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32708
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RiverFlow by @ToriYukari | Stardance
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ToriYukari
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1
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62.0
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756
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T20:40:09Z", "hours": 62.0, "multiplier": 14.42, "payout": 756, "blessing": "neutral", "text": "Here I welcome you to the very first release of RiverFlow - native macOS, resource-efficient file manager intended to be an alternative for Mac developers! This is my second project in Swift and my biggest project for now. Much of the stuff used in it I figured out on the spot, sometimes minutes before my internal deadlines. The project was developed using agile methods and strict version control along with code coverage focus. It introduces crucial functionalities that any file manager should have as well as some new, small but satisfying tweaks. It uses SwiftUI and AppKit - native Apple view libraries which makes the RiverFlow look exactly like most of the system’s apps, not requiring from user learning of the new interface cause it also resembles Finder in many ways. This is a second app being a part of The Shrimple Project - as simple as possible set of QoL apps for macOS filling the gaps that Apple left which drives people crazy. Important information before testing : This app is made for MACOS and its purpose is to work on MACOS. I am not planning to port it to Windows or Linux before I finish its main phase of development so please, do not leave one star reviews because there is no Windows version. Thank you all in advance, I sure do hope RiverFlow will help in efficient file management and you will enjoy using it!", "repo": "https://github.com/Predsu/RiverFlow", "demo": "https://github.com/Predsu/RiverFlow/releases/tag/v0.1.0"}]...
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[{"post_id": 72808, "ts": "202 [{"post_id": 72808, "ts": "2026-09-23T19:30:51Z", "hours": 10.3908, "text": "23.09 Shipping is hours away now! I must admit that I’ve been a little lazy for the last two weeks and thus the demo has not been released yet and I’m a little afraid if I will be able to get all the necessary votes before 30th Sep. I took five topics that were bothering me: go to path like url bar in windows explorer finishing basic git operations with commit modal overhauling slightly abandoned listView advanced search panel with many options settings window And yet I had so much time to figure them out I couldn’t finish more than three… well two actually. ListView overhaul went… bad. I’ll have to make it from the very beginning but I do not have time for that now. I am not very satisified that I have to ship a software that has not been brought to a state where I would originally want to release it, but I am still really happy for what have I achieved. This was my second Swift project and first that big project at all! I’ve been learning everything about native macOS programming during the development. Thus I am really proud of myself. What I’ve done goToPath modal with autocompletion based on the mechanism used in file searching (revelance tiers) git commit modal with options based on the one from vscode core of listView rework which currently serves as an entry point to every new approach I am testing to make most of functionalities from gridView work also in listView (I am never leaving such a big technical debt in any project) What I’ve learned technical debt awareness deep understanding of git CLI Difficulties Of course the already mentioned listView and more specifically: columns and their resizement, active element area (because I wanted the element to be selected only when clicked on text and the empty area acts as background), additional columns adding, sorting by column. App sandboxing which caused many problems with release version comparing to debug version which appeared to be my mistake in implementation. So I am heading back to the last checklist elements and around 11PM CEST there should appear a shipping. Oh I have to write something for a shipping message… Maybe 1AM tomorrow? I don’t know, as soon as I can so there will be time to receive and give votes. See ya then! I am so excited!"}, {"post_id": 59886, "ts": "2026-09-01T21:31:38Z", "hours": 10.2817, "text": "1.09 We are getting so close to the first demo launch! Pushed by my Git fascination I managed to integrate another two important things into the repo: CodeQL and automatic code review by CodeRabbit. However I realised I’ve been doing much more things at the repo itself and I keep forgeting I am trying to code something. So - 4 new features (and first really developer-focused) and incoming REAL readme (because the current one is really crappy). I just started my last high school year so I’ll be a little more busy but my targets still remain the same: at least 80h on stardance and first beta release until 30th September. What I’ve made Git integration with status bar, staging, discarding for directories with repos present improved navigation with folder history (go back, go forward like every normal file manager) sidebar tree view instead of Finder-like fixed bookmarks (like Windows Explorer, kinda buggy for now but actively working on it!) file collision handling with choice dialog window What I’ve learned a bit of project management (kanban, agile etc.) Git API usage in Swift handling and applying code review reports CodeQL reports analysis Difficulties I must admit that I did not write unit tests for Git integration because I kinda don’t know how to approach it. Maybe the next few days in school with my teacher will help me going through it. Apart from that I struggled with applying some responsiveness to resizable elements (such as InteractivePathView) and eventually failed and will return to this later. I promised myself that I won’t go beyond those 10h of no devlog but I failed again. My own devlog template is incoming so I will be more eager to make them more frequent. Apart from that - I am planning demo launch around 14th September so I can gather feedback before beta release around 30th September. Thank you all in advance for reading this and till next time!"}, {"post_id": 50604, "ts": "2026-08-19T20:20:46Z", "hours": 10.2542, "text": "19.08 I’ve made myself a little break, I admit. It was a good time, I came back stronger and more motivated. I’ve noticed that the project is terribly documented and tested, files orgranization was also looking bad. I decided to correct those affairs to make the further development more… amicable. There was also some time for new feature: searching. Maybe not the best but it is already better than Finder’s (modest as always, I know) because it has revelance tier sorting. Of course it is not the final version but for now It’ll work. What I’ve made extended unit tests to have code coverage level at 68% experimented with DocC documentation and found it quite usable so I’ve made documentation for plenty of structs and methods organized files into a new structure (MVVM model) tried to reduce or just identify technical debt inside the project Sounds easy right? Swift Testing framework is easy but it took me some time to learn good practics (and I’m still learning). What I’ve learned reading Develop in Swift Fundamentals, covered a lot of holes in my knowledge code review by my friend, almost 2 hours of discussion and disappointment Also I have plenty of reflections about the technical debt meant earlier. I realized that if I want to efficiently go further with the project I have to think more carefully about planning and organizing the development process. Hopefully the next school year will teach me how real programmers do the thing. That’s all in today’s Not-So-Daily. I know I say that again but maybe it’s time to try doing devlogs more frequent than 10h of work. I didn’t even realize it went that fast. Till next time!"}, {"post_id": 39560, "ts": "2026-08-02T16:28:37Z", "hours": 11.2039, "text": "02.08 I tried to write a devlog several days ago but excessive heat beat me up. To be honest last week was the hardest during the whole project. The amount of documentation and videos I’ve read and watched was enormous. My head is overload and I may be considering a little break. But let’s get to the stuff what was made. As usual the full devlog will be posted on toriyukari.neocities.org website. What I’ve made Last Stardance devlog was 21 days ago so it was basically the very beginning of the project, so I’ll just write things that are already present: fast directory loading with grid view (better functionality) and list view sidebar like that in finder (not fully functional as the finder one) toolbar with “go up” “refresh” “showhiddenfiles” “sort by” and interactive path view multi-selecting files with shift (range), drag (area) and command (specific) drag and drop files (single for now) to other apps as well as between directories inside the app right click menus on empty space and elements with the following options: open with app reveal in finder file info (opening a dedicated element info window like this in finder) copy, cut, paste elements inline rename compress to zip trash open directory in terminal/vscode create folder/file copy shell-formatted path I am currently preparing the project to move into Test Driven Development, I am trying to cover the whole existing source code with tests to go on with this coding practice. Soon I’ll start learning about UI testing in Swift Testing framework. What I’ve learned I can’t even think about how many things I’ve read about during the last 3 weeks. Maybe if I would be doing this list regularly… that is actually a good idea. But most important thing that caused me to almost destroy my repo was: DO NOT LET GITHUB COPILOT CREATE COMMITS FOR YOU. They didn’t improve anything and now I have a freaking Copilot as a contributor in the repo. Worst mistake of my life. Difficulties EVERYTHING! But seriously since I use as little AI as I can I am going through hard time during almost everything. Sometimes it drives me crazy. The biggest difficulties were: removing the freaking slopilot from contributors (failed) running my mind at full throttle to understand the crazy UI code splitting (the compiler can’t parse large elements without splitting it into separate elements) running both “drag and drop” and “drag selection” at the same time without generating errors no one have seen before setting up codecov for swift in a new way because apparently no one has thought about any different way than travis for the last 7 years writing custom EULA and source code license (it will be used for all my future project so it was worth to invest some time and money into it) And that’s all worth to mention. Storytime HEAT WAVE HEAT WAVE HEAT WAVE HEAT WAVE WHY IN POLAND IT HAS TO BE -15C OR +40C WHY IT CAN’T BE FREAKING NORMAL 20C HEEEEELP I CAN’T WORK NORMALLY!!! … i’m fine I’ll try to make devlogs more frequently but I don’t think I like doing so. I’ll have to think about some formula, maybe a simpler approach, more reusable scheme or something like that. Until that going off the air for a moment to rest. See ya!"