - so i added two apps one calculator and a notepad the notepad is underconstruction i am writing this code from hand without using ai much so it would be helpful if you tell me how it looks Features to add next - A file manager and a taskbar is what i will head for the next time ( Thanks for reading, peace!!)
so update i nearly completed my spidey os its more than done i added daily bugle , notes app , settings app a terminal those are under construction but yeah i did that not only that i also added niomorphism style and the best part a Daily Bugle app where you can read news on your os
update !!! its version (2.0) here i added multiple draggable windows with custom covers and also music player and a cool boot up screen and a lil mascot of spider man also a pop up screen on the left of the screen and now the webos 1 is done i spend nearly 2 months on this and now finally its here and i am going to ship it … thanks for reading
Ships:
so i finalized my webOs it meets all the requirement for the mission not only that it also has a very good readme file that you can read as well as it has several features that you spider man fanz will absolutely like and also can get a lil bit sad it has a lot of features some of them are still under construction tho i am shipping it and i will polish it on the next webOs2 mission . thanks for reading . Demo link - https://arpan832.github.io/SpideyOs/...
|
1792853471.9616938
|
1792939871.9616938
|
|
64482
|
AI To Do List by @Avetisyan | Stardance
|
Avetisyan
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T19:17:12Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did I make? I built a web app that turns any goal into a structured to-do list. Type “prepare for a C++ exam” - gpt-4o-mini breaks it into 4–8 specific tasks with priorities, time estimates, and dependencies. Interactive cards, live progress, localStorage persistence. Frontend on GitHub Pages, backend on Render. What was challenging? Getting the AI to produce specific tasks, not vague ones. My first prompts returned “Do research” - useless. I fixed it with prompt engineering and Structured Outputs (strict JSON schema). Also CORS between GitHub Pages and Render, and restoring checkbox state on reload. What am I proud of? The AI actually adapts - same prompt, totally different plans for JavaScript, C++, or a birthday party. And the API key stays on the server, never in the browser. Full stack works together - this is a real deployed product. What should people know? Link: https://osnacc.github.io/AI-To-Do/ The first request may take up to 60 seconds - Render free tier sleeps. Wait out the spinner; next requests are fast. Try different goal types, click checkboxes, reload the page to test persistence.", "repo": "https://github.com/osnacc/AI-To-Do", "demo": "https://osnacc.github.io/AI-To-Do/"}]...
|
[{"post_id": 73707, "ts": "202 [{"post_id": 73707, "ts": "2026-09-25T19:06:35Z", "hours": 3.2622, "text": "Devlog 4 Turn any goal written in natural language into a structured, actionable to-do list. Powered by OpenAI. Progress Done It’s the final development session. The app is fully deployed and working end-to-end: user opens the GitHub Pages link, types any goal, gets back a structured AI-generated plan as task cards, checks off tasks, and the whole state persists in the browser. I finished the interaction layer (progress bar, statistics, localStorage persistence, clear plan) and polished the UI with animations, hover states, and an empty state. The project is now feature-complete. Features Added/Worked on Progress bar with smooth width animation on checkbox click Task counter ( 3 / 8 tasks completed ) and live percentage Total estimated time calculated from all tasks Priority statistics (High / Medium / Low counts) Save full plan + checkbox state to localStorage Automatic restore of plan and checked tasks on page reload Clear Plan button to wipe localStorage and return to empty state Empty state hint shown when no plan exists Card hover effect with subtle right shift Card fade-in animation on first render Fixed localStorage edge cases with try / catch Added data-task-id on cards for reliable state restoration What new I learnt I learnt how localStorage works and why JSON.stringify / JSON.parse are required I learnt why localStorage access must be wrapped in try / catch (private mode, quota) I learnt how to restore UI state from storage on page load I learnt how CSS animations work with animation-delay for staggered effects I learnt that CSS specificity matters when the same class is styled twice I learnt how to design an empty state that guides the user I learnt how data-task-id attributes bridge DOM and app state I learnt to keep the app resilient: even if one part fails, the rest keeps working Try It Live Demo - fully working, backend on Render Note: the first request may take up to 1 minute while the free Render instance wakes up. Subsequent requests are fast."