}, {"post_id": 28603, "ts": "2026-07-14T23:04:01Z", "hours": 2.4075, "text": "Announcement Hi everyone! Little update here: I will be posting full sized devlogs for RiverFlow and any other project on my website available at this address: https://toriyukari.neocities.org/ I am an enthusiast of big, bulky devlogs where I do not only write rough code facts but I’m also sharing a whole development story and 4000 chars is not enough for me. From now on I will be making a Stardance devlog version and full devlog version. I will be attaching a link for everyone who are curious about the whole process. I hope you all understand this. Also there is a first instance of brand new idea of mine available on the website: daily where I share the status and changes of the development every day. You should check it out cause they won’t show up here. Anyways, have a great day just how I’ve had! See ya!"}, {"post_id": 27312, "ts": "2026-07-12T19:41:35Z", "hours": 17.1411, "text": "Devlog #1 Until now the project was simply a prototype to test the idea but I kind of lost track of the time and made way too much before first devlog. So here it comes: RiverFlow , native file manager alternative for MacOS, part of The Shrimple Project . Fast as river, no one can stop the flow. It uses all the best stuff Swift language has to make it more resource-efficient than Finder (at least that’s the target) and it’s currently my biggest project. It is ultimately intended to be developer-friendly and will have a lot of built-in tweaks we as programmers needed a plugin for. I also wanted it to have some Linux-feel and make it customizable in every possible way: from colors and icon sizes to custom windows and built-in plugin maker. How it actually works (I had to cut this cause of 4000 chars limit, I will post full devlogs somewhere else) How it ACTUALLY works Alright, I’ve been talking about something entirely different. So here is the flow: You run the app. First you see all the windows attacking you, begging for permissions but it’s irrevelant. The run calls loadCurrentDirectory method from FolderViewModel class. It is the heart of the app, lCD method (as I call it) is being called every time something happens (well not really automatically but I’ll get to it later). lCD creates multiple FileItem class instances. That’s your folders and files as raw data! It also sorts them by your selected method (name / size / modification date) on place. In ContentView depending on which viewType has been selected (list or grid) list/gridView is being rendered. For each FileItem it creates FileList/GridItemView, that’s a view for a single file/folder. And that’s it! If I would want to I can fit all of this in 50-100 lines of code. The real fun starts in coding user interactions with all those objects. I must admit it wasn’t the easiest challenge. The difficulties The list is long. I’ve encountered several walls on my way, some cleared up by different websites, for some I had to use AI tho. The “minor difficulties”: I’ll spare you this rant The “major difficulties”: caching thumbnails for images (and even just making them display and not eating 300 MB of RAM instantly when generating) making the full path in toolbar (the animations and proper detection) efficiently calculating folder size in Info window implementing shift and drag select (took me freaking two days to figure it out) making the SwiftUI cooperate with me and not destroy my entire GridView when adding print somewhere Features list main window listing files and folders in two views: list and grid toolbar featuring full path copying, sorting, view and hidden files options sidebar featuring most used folders resembling the one from Finder (not customizable yet) files and directories operations: copying, cutting, pasting, deleting multiple files selecting items with shift (range), command (specific), drag (area) creating empty folder and file from context menu item info window showing full path, name, icon, size, modification date There isn’t much features yet but taking into account that I am using Swift for real for the first time I am proud of myself. I hope you all will like this project and find it useful in your every day productivity when it’ll be a finished product. Until next time! I will go make myself a real dinner for the first time since two weeks."}]...
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Title: RiverFlow by @ToriYukari | Stardance
Devlo Title: RiverFlow by @ToriYukari | Stardance
Devlogs:
Devlog #1 Until now the project was simply a prototype to test the idea but I kind of lost track of the time and made way too much before first devlog. So here it comes: RiverFlow , native file manager alternative for MacOS, part of The Shrimple Project . Fast as river, no one can stop the flow. It uses all the best stuff Swift language has to make it more resource-efficient than Finder (at least that’s the target) and it’s currently my biggest project. It is ultimately intended to be developer-friendly and will have a lot of built-in tweaks we as programmers needed a plugin for. I also wanted it to have some Linux-feel and make it customizable in every possible way: from colors and icon sizes to custom windows and built-in plugin maker. How it actually works (I had to cut this cause of 4000 chars limit, I will post full devlogs somewhere else) How it ACTUALLY works Alright, I’ve been talking about something entirely different. So here is the flow: You run the app. First you see all the windows attacking you, begging for permissions but it’s irrevelant. The run calls loadCurrentDirectory method from FolderViewModel class. It is the heart of the app, lCD method (as I call it) is being called every time something happens (well not really automatically but I’ll get to it later). lCD creates multiple FileItem class instances. That’s your folders and files as raw data! It also sorts them by your selected method (name / size / modification date) on place. In ContentView depending on which viewType has been selected (list or grid) list/gridView is being rendered. For each FileItem it creates FileList/GridItemView, that’s a view for a single file/folder. And that’s it! If I would want to I can fit all of this in 50-100 lines of code. The real fun starts in coding user interactions with all those objects. I must admit it wasn’t the easiest challenge. The difficulties The list is long. I’ve encountered several walls on my way, some cleared up by different websites, for some I had to use AI tho. The “minor difficulties”: I’ll spare you this rant The “major difficulties”: caching thumbnails for images (and even just making them display and not eating 300 MB of RAM instantly when generating) making the full path in toolbar (the animations and proper detection) efficiently calculating folder size in Info window implementing shift and drag select (took me freaking two days to figure it out) making the SwiftUI cooperate with me and not destroy my entire GridView when adding print somewhere Features list main window listing files and folders in two views: list and grid toolbar featuring full path copying, sorting, view and hidden files options sidebar featuring most used folders resembling the one from Finder (not customizable yet) files and directories operations: copying, cutting, pasting, deleting multiple files selecting items with shift (range), command (specific), drag (area) creating empty folder and file from context menu item info window showing full path, name, icon, size, modification date There isn’t much features yet but taking into account that I am using Swift for real for the first time I am proud of myself. I hope you all will like this project and find it useful in your every day productivity when it’ll be a finished product. Until next time! I will go make myself a real dinner for the first time since two weeks.
Announcement Hi everyone! Little update here: I will be posting full sized devlogs for RiverFlow and any other project on my website available at this address: https://toriyukari.neocities.org/ I am an enthusiast of big, bulky devlogs where I do not only write rough code facts but I’m also sharing a whole development story and 4000 chars is not enough for me. From now on I will be making a Stardance devlog version and full devlog version. I will be attaching a link for everyone who are curious about the whole process. I hope you all understand this. Also there is a first instance of brand new idea of mine available on the website: daily where I share the status and changes of the development every day. You should check it out cause they won’t show up here. Anyways, have a great day just how I’ve had! See ya!
02.08 I tried to write a devlog several days ago but excessive heat beat me up. To be honest last week was the hardest during the whole project. The amount of documentation and videos I’ve read and watched was enormous. My head is overload and I may be considering a little break. But let’s get to the stuff what was made. As usual the full devlog will be posted on toriyukari.neocities.org website. What I’ve made Last Stardance devlog was 21 days ago so it was basically the very beginning of the project, so I’ll just write things that are already present: fast directory loading with grid view (better functionality) and list view sidebar like that in finder (not fully functional as the finder one) toolbar with “go up” “refresh” “showhiddenfiles” “sort by” and interactive path view multi-selecting files with shift (range), drag (area) and command (specific) drag and drop files (single for now) to other apps as well as between directories inside the app right click menus on empty space and elements with the following options: open with app reveal in finder file info (opening a dedicated element info window like this in finder) copy, cut, paste elements inline rename compress to zip trash open directory in terminal/vscode create folder/file copy shell-formatted path I am currently preparing the project to move into Test Driven Development, I am trying to cover the whole existing source code with tests to go on with this coding practice. Soon I’ll start learning about UI testing in Swift Testing framework. What I’ve learned I can’t even think about how many things I’ve read about during the last 3 weeks. Maybe if I would be doing this list regularly… that is actually a good idea. But most important thing that caused me to almost destroy my repo was: DO NOT LET GITHUB COPILOT CREATE COMMITS FOR YOU. They didn’t improve anything and now I have a freaking Copilot as a contributor in the repo. Worst mistake of my life. Difficulties EVERYTHING! But seriously since I use as little AI as I can I am going through hard time during almost everything. Sometimes it drives me crazy. The biggest difficulties were: removing the freaking slopilot from contributors (failed) running my mind at full throttle to understand the crazy UI code splitting (the compiler can’t parse large elements without splitting it into separate elements) running both “drag and drop” and “drag selection” at the same time without generating errors no one have seen before setting up codecov for swift in a new way because apparently no one has thought about any different way than travis for the last 7 years writing custom EULA and source code license (it will be used for all my future project so it was worth to invest some time and money into it) And that’s all worth to mention. Storytime HEAT WAVE HEAT WAVE HEAT WAVE HEAT WAVE WHY IN POLAND IT HAS TO BE -15C OR +40C WHY IT CAN’T BE FREAKING NORMAL 20C HEEEEELP I CAN’T WORK NORMALLY!!! … i’m fine I’ll try to make devlogs more frequently but I don’t think I like doing so. I’ll have to think about some formula, maybe a simpler approach, more reusable scheme or something like that. Until that going off the air for a moment to rest. See ya!
19.08 I’ve made myself a little break, I admit. It was a good time, I came back stronger and more motivated. I’ve noticed that the project is terribly documented and tested, files orgranization was also looking bad. I decided to correct those affairs to make the further development more… amicable. There was also some time for new feature: searching. Maybe not the best but it is already better than Finder’s (modest as always, I know) because it has revelance tier sorting. Of course it is not the final version but for now It’ll work. What I’ve made extended unit tests to have code coverage level at 68% experimented with DocC documentation and found it quite usable so I’ve made documentation for plenty of structs and methods organized files into a new structure (MVVM model) tried to reduce or just identify technical debt inside the project Sounds easy right? Swift Testing framework is easy but it took me some time to learn good practics (and I’m still learning). What I’ve learned reading Develop in Swift Fundamentals, covered a lot of holes in my knowledge code review by my friend, almost 2 hours of discussion and disappointment Also I have plenty of reflections about the technical debt meant earlier. I realized that if I want to efficiently go further with the project I have to think more carefully about planning and organizing the development process. Hopefully the next school year will teach me how real programmers do the thing. That’s all in today’s Not-So-Daily. I know I say that again but maybe it’s time to try doing devlogs more frequent than 10h of work. I didn’t even realize it went that fast. Till next time!
1.09 We are getting so close to the first demo launch! Pushed by my Git fascination I managed to integrate another two important things into the repo: CodeQL and automatic code review by CodeRabbit. However I realised I’ve been doing much more things at the repo itself and I keep forgeting I am trying to code something. So - 4 new features (and first really developer-focused) and incoming REAL readme (because the current one is really crappy). I just started my last high school year so I’ll be a little more busy but my targets still remain the same: at least 80h on stardance and first beta release until 30th September. What I’ve made Git integration with status bar, staging, discarding for directories with repos present improved navigation with folder history (go back, go forward like every normal file manager) sidebar tree view instead of Finder-like fixed bookmarks (like Windows Explorer, kinda buggy for now but actively working on it!) file collision handling with choice dialog window What I’ve learned a bit of project management (kanban, agile etc.) Git API usage in Swift handling and applying code review reports CodeQL reports analysis Difficulties I must admit that I did not write unit tests for Git integration because I kinda don’t know how to approach it. Maybe the next few days in school with my teacher will help me going through it. Apart from that I struggled with applying some responsiveness to resizable elements (such as InteractivePathView) and eventually failed and will return to this later. I promised myself that I won’t go beyond those 10h of no devlog but I failed again. My own devlog template is incoming so I will be more eager to make them more frequent. Apart from that - I am planning demo launch around 14th September so I can gather feedback before beta release around 30th September. Thank you all in advance for reading this and till next time!
23.09 Shipping is hours away now! I must admit that I’ve been a little lazy for the last two weeks and thus the demo has not been released yet and I’m a little afraid if I will be able to get all the necessary votes before 30th Sep. I took five topics that were bothering me: go to path like url bar in windows explorer finishing basic git operations with commit modal overhauling slightly abandoned listView advanced search panel with many options settings window And yet I had so much time to figure them out I couldn’t finish more than three… well two actually. ListView overhaul went… bad. I’ll have to make it from the very beginning but I do not have time for that now. I am not very satisified that I have to ship a software that has not been brought to a state where I would originally want to release it, but I am still really happy for what have I achieved. This was my second Swift project and first that big project at all! I’ve been learning everything about native macOS programming during the development. Thus I am really proud of myself. What I’ve done goToPath modal with autocompletion based on the mechanism used in file searching (revelance tiers) git commit modal with options based on the one from vscode core of listView rework which currently serves as an entry point to every new approach I am testing to make most of functionalities from gridView work also in listView (I am never leaving such a big technical debt in any project) What I’ve learned technical debt awareness deep understanding of git CLI Difficulties Of course the already mentioned listView and more specifically: columns and their resizement, active element area (because I wanted the element to be selected only when clicked on text and the empty area acts as background), additional columns adding, sorting by column. App sandboxing which caused many problems with release version comparing to debug version which appeared to be my mistake in implementation. So I am heading back to the last checklist elements and around 11PM CEST there should appear a shipping. Oh I have to write something for a shipping message… Maybe 1AM tomorrow? I don’t know, as soon as I can so there will be time to receive and give votes. See ya then! I am so excited!
Ships:
Here I welcome you to the very first release of RiverFlow - native macOS, resource-efficient file manager intended to be an alternative for Mac developers! This is my second project in Swift and my biggest project for now. Much of the stuff used in it I figured out on the spot, sometimes minutes before my internal deadlines. The project was developed using agile methods and strict version control along with code coverage focus. It introduces crucial functionalities that any file manager should have as well as some new, small but satisfying tweaks. It uses SwiftUI and AppKit - native Apple view libraries which makes the RiverFlow look exactly like most of the system’s apps, not requiring from user learning of the new interface cause it also resembles Finder in many ways. This is a second app being a part of The Shrimple Project - as simple as possible set of QoL apps for macOS filling the gaps that Apple left which drives people crazy. Important information before testing : This app is made for MACOS and its purpose is to work on MACOS. I am not planning to port it to Windows or Linux before I finish its main phase of development so please, do not leave one star reviews because there is no Windows version. Thank you all in advance, I sure do hope RiverFlow will help in efficient file management and you will enjoy using it!...