}, {"post_id": 72385, "ts": "2026-09-22T20:03:33Z", "hours": 3.4114, "text": "Devlog 3 Turn any goal written in natural language into a structured, actionable to-do list. Powered by OpenAI. Progress Done It’s the 7th hour into the project, and the app is now fully deployed and working end-to-end in the browser. A user opens the GitHub Pages link, types any goal, and the frontend sends a request to a live backend on Render, which calls gpt-4o-mini and returns structured task cards rendered on the page. I have connected OpenAI with Structured Outputs, added validation, loading and error states, interactive checkboxes, and deployed the backend with CORS configured for GitHub Pages. Features Added/Worked on Connected OpenAI gpt-4o-mini with Structured Outputs (JSON Schema) Created openai.js as an isolated module for the model call Added POST /api/generate with validation (non-empty string, max 500 chars) Added error mapping for 401, 429 and generic failures System prompt tuned to produce specific, actionable tasks with priorities, time estimates, and dependencies Rendered task cards with priority-colored left border, priority badge and estimated time Added interactive checkboxes with completed state (dimmed + strikethrough) Added live character counter for the textarea Added loading spinner and error box Deployed backend to Render (Free tier) with OPENAI_API_KEY as an environment variable Added CORS middleware allowing requests from GitHub Pages and localhost Configured frontend to switch API base URL between localhost and Render What new I learnt I learnt how Structured Outputs work in the OpenAI API (strict schema, additionalProperties) I learnt why API keys must live in .env on the server and never in frontend code I learnt that fetch does not throw on HTTP 4xx/5xx - you have to check response.ok manually I learnt how try / catch / finally works for cleaning up UI state on errors I learnt BEM-style class naming for state variants (taskCard–done) I learnt building DOM with createElement + appendChild instead of innerHTML (safer, no XSS) I learnt how CORS works and why browsers block cross-origin requests by default I learnt how to deploy a Node.js backend to Render and connect it to a static frontend on GitHub Pages Try It Live Demo - fully working, backend on Render First Generate can be until 1 minute wait please until server will wake up ;)"}, {"post_id": 72137, "ts": "2026-09-22T09:03:29Z", "hours": 1.5725, "text": "AI To Do List Turn any goal written in natural language into a structured, actionable to-do list. Powered by OpenAI. What works now Frontend UI: gradient header, glassmorphism goal card, textarea, “Generate Plan” button Live character counter (updates on every keystroke) Loading spinner while waiting for the backend Error box for empty input, auto-clears on retry Backend: Express server serving /docs and exposing GET /api/health POST /api/generate - validates the goal (non-empty, max 500 chars) and returns a hardcoded JSON plan with three tasks GitHub Pages previews the static UI No AI yet - the endpoint exists so the data shape and client flow can be tested first. What’s next Connect OpenAI gpt-4o-mini with Structured Outputs (JSON Schema) Replace the fake response in /api/generate with a real model call Replace the frontend placeholder with a real fetch() to the backend Render task cards: title, description, priority, time, dependencies Checkbox + progress bar + total time Priority statistics Save plan to localStorage Polish, mobile pass, deploy Stack Frontend: HTML, CSS, vanilla JS Backend: Node.js, Express 5 AI: OpenAI gpt-4o-mini, Structured Outputs (planned) Persistence: localStorage (planned) Preview: GitHub Pages ( /docs ) Try It Live Demo - UI only, backend not connected yet"}, {"post_id": 71840, "ts": "2026-09-21T17:02:52Z", "hours": 2.8661, "text": "AI To Do List Turn any goal written in natural language into a structured, actionable to-do list. Powered by OpenAI. Progress Project restructured into a single directory layout Frontend UI finished: gradient header, glassmorphism card with textarea, static character counter, “Generate Plan” button, hidden loading/error/dashboard sections server.js - Express server, serves /docs , exposes GET /api/health package.json - scripts start / dev , deps: express, dotenv, openai .env.example - template for PORT and OPENAI_API_KEY .gitignore - protects .env and node_modules/ docs/style.css - dark theme, gradients, glass cards, responsive GitHub Pages previews the UI from docs/ No AI yet - that comes next. Goal Remove the “where do I start?” problem. A user types any goal - “build a portfolio website”, “prepare for a C++ exam”, “organize a birthday party” - and gets back a concrete, ordered list of tasks with priorities, time estimates, and dependencies. The AI must not just rephrase the goal. It must decompose it into specific, actionable steps. Stack Frontend: HTML, CSS, vanilla JS Backend: Node.js, Express 5 AI: OpenAI gpt-4o-mini, Structured Outputs Persistence: localStorage (planned) Preview: GitHub Pages ( /docs ) Try It Live Demo - UI only, backend not connected yet"}]...