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1793001161.4387147
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1793087561.4387147
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38958
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TEMPO SURGE by @marygoat | Stardance
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marygoat
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3
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21.0
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246
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T20:03:49Z", "hours": 6.0, "multiplier": 12.39, "payout": 84, "blessing": "neutral", "text": "Tempo Surge A WarioWare like game where you have to complete minigames without losing lives to win! Controls WASD / Arrow keys to move Space / W / Up arrow to jump Mouse click to interact with things 1 2 3 on keyboard to press trumpet keys Q E on the bongos A B C D E F G for the memorization minigame Features 8 fast-paced minigames! Such as: Platformer - Grab the guitar picks as fast as possible Clicker - Collect all the music notes in time Click-Smasher - Tune your sound before time ends Swap Pieces - Swap the xylophone keys into place Click parallel buttons - String the harp as soon as you can Press keyboard numbers - Press the trumpet keys in the right order NEW ONES SINCE LAST SHIP: Memorization - Press the right letters in the right order of the notes that appear Press keyboard letters - Press the correct bongo in the right order All art assets used in game were made by me :) Hope you have fun playing Tempo Surge! AI USAGE: I used AI to help me debug some errors in the code as well as help me bring the fourth minigame to life, since I wasn’t sure on what the best way of adding a swap object system would look like.", "repo": "https://github.com/awesomesauce4646/wario-ware-game", "demo": "https://marygoat.itch.io/tempo-surge"}, {"ship_num": 2, "ts": "2026-08-13T07:10:48Z", "hours": 9.0, "multiplier": 17.96, "payout": 162, "blessing": "neutral", "text": "Tempo Surge, A WarioWare like game where you have to complete minigames without losing lives to win! It was pretty challenging coming up with minigame ideas that were creative and original, while also making sense for the music theme I had going on! I am really proud of my new minigames, I think they’re pretty engaging. I am also proud that I made the game a bit more polished and nicer to look at. To play, press try project down below and press run, or go to: https://marygoat.itch.io/tempo-surge to play! Controls WASD / Arrow keys to move Space to jump Mouse click to interact with things 1 2 3 on keyboard to press trumpet keys Features 6 fast-paced minigames! Such as: Platformer - Grab the guitar picks as fast as possible Clicker - Collect all the music notes in time Click-Smasher - Tune your sound before time ends Swap Pieces - Swap the xylophone keys into place Click parallel buttons - String the harp as soon as you can Press keyboard numbers - Press the trumpet keys in the right order Made in Godot and was made for the Stardance Hackclub program, with the project: Make a WarioWare game. Tempo Surge was also made in order to learn Godot and to learn how to make games and art. All art assets used in game were made by me :) More minigames might be added in the future, but the game seems to be in a good spot for now! Hope you have fun playing Tempo Surge! AI Usage I used AI to help me debug some errors in the code as well as help me bring the fourth minigame to life, since I wasn’t sure on what the best way of adding a swap object system would look like.", "repo": "https://github.com/awesomesauce4646/wario-ware-game", "demo": "https://marygoat.itch.io/tempo-surge"}, {"ship_num": 3, "ts": "2026-07-27T11:43:14Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Tempo Surge A game inspired off of WarioWare, where you must complete many minigames to win! Controls: WASD / Arrow keys to move Space to jump Mouse click to interact with things Features 3 fast minigames! Such as: Platformer - Grab the guitar picks as fast as possible Clicker - Collect all the music notes in time Click-Smasher - Tune your sound before time ends Made in Godot and was made for the Stardance Hackclub program, with the project: Make a WarioWare game. All art assets used in game were made by me. I will probably add more things in the game, as well as redesign some things that I didn’t really like but didn’t want to spend more time drawing. Hope you have fun playing Tempo Surge!", "repo": "https://github.com/awesomesauce4646/wario-ware-game", "demo": "https://marygoat.itch.io/tempo-surge"}]...
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[{"post_id": 72779, "ts": "202 [{"post_id": 72779, "ts": "2026-09-23T18:47:30Z", "hours": 1.225, "text": "TEMPO SURGE DEVLOG: #17 MINIGAME 8: MEMORIZATION! okay, TECHNICALLY this is now the seventh minigame, i have swapped this minigame with the bongos so that the trumpet minigame and bongo minigame wouldnt be back to back, since i thought that was too similar of a mechanic to go back and forth. i have made a minigame where you must memorize the notes that are shown on the screen! you have one second to see em, then you must use your keyboard to type out what the notes were! it was finnicky trying to get each step to work, since it must be in order. you cant just press gadc and go through. after i got that to work, i had to overwrite the scenes so that their names would change. if i didnt overwrite, the level scene would not put the right level. think ima ship! also W stardance for getting extended!"}, {"post_id": 66205, "ts": "2026-09-11T21:42:40Z", "hours": 1.4608, "text": "TEMPO SURGE DEVLOG: #16 MINIGAME 7: BONGOS?! i have made a seventh minigame! it is really similar to my sixth minigame though, so i’ll probably switch this minigame to be one of the later minigames instead of being right after the sixth one, which is pressing down the trumpet keys in the way its highlighted. it was hard trying to reuse the sixth minigames code and convert it to a slightly different style for the bongos, but it worked out!"}, {"post_id": 63293, "ts": "2026-09-07T01:23:45Z", "hours": 1.7128, "text": "TEMPO SURGE DEVLOG: #16 MORE INSTRUCTIONS + TRANSITION EFFECT i have completed the remaining instruction pop ups that were missing from the rest of the minigames, and also added a fade-in / fade-out transition effect! its pretty basic and i dont know how to feel about it, but its there! it was really hard figuring out why everything went pitch black, and i thought i had lost all of my progress for a second lol. i figured out that the node being a canvaslayer caused it to go pitch black, so i modified it so itd only work when it had to transition scenes and stuff. im not sure what else to add… but i want to keep working on it. maybe a new minigame?"}, {"post_id": 57826, "ts": "2026-08-30T04:05:49Z", "hours": 1.245, "text": "TEMPO SURGE DEVLOG: #15 INSTRUCTIONS POP-UP alrighty, so after looking at my feedback, i decided to start with the instructions before a minigame. i have added a simple instruction box, with a button with the text “start” for whenever the player is ready to play. it was a bit difficult knowing how to tie in the button and make it so you can’t move the guitar while in the instructions page, but I found a good enough solution by adding a barrier that disappears on click. excited to improve this project!"}, {"post_id": 46170, "ts": "2026-08-13T06:16:45Z", "hours": 1.3028, "text": "redesigned entire game! i have made all of my assets into the pixel art style, and i think im ready to ship?? it took me a long time having to go over each asset and making the edges look crisp without any fuzzy pixels. i have six working minigames! i was wanting to add more, but… no ideas are coming to me and i also want to work on other projects! i can always just ship again lol. this has been SUCH a fun project to work on, and i have learned a lot about godot and art in the process of making this! i hope this brings you as much fun as it brought me!"}, {"post_id": 45620, "ts": "2026-08-12T07:08:56Z", "hours": 0.5292, "text": "redesign! ive redesigned the timer screen to have that pixelated art style, and i have also added instructions too all of my minigames just incase it was unclear on what you were supposed to be doing. i have also tweaked my sixth minigame so that when you play all four notes, you can have some time to spam some notes for fun, disabling the green highlights. the font has also changed to a pixeled one :)"}, {"post_id": 45036, "ts": "2026-08-11T06:13:36Z", "hours": 2.2761, "text": "trumpet playing! sixth minigame done! wowzies… ts took me a bit. this is the sixth minigame i have come up with, where you have to press on the selected keys with your keyboards to play the note. i really like how this turned out, but it took a bit to figure out how i wanted to make this. i went with the press down to play way since it made the most sense on how a trumpet works, and i thought itd be cool to have a functioning trumpet to play with in this minigame! it took me some problem solving to figure out how i wanted to layout the if functions for when two / one key(s) were pressed, but i managed in the end! :D (the fingerings ARENT correct for you trumpet enthusiasts…. i picked two notes that had NO fingerings… so i had to make sum up. sorry!)"}, {"post_id": 44375, "ts": "2026-08-10T02:50:09Z", "hours": 0.8714, "text": "string the harp… done??? okay im REALLY proud of this one. i have tried doing some proper pixel art… and i think its lowkey fire?? :D i wanna try to pixelate the whole game if possible now.. but that might take forever. ive designed the minigame, where you have to click the gray rectangles on the harp to string it. you must click buttons that are across form each other, otherwise it won’t work. this has to be my favorite minigame even though the script really didnt take that long, just a few booleans going from false to true."}, {"post_id": 44343, "ts": "2026-08-10T01:21:51Z", "hours": 0.3914, "text": "fifth minigame: string the harp! i came up with a minigame where you have to string a harp by clicking on two buttons. i might do more buttons later, but i have put only two buttons in for simplicity. i came up with this yesterday late at night so i was overthinking on how to do this… but really, all you gotta do is have two buttons and make a line appear once true, and repeat if you want more strings. i think this will be a nice addition, since harps need to be strung and such. i chose a harp cause… why not? its a pretty cool instrument! no visuals yet… but i will be making some soon :D i THOUGHT of making it a drag from one point to another… but uhhh thats a bit out of my skill level right now. i have searched it up but i got no clear answer or guide, but i might come back if i figure it out!"}, {"post_id": 43852, "ts": "2026-08-09T09:16:21Z", "hours": 1.0772, "text": "fourth minigame done! this took a lot of time thinking and figuring out how to do this… i was thinking it could be a drag and drop system but i found that too complicated, so then i thought of swapping the positions. i had to use some math to find the center of each piece and so that theyd be centered when swapped, and added a slight highlight to see what youre doing better. i used ai to help me figure out how to debug my swapping system, since it was taking a long time and i was getting pretty frustrated."}, {"post_id": 43754, "ts": "2026-08-09T05:30:03Z", "hours": 1.1892, "text": "minigame 4 start! came up with an idea for my fourth minigame! what i have in mind is that it’ll be a puzzle, where you have to put the xylophone parts in descending order, aka largest piece left to smallest piece right. im not sure how to script this though, so ill have to do some googling ! i am pretty excited for this last minigame though, and im planning on redesigning my third minigames background cause i think i chose some really ugly colors lol."}, {"post_id": 43675, "ts": "2026-08-09T02:28:00Z", "hours": 1.3725, "text": "adding options screen, music! i am starting to make the options scene, since it wasnt actually functional and only has a guitar png… but now i will make it so it toggles the music on and off! i have also added music to the game that loops, a retro game vibe. i have also made the third minigame more obvious, adding a “SPAM” text so that the user knows you have to spam click, as well as making the first minigame easier by adding more time since the only way you could beat it is if you had a perfect run, which could get frustrating."}, {"post_id": 35741, "ts": "2026-07-27T11:38:30Z", "hours": 0.3611, "text": "itch.io page up! the game is functional, so i have decided to export it to itch.io. exporting it was a bit tricky since i didn’t have web downloaded, but i was able to export it into the itch.io page and now it’s runnable! i think i’m going to ship it now, and keep working on it even after i have shipped. making all the assets and programming the minigames to work has been fun!"}, {"post_id": 35654, "ts": "2026-07-27T07:21:59Z", "hours": 1.6461, "text": "third minigame done! i have finished up my third minigame, where you have to press up or down depending if you’re sharp or flat (music tuning terms). i have also made a losing screen and winning screen. it was tricky figuring out what type of minigame i should make, but then i remembered that to play instruments, you gotta tune to sound good! i used the second minigame clicker script to help guide me on how to make this third minigame, with some googling. i think this project has gone way better than i expected, and im excited for when i ship it!"}, {"post_id": 35082, "ts": "2026-07-26T09:01:34Z", "hours": 0.5214, "text": "clicker minigame! finished up the clicker minigame scene, going onto the win / lose screens now. i was able to put in the scripts so that once clicked, the music note will disappear and will count towards if the player won the minigame or not. it was a bit funky trying to put in the script and connecting the signals properly, but i managed to do it! i like how the game is going so far, i have learned a lot about godot :)"}, {"post_id": 34487, "ts": "2026-07-25T07:51:13Z", "hours": 1.2006, "text": "finally added guitar picks :) designed some funky guitar picks that are collectable once the guitar player collides with it. i also programmed an animation so they float. i really like how the guitar picks contrast a lot, making them easy to see. i struggled a lot with figuring out why my script couldn’t find the timer node, since i (thought i) had followed the guide exactly. my mistake was that i didn’t label the text (which had to be named timer so the script could find it), so “timer” never actually existed. i consulted claude a bit to help me debug this issue. this helped me learn how to debug script problems and a good reminder to check what things are named so far, this has been pretty fun! my godot DID randomly crash, which freaked me out so much, but nothing was lost! remember to ctrl + s!"}, {"post_id": 34430, "ts": "2026-07-25T04:08:27Z", "hours": 1.8572, "text": "started on my first minigame! it got some platforms, and the player is able to jump on each one of them. it was hard placing each platform in a good height where the player could jump on it with ease, while also making an engaging parkour setup where it had some sort of challenge that was fun to play through. i learned a lot about how different shapes for collisions worked, like how the oval collision that i chose for my player allows it to climb up the edges of each platform, which i thought was a nice feature!"}, {"post_id": 33872, "ts": "2026-07-24T04:24:23Z", "hours": 0.4897, "text": "started a warioware inspired game! so far, i have a format for a main menu done and the buttons lead to different scenes. the trickiest part was trying to set godot up with github, and also the tracking time plugin. i had to put the super wakatime addons inside the project folder manually to fix it. once i got that figured out and working, things have been simple. the guide has been a huge help on starting this!"}]...
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Title: TEMPO SURGE by @marygoat | Stardance
Devlo Title: TEMPO SURGE by @marygoat | Stardance
Devlogs:
started a warioware inspired game! so far, i have a format for a main menu done and the buttons lead to different scenes. the trickiest part was trying to set godot up with github, and also the tracking time plugin. i had to put the super wakatime addons inside the project folder manually to fix it. once i got that figured out and working, things have been simple. the guide has been a huge help on starting this!
started on my first minigame! it got some platforms, and the player is able to jump on each one of them. it was hard placing each platform in a good height where the player could jump on it with ease, while also making an engaging parkour setup where it had some sort of challenge that was fun to play through. i learned a lot about how different shapes for collisions worked, like how the oval collision that i chose for my player allows it to climb up the edges of each platform, which i thought was a nice feature!
finally added guitar picks :) designed some funky guitar picks that are collectable once the guitar player collides with it. i also programmed an animation so they float. i really like how the guitar picks contrast a lot, making them easy to see. i struggled a lot with figuring out why my script couldn’t find the timer node, since i (thought i) had followed the guide exactly. my mistake was that i didn’t label the text (which had to be named timer so the script could find it), so “timer” never actually existed. i consulted claude a bit to help me debug this issue. this helped me learn how to debug script problems and a good reminder to check what things are named so far, this has been pretty fun! my godot DID randomly crash, which freaked me out so much, but nothing was lost! remember to ctrl + s!
clicker minigame! finished up the clicker minigame scene, going onto the win / lose screens now. i was able to put in the scripts so that once clicked, the music note will disappear and will count towards if the player won the minigame or not. it was a bit funky trying to put in the script and connecting the signals properly, but i managed to do it! i like how the game is going so far, i have learned a lot about godot :)
third minigame done! i have finished up my third minigame, where you have to press up or down depending if you’re sharp or flat (music tuning terms). i have also made a losing screen and winning screen. it was tricky figuring out what type of minigame i should make, but then i remembered that to play instruments, you gotta tune to sound good! i used the second minigame clicker script to help guide me on how to make this third minigame, with some googling. i think this project has gone way better than i expected, and im excited for when i ship it!