|
Title: AI To Do List by @Avetisyan | Stardance
De Title: AI To Do List by @Avetisyan | Stardance
Devlogs:
AI To Do List Turn any goal written in natural language into a structured, actionable to-do list. Powered by OpenAI. Progress Project restructured into a single directory layout Frontend UI finished: gradient header, glassmorphism card with textarea, static character counter, “Generate Plan” button, hidden loading/error/dashboard sections server.js - Express server, serves /docs , exposes GET /api/health package.json - scripts start / dev , deps: express, dotenv, openai .env.example - template for PORT and OPENAI_API_KEY .gitignore - protects .env and node_modules/ docs/style.css - dark theme, gradients, glass cards, responsive GitHub Pages previews the UI from docs/ No AI yet - that comes next. Goal Remove the “where do I start?” problem. A user types any goal - “build a portfolio website”, “prepare for a C++ exam”, “organize a birthday party” - and gets back a concrete, ordered list of tasks with priorities, time estimates, and dependencies. The AI must not just rephrase the goal. It must decompose it into specific, actionable steps. Stack Frontend: HTML, CSS, vanilla JS Backend: Node.js, Express 5 AI: OpenAI gpt-4o-mini, Structured Outputs Persistence: localStorage (planned) Preview: GitHub Pages ( /docs ) Try It Live Demo - UI only, backend not connected yet
AI To Do List Turn any goal written in natural language into a structured, actionable to-do list. Powered by OpenAI. What works now Frontend UI: gradient header, glassmorphism goal card, textarea, “Generate Plan” button Live character counter (updates on every keystroke) Loading spinner while waiting for the backend Error box for empty input, auto-clears on retry Backend: Express server serving /docs and exposing GET /api/health POST /api/generate - validates the goal (non-empty, max 500 chars) and returns a hardcoded JSON plan with three tasks GitHub Pages previews the static UI No AI yet - the endpoint exists so the data shape and client flow can be tested first. What’s next Connect OpenAI gpt-4o-mini with Structured Outputs (JSON Schema) Replace the fake response in /api/generate with a real model call Replace the frontend placeholder with a real fetch() to the backend Render task cards: title, description, priority, time, dependencies Checkbox + progress bar + total time Priority statistics Save plan to localStorage Polish, mobile pass, deploy Stack Frontend: HTML, CSS, vanilla JS Backend: Node.js, Express 5 AI: OpenAI gpt-4o-mini, Structured Outputs (planned) Persistence: localStorage (planned) Preview: GitHub Pages ( /docs ) Try It Live Demo - UI only, backend not connected yet
Devlog 3 Turn any goal written in natural language into a structured, actionable to-do list. Powered by OpenAI. Progress Done It’s the 7th hour into the project, and the app is now fully deployed and working end-to-end in the browser. A user opens the GitHub Pages link, types any goal, and the frontend sends a request to a live backend on Render, which calls gpt-4o-mini and returns structured task cards rendered on the page. I have connected OpenAI with Structured Outputs, added validation, loading and error states, interactive checkboxes, and deployed the backend with CORS configured for GitHub Pages. Features Added/Worked on Connected OpenAI gpt-4o-mini with Structured Outputs (JSON Schema) Created openai.js as an isolated module for the model call Added POST /api/generate with validation (non-empty string, max 500 chars) Added error mapping for 401, 429 and generic failures System prompt tuned to produce specific, actionable tasks with priorities, time estimates, and dependencies Rendered task cards with priority-colored left border, priority badge and estimated time Added interactive checkboxes with completed state (dimmed + strikethrough) Added live character counter for the textarea Added loading spinner and error box Deployed backend to Render (Free tier) with OPENAI_API_KEY as an environment variable Added CORS middleware allowing requests from GitHub Pages and localhost Configured frontend to switch API base URL between localhost and Render What new I learnt I learnt how Structured Outputs work in the OpenAI API (strict schema, additionalProperties) I learnt why API keys must live in .env on the server and never in frontend code I learnt that fetch does not throw on HTTP 4xx/5xx - you have to check response.ok manually I learnt how try / catch / finally works for cleaning up UI state on errors I learnt BEM-style class naming for state variants (taskCard–done) I learnt building DOM with createElement + appendChild instead of innerHTML (safer, no XSS) I learnt how CORS works and why browsers block cross-origin requests by default I learnt how to deploy a Node.js backend to Render and connect it to a static frontend on GitHub Pages Try It Live Demo - fully working, backend on Render First Generate can be until 1 minute wait please until server will wake up ;)
Devlog 4 Turn any goal written in natural language into a structured, actionable to-do list. Powered by OpenAI. Progress Done It’s the final development session. The app is fully deployed and working end-to-end: user opens the GitHub Pages link, types any goal, gets back a structured AI-generated plan as task cards, checks off tasks, and the whole state persists in the browser. I finished the interaction layer (progress bar, statistics, localStorage persistence, clear plan) and polished the UI with animations, hover states, and an empty state. The project is now feature-complete. Features Added/Worked on Progress bar with smooth width animation on checkbox click Task counter ( 3 / 8 tasks completed ) and live percentage Total estimated time calculated from all tasks Priority statistics (High / Medium / Low counts) Save full plan + checkbox state to localStorage Automatic restore of plan and checked tasks on page reload Clear Plan button to wipe localStorage and return to empty state Empty state hint shown when no plan exists Card hover effect with subtle right shift Card fade-in animation on first render Fixed localStorage edge cases with try / catch Added data-task-id on cards for reliable state restoration What new I learnt I learnt how localStorage works and why JSON.stringify / JSON.parse are required I learnt why localStorage access must be wrapped in try / catch (private mode, quota) I learnt how to restore UI state from storage on page load I learnt how CSS animations work with animation-delay for staggered effects I learnt that CSS specificity matters when the same class is styled twice I learnt how to design an empty state that guides the user I learnt how data-task-id attributes bridge DOM and app state I learnt to keep the app resilient: even if one part fails, the rest keeps working Try It Live Demo - fully working, backend on Render Note: the first request may take up to 1 minute while the free Render instance wakes up. Subsequent requests are fast.