itch.io page up! the game is functional, so i have decided to export it to itch.io. exporting it was a bit tricky since i didn’t have web downloaded, but i was able to export it into the itch.io page and now it’s runnable! i think i’m going to ship it now, and keep working on it even after i have shipped. making all the assets and programming the minigames to work has been fun!
adding options screen, music! i am starting to make the options scene, since it wasnt actually functional and only has a guitar png… but now i will make it so it toggles the music on and off! i have also added music to the game that loops, a retro game vibe. i have also made the third minigame more obvious, adding a “SPAM” text so that the user knows you have to spam click, as well as making the first minigame easier by adding more time since the only way you could beat it is if you had a perfect run, which could get frustrating.
minigame 4 start! came up with an idea for my fourth minigame! what i have in mind is that it’ll be a puzzle, where you have to put the xylophone parts in descending order, aka largest piece left to smallest piece right. im not sure how to script this though, so ill have to do some googling ! i am pretty excited for this last minigame though, and im planning on redesigning my third minigames background cause i think i chose some really ugly colors lol.
fourth minigame done! this took a lot of time thinking and figuring out how to do this… i was thinking it could be a drag and drop system but i found that too complicated, so then i thought of swapping the positions. i had to use some math to find the center of each piece and so that theyd be centered when swapped, and added a slight highlight to see what youre doing better. i used ai to help me figure out how to debug my swapping system, since it was taking a long time and i was getting pretty frustrated.
fifth minigame: string the harp! i came up with a minigame where you have to string a harp by clicking on two buttons. i might do more buttons later, but i have put only two buttons in for simplicity. i came up with this yesterday late at night so i was overthinking on how to do this… but really, all you gotta do is have two buttons and make a line appear once true, and repeat if you want more strings. i think this will be a nice addition, since harps need to be strung and such. i chose a harp cause… why not? its a pretty cool instrument! no visuals yet… but i will be making some soon :D i THOUGHT of making it a drag from one point to another… but uhhh thats a bit out of my skill level right now. i have searched it up but i got no clear answer or guide, but i might come back if i figure it out!
string the harp… done??? okay im REALLY proud of this one. i have tried doing some proper pixel art… and i think its lowkey fire?? :D i wanna try to pixelate the whole game if possible now.. but that might take forever. ive designed the minigame, where you have to click the gray rectangles on the harp to string it. you must click buttons that are across form each other, otherwise it won’t work. this has to be my favorite minigame even though the script really didnt take that long, just a few booleans going from false to true.
trumpet playing! sixth minigame done! wowzies… ts took me a bit. this is the sixth minigame i have come up with, where you have to press on the selected keys with your keyboards to play the note. i really like how this turned out, but it took a bit to figure out how i wanted to make this. i went with the press down to play way since it made the most sense on how a trumpet works, and i thought itd be cool to have a functioning trumpet to play with in this minigame! it took me some problem solving to figure out how i wanted to layout the if functions for when two / one key(s) were pressed, but i managed in the end! :D (the fingerings ARENT correct for you trumpet enthusiasts…. i picked two notes that had NO fingerings… so i had to make sum up. sorry!)
redesign! ive redesigned the timer screen to have that pixelated art style, and i have also added instructions too all of my minigames just incase it was unclear on what you were supposed to be doing. i have also tweaked my sixth minigame so that when you play all four notes, you can have some time to spam some notes for fun, disabling the green highlights. the font has also changed to a pixeled one :)
redesigned entire game! i have made all of my assets into the pixel art style, and i think im ready to ship?? it took me a long time having to go over each asset and making the edges look crisp without any fuzzy pixels. i have six working minigames! i was wanting to add more, but… no ideas are coming to me and i also want to work on other projects! i can always just ship again lol. this has been SUCH a fun project to work on, and i have learned a lot about godot and art in the process of making this! i hope this brings you as much fun as it brought me!
TEMPO SURGE DEVLOG: #15 INSTRUCTIONS POP-UP alrighty, so after looking at my feedback, i decided to start with the instructions before a minigame. i have added a simple instruction box, with a button with the text “start” for whenever the player is ready to play. it was a bit difficult knowing how to tie in the button and make it so you can’t move the guitar while in the instructions page, but I found a good enough solution by adding a barrier that disappears on click. excited to improve this project!
TEMPO SURGE DEVLOG: #16 MORE INSTRUCTIONS + TRANSITION EFFECT i have completed the remaining instruction pop ups that were missing from the rest of the minigames, and also added a fade-in / fade-out transition effect! its pretty basic and i dont know how to feel about it, but its there! it was really hard figuring out why everything went pitch black, and i thought i had lost all of my progress for a second lol. i figured out that the node being a canvaslayer caused it to go pitch black, so i modified it so itd only work when it had to transition scenes and stuff. im not sure what else to add… but i want to keep working on it. maybe a new minigame?
TEMPO SURGE DEVLOG: #16 MINIGAME 7: BONGOS?! i have made a seventh minigame! it is really similar to my sixth minigame though, so i’ll probably switch this minigame to be one of the later minigames instead of being right after the sixth one, which is pressing down the trumpet keys in the way its highlighted. it was hard trying to reuse the sixth minigames code and convert it to a slightly different style for the bongos, but it worked out!
TEMPO SURGE DEVLOG: #17 MINIGAME 8: MEMORIZATION! okay, TECHNICALLY this is now the seventh minigame, i have swapped this minigame with the bongos so that the trumpet minigame and bongo minigame wouldnt be back to back, since i thought that was too similar of a mechanic to go back and forth. i have made a minigame where you must memorize the notes that are shown on the screen! you have one second to see em, then you must use your keyboard to type out what the notes were! it was finnicky trying to get each step to work, since it must be in order. you cant just press gadc and go through. after i got that to work, i had to overwrite the scenes so that their names would change. if i didnt overwrite, the level scene would not put the right level. think ima ship! also W stardance for getting extended!
Ships:
Tempo Surge A game inspired off of WarioWare, where you must complete many minigames to win! Controls: WASD / Arrow keys to move Space to jump Mouse click to interact with things Features 3 fast minigames! Such as: Platformer - Grab the guitar picks as fast as possible Clicker - Collect all the music notes in time Click-Smasher - Tune your sound before time ends Made in Godot and was made for the Stardance Hackclub program, with the project: Make a WarioWare game. All art assets used in game were made by me. I will probably add more things in the game, as well as redesign some things that I didn’t really like but didn’t want to spend more time drawing. Hope you have fun playing Tempo Surge!
Tempo Surge, A WarioWare like game where you have to complete minigames without losing lives to win! It was pretty challenging coming up with minigame ideas that were creative and original, while also making sense for the music theme I had going on! I am really proud of my new minigames, I think they’re pretty engaging. I am also proud that I made the game a bit more polished and nicer to look at. To play, press try project down below and press run, or go to: https://marygoat.itch.io/tempo-surge to play! Controls WASD / Arrow keys to move Space to jump Mouse click to interact with things 1 2 3 on keyboard to press trumpet keys Features 6 fast-paced minigames! Such as: Platformer - Grab the guitar picks as fast as possible Clicker - Collect all the music notes in time Click-Smasher - Tune your sound before time ends Swap Pieces - Swap the xylophone keys into place Click parallel buttons - String the harp as soon as you can Press keyboard numbers - Press the trumpet keys in the right order Made in Godot and was made for the Stardance Hackclub program, with the project: Make a WarioWare game. Tempo Surge was also made in order to learn Godot and to learn how to make games and art. All art assets used in game were made by me :) More minigames might be added in the future, but the game seems to be in a good spot for now! Hope you have fun playing Tempo Surge! AI Usage I used AI to help me debug some errors in the code as well as help me bring the fourth minigame to life, since I wasn’t sure on what the best way of adding a swap object system would look like.
Tempo Surge A WarioWare like game where you have to complete minigames without losing lives to win! Controls WASD / Arrow keys to move Space / W / Up arrow to jump Mouse click to interact with things 1 2 3 on keyboard to press trumpet keys Q E on the bongos A B C D E F G for the memorization minigame Features 8 fast-paced minigames! Such as: Platformer - Grab the guitar picks as fast as possible Clicker - Collect all the music notes in time Click-Smasher - Tune your sound before time ends Swap Pieces - Swap the xylophone keys into place Click parallel buttons - String the harp as soon as you can Press keyboard numbers - Press the trumpet keys in the right order NEW ONES SINCE LAST SHIP: Memorization - Press the right letters in the right order of the notes that appear Press keyboard letters - Press the correct bongo in the right order All art assets used in game were made by me :) Hope you have fun playing Tempo Surge! AI USAGE: I used AI to help me debug some errors in the code as well as help me bring the fourth minigame to life, since I wasn’t sure on what the best way of adding a swap object system would look like....
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MiatOS by @Dwagron | Stardance
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Dwagron
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17.19
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T19:29:25Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "FInished part 1 of my webOS! Extra feature(ish): Windows have a bigger border and shadow over windows with a lower z index. Also got the Github page working for it.", "repo": "https://github.com/D-wagron/MiatOS-but-better", "demo": "https://d-wagron.github.io/MiatOS-but-better/"}]...
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[{"post_id": 77421, "ts": "202 [{"post_id": 77421, "ts": "2026-10-06T22:20:46Z", "hours": 1.4694, "text": "Devlog #I can’t count. I have started work on a non-descript music player, and added a custom cursor. Hopefully a finished music player, and somewhat working search engine in the next devlog."}, {"post_id": 73073, "ts": "2026-09-24T10:06:48Z", "hours": 0.7192, "text": "Maybe last devlog before ship? I added a game corner where people can see some of the game I like, and a hint ant my stats around them. What’s left: adding pixel art icons for all of the game listed"}, {"post_id": 72590, "ts": "2026-09-23T09:32:46Z", "hours": 2.2767, "text": "Nearly shipping! I I just need to work on a couple small details. I have added: z-index, clock app, finished notes app, app selection, and just making it feel more like an actual OS"}, {"post_id": 59901, "ts": "2026-09-01T22:20:27Z", "hours": 10.7853, "text": "I have spent way too long debugging, and not adding too much. (Other projects have started)"}, {"post_id": 26874, "ts": "2026-07-11T22:13:02Z", "hours": 1.6344, "text": "Devlog #01 my webOS For now I’ll just upload images to show progress"}]...
|
Title: MiatOS by @Dwagron | Stardance
Devlogs:
De Title: MiatOS by @Dwagron | Stardance
Devlogs:
Devlog #01 my webOS For now I’ll just upload images to show progress
I have spent way too long debugging, and not adding too much. (Other projects have started)
Nearly shipping! I I just need to work on a couple small details. I have added: z-index, clock app, finished notes app, app selection, and just making it feel more like an actual OS
Maybe last devlog before ship? I added a game corner where people can see some of the game I like, and a hint ant my stats around them. What’s left: adding pixel art icons for all of the game listed
Devlog #I can’t count. I have started work on a non-descript music player, and added a custom cursor. Hopefully a finished music player, and somewhat working search engine in the next devlog.
Ships:
FInished part 1 of my webOS! Extra feature(ish): Windows have a bigger border and shadow over windows with a lower z index. Also got the Github page working for it....
|
1793004533.6911314
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1793090933.6911314
|
|
62575
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Sea OS by @barseghian_daniel | Stardance
|
barseghian_daniel
|
1
|
6.57
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T19:26:08Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own WebOS called SeaOS! At first i didn’t like making the website i always got distracted, but today i started enjoying coding it and finished it, i learned my lession, never make a project you dont enjoy or you wont be working on it as productivly. The Readme has all the information to test the website (run locally ect…), it was tested in firefox! Hope you enjoy!", "repo": "https://github.com/danielbarseghian/webos/", "demo": "https://danielbarseghian.github.io/webos/"}]...
|
[{"post_id": 73139, "ts": "202 [{"post_id": 73139, "ts": "2026-09-24T13:57:59Z", "hours": 0.5653, "text": "Added Quote apps its low-key real. I also fixed the sidebar size."}, {"post_id": 72795, "ts": "2026-09-23T19:08:19Z", "hours": 0.2983, "text": "well the final app has been finished i was really starting to enjoy this but now it ends :("}, {"post_id": 72776, "ts": "2026-09-23T18:42:40Z", "hours": 0.8692, "text": "finished the tutorial well now im on my own, lonely…"}, {"post_id": 72356, "ts": "2026-09-22T18:58:11Z", "hours": 1.8164, "text": "finish part 4 i restarted it so many times since i was lost, but hey now its completed!"}, {"post_id": 71452, "ts": "2026-09-20T21:11:14Z", "hours": 1.0636, "text": "Actually shitting myself idk why but i cant do a tutorial normally (i did a file compressor in C btw), i think im loosing braincells."}, {"post_id": 70272, "ts": "2026-09-18T20:59:41Z", "hours": 0.6686, "text": "DAMN IT LOOKS CLEAN now the two windows are movable and closable i didnt made them reopenable because there are intro windows!"}, {"post_id": 69078, "ts": "2026-09-16T10:34:07Z", "hours": 0.3667, "text": "added top-bar with clock this clock is really nice"}, {"post_id": 68820, "ts": "2026-09-15T20:10:45Z", "hours": 0.8525, "text": "oooo shi liquide glass so i started working on the website, i found code for liquide glass and implemented for my code, its made this cool effect!"}]...
|
Title: Sea OS by @barseghian_daniel | Stardance
D Title: Sea OS by @barseghian_daniel | Stardance
Devlogs:
oooo shi liquide glass so i started working on the website, i found code for liquide glass and implemented for my code, its made this cool effect!
added top-bar with clock this clock is really nice
DAMN IT LOOKS CLEAN now the two windows are movable and closable i didnt made them reopenable because there are intro windows!
Actually shitting myself idk why but i cant do a tutorial normally (i did a file compressor in C btw), i think im loosing braincells.
finish part 4 i restarted it so many times since i was lost, but hey now its completed!
finished the tutorial well now im on my own, lonely…
well the final app has been finished i was really starting to enjoy this but now it ends :(
Added Quote apps its low-key real. I also fixed the sidebar size.
Ships:
I made my own WebOS called SeaOS! At first i didn’t like making the website i always got distracted, but today i started enjoying coding it and finished it, i learned my lession, never make a project you dont enjoy or you wont be working on it as productivly. The Readme has all the information to test the website (run locally ect…), it was tested in firefox! Hope you enjoy!...
|
1792964924.6809309
|
1793051324.6809309
|
|
33779
|
Odyssey by @bluecorexux | Stardance
|
bluecorexux
|
1
|
14.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T19:11:20Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a minigame based on the Story of odysseus - there are three levels where each represents the challenges faced by him ( not exact a game ishhh analogy ) Navigativing throught the buttons and options of godot was challenging but pretty easy once I started making the third minigame ,as i got used to the method of using the common stuffs for making a scene in Godot I learnt how game dev works in a beginner level with a base project that is prety awesome", "repo": "https://github.com/bluecore7/GameOfOdyssey", "demo": "https://bluecore7.itch.io/the-game-of-odyssey"}]...