Ships:
What did I make? I built a web app that turns any goal into a structured to-do list. Type “prepare for a C++ exam” - gpt-4o-mini breaks it into 4–8 specific tasks with priorities, time estimates, and dependencies. Interactive cards, live progress, localStorage persistence. Frontend on GitHub Pages, backend on Render. What was challenging? Getting the AI to produce specific tasks, not vague ones. My first prompts returned “Do research” - useless. I fixed it with prompt engineering and Structured Outputs (strict JSON schema). Also CORS between GitHub Pages and Render, and restoring checkbox state on reload. What am I proud of? The AI actually adapts - same prompt, totally different plans for JavaScript, C++, or a birthday party. And the API key stays on the server, never in the browser. Full stack works together - this is a real deployed product. What should people know? Link: https://osnacc.github.io/AI-To-Do/ The first request may take up to 60 seconds - Render free tier sleeps. Wait out the spinner; next requests are fast. Try different goal types, click checkboxes, reload the page to test persistence....
|
1792814144.5001147
|
1792900544.5001147
|
|
47657
|
AI-adaptive resources curator by @dhruvanshjariwal AI-adaptive resources curator by @dhruvanshjariwala | Stardance...
|
dhruvanshjariwala
|
1
|
19.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T19:04:03Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "An AI-powered adaptive learning platform built with Python (FastAPI/LangChain) and a modern Tailwind CSS dashboard. Features real-time diagnostic assessments, dynamic quiz generation, interactive choice cards, and an integrated AI tutor.", "repo": "https://github.com/codemaster010pro/AI_web", "demo": "https://ai-web-frontend.onrender.com"}]...
|
[{"post_id": 73705, "ts": "202 [{"post_id": 73705, "ts": "2026-09-25T19:02:53Z", "hours": 4.9428, "text": "finally its live you can try my web app and know your learning pattern and ask for resources according to your learning preference"}, {"post_id": 52394, "ts": "2026-08-22T14:48:17Z", "hours": 1.5994, "text": "backend is done"}, {"post_id": 49416, "ts": "2026-08-18T07:40:15Z", "hours": 0.9669, "text": "create a database for the web app"}, {"post_id": 49097, "ts": "2026-08-17T18:38:01Z", "hours": 4.8256, "text": "finally quiz part is done now its time to work on database to store that user info and later i will make a chatbot which will serve as a main sit where will be provided resources. msg me if you think that any improvements which will be good!!"}, {"post_id": 46703, "ts": "2026-08-14T04:27:46Z", "hours": 6.7456, "text": "just made langgraph tools for resource scrapping like documentation, yt video etc and it also check yt url the user have given"}]...
|
Title: AI-adaptive resources curator by @dhruvansh Title: AI-adaptive resources curator by @dhruvanshjariwala | Stardance
Devlogs:
just made langgraph tools for resource scrapping like documentation, yt video etc and it also check yt url the user have given
finally quiz part is done now its time to work on database to store that user info and later i will make a chatbot which will serve as a main sit where will be provided resources. msg me if you think that any improvements which will be good!!
create a database for the web app
backend is done
finally its live you can try my web app and know your learning pattern and ask for resources according to your learning preference
Ships:
An AI-powered adaptive learning platform built with Python (FastAPI/LangChain) and a modern Tailwind CSS dashboard. Features real-time diagnostic assessments, dynamic quiz generation, interactive choice cards, and an integrated AI tutor....
|
1792853373.6305037
|
1792939773.6305037
|