|
[{"post_id": 72792, "ts": "202 [{"post_id": 72792, "ts": "2026-09-23T19:03:51Z", "hours": 5.355, "text": "Devlog - 4 ITS’ OVER GUYZZZ…… THE GAME IS READY!!!!! Finally finished the game and completed the entire journey from those first pixelated screens to an actual playable game T_TDeveloped three mini games based on stories from Odyssey — not a direct adaptation or anything, just taking inspiration from the stories and turning them into games. Guys come onnn, it’s a game >_< The frustrating all-nighters, debugging, breaking things, fixing them, breaking them again…… somehow I loved all of it. I learned wayyyy more by actually building the game than I expected. Every bug was painful at that moment, but finally it felt soooo good. 2D games are good……BUT 3D IS AWESOME. NEXT ONTO ITTTTTT."}, {"post_id": 71752, "ts": "2026-09-21T13:33:30Z", "hours": 6.1611, "text": "Devlog 3 Finally I am into the real game GUYZZZ….. The minigame -2 took a lot of time there was much to learn - caz i got stuck in a bug where my button click signals are not captured. But the mission stuffs are done for now! I have started to create the real game. Added some animations - made the title wavy just by turning on BBCode and using the [wave] tag in RichTextLabel, which is dope . For the subtitle I wanted a typewriter effect . At first I tried doing it with a quick Tween on visible_characters, but it can’t trigger a sound for each single letter . So I changed it to a loop with visible_characters and a tiny timer delay, and added a proper mechanical typewriter key sound that clicks on every single letter as it types out. And that blip sound - wired it up to play whenever you hit Start, Settings, or Quit buttons so the menu click feelzzz . The same refactor has to be done for other scenes as well. I am onto that journey to Ithica………"}, {"post_id": 71398, "ts": "2026-09-20T19:09:59Z", "hours": 1.1572, "text": "Devlog-2 Developed a mini game according to the guide but i am placing only placeholders for now . As i have a plan to develop a game based on Odyssey but the the guide is about garlics >_< ."}, {"post_id": 70804, "ts": "2026-09-19T19:48:21Z", "hours": 1.36, "text": "Devlog - 1 Yupppp, finally started my game dev journey on the last laps of Stardance Done the routine stuffs → watched some intro and basic game dev videos from YouTube (still the pixelated Art stuffs are remaining ) and started the mission following the guide provided . Designed the Title Screen and Level Screen. Development took around 1/4th of the entire time spent, and the rest was spent debugging . Finally found out it was just a name mismatch in the button press function. Happy that I found it, but also frustrated that I couldn’t figure it out earlier than this ;_; A good start, I guess……"}]...
|
Title: Odyssey by @bluecorexux | Stardance
Devlog Title: Odyssey by @bluecorexux | Stardance
Devlogs:
Devlog - 1 Yupppp, finally started my game dev journey on the last laps of Stardance Done the routine stuffs → watched some intro and basic game dev videos from YouTube (still the pixelated Art stuffs are remaining ) and started the mission following the guide provided . Designed the Title Screen and Level Screen. Development took around 1/4th of the entire time spent, and the rest was spent debugging . Finally found out it was just a name mismatch in the button press function. Happy that I found it, but also frustrated that I couldn’t figure it out earlier than this ;_; A good start, I guess……
Devlog-2 Developed a mini game according to the guide but i am placing only placeholders for now . As i have a plan to develop a game based on Odyssey but the the guide is about garlics >_< .
Devlog 3 Finally I am into the real game GUYZZZ….. The minigame -2 took a lot of time there was much to learn - caz i got stuck in a bug where my button click signals are not captured. But the mission stuffs are done for now! I have started to create the real game. Added some animations - made the title wavy just by turning on BBCode and using the [wave] tag in RichTextLabel, which is dope . For the subtitle I wanted a typewriter effect . At first I tried doing it with a quick Tween on visible_characters, but it can’t trigger a sound for each single letter . So I changed it to a loop with visible_characters and a tiny timer delay, and added a proper mechanical typewriter key sound that clicks on every single letter as it types out. And that blip sound - wired it up to play whenever you hit Start, Settings, or Quit buttons so the menu click feelzzz . The same refactor has to be done for other scenes as well. I am onto that journey to Ithica………
Devlog - 4 ITS’ OVER GUYZZZ…… THE GAME IS READY!!!!! Finally finished the game and completed the entire journey from those first pixelated screens to an actual playable game T_TDeveloped three mini games based on stories from Odyssey — not a direct adaptation or anything, just taking inspiration from the stories and turning them into games. Guys come onnn, it’s a game >_< The frustrating all-nighters, debugging, breaking things, fixing them, breaking them again…… somehow I loved all of it. I learned wayyyy more by actually building the game than I expected. Every bug was painful at that moment, but finally it felt soooo good. 2D games are good……BUT 3D IS AWESOME. NEXT ONTO ITTTTTT.
Ships:
I made a minigame based on the Story of odysseus - there are three levels where each represents the challenges faced by him ( not exact a game ishhh analogy ) Navigativing throught the buttons and options of godot was challenging but pretty easy once I started making the third minigame ,as i got used to the method of using the common stuffs for making a scene in Godot I learnt how game dev works in a beginner level with a base project that is prety awesome...
|
1793004655.240254
|
1793091055.240254
|
|
21938
|
lockrs by @confused-ace-noises | Stardance
|
confused-ace-noises
|
2
|
49.0
|
865
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T18:19:09Z", "hours": 16.0, "multiplier": 15.58, "payout": 249, "blessing": "neutral", "text": "This ship adds some new functionality! Namely, the ability to take a screenshot of the lockscreen (if you dont want this, it can be disabled through the disabling of the default screenshot feature), new builtin widgets, and some stuff buried a bit more deeply in the logic, such as adding a worker thread for slow operations, fixing some bad output-dependant handling and adding support for more keyboard keys. The most challenging thing about this ship was trying to understand how to make vulkan play nice with ext_session_lock_v1 when setting the buffer scaling, it took me a long time for like- no reason TuT. Anyways, here’s two screenshots of lockscreens i made while developing lockrs:", "repo": "https://github.com/confused-ace-noises/lockrs/", "demo": "https://crates.io/crates/lockrs"}, {"ship_num": 2, "ts": "2026-06-30T14:45:51Z", "hours": 33.0, "multiplier": 18.69, "payout": 616, "blessing": "neutral", "text": "Lockrs is a library that aims to make Wayland screen lockers as customizable as possible. First of all, it’s written in the Rust language, and it’s essentially an implementation of the egui crate for lock screen surfaces; This means it can be truly used for anything (or well, anything egui can possibly do). This project was born out of frustration of the little customizability that other projects offer, relying at most on a simple config file to define everything. It is based on the wayland-client, wgpu and egui crates, which make it compatible with practically any modern Wayland compositor (to be specific, all compositors implementing the ext-session-lock-v1 protocol); using wayland-client was quite hard, as it was really my first time making something that supports graphics and juggling communications with an outside application in the meantime. I think this project was very successful in helping me learn about how Wayland works, and a little bit of how rendering works too. Overall, I’m quite proud of how it turned out, and i have already made my own lock screen (see picture below).", "repo": "https://github.com/confused-ace-noises/lockrs/", "demo": "https://crates.io/crates/lockrs"}]...
|
[{"post_id": 72759, "ts": "202 [{"post_id": 72759, "ts": "2026-09-23T17:56:49Z", "hours": 0.5272, "text": "Reviewed the code before the ship! noting much to report, i’ll just put the new lockscreen again"}, {"post_id": 71234, "ts": "2026-09-20T14:25:17Z", "hours": 10.2025, "text": "A lot of big changes! these 10 hours of coding felt like a constant rabbit hole, but i finally fixed all the things i found TuT. First of all, i made some new widgets: namely, a text input for the password that reserves space for the “login failed” failure text, an uptime widget and widget that fetches the default network interface. While making an example lock screen using these new widgets, i noticed that taking a screenshot was just a huge pain; One had to go do gpu texture copying magic and it was just A Bad Time in general. So, i decided to bake that functionality into lockrs itself, so now there’s a screenshot feature (enabled by default) which makes it able to save screenshots. But while implementing the screenshot feature, i noticed that there were some inconsistencies in the multiple output logic and in the buffer scaling logic, so i fixed those (this took surprisingly long :p). After implementing that, i went to take that screenshot, and noticed that the UI would freeze for a bit while the disk I/O of saving the image was running. This was quite annoying, so i also decided to make a whole ass worker thread that handles password checking (which also used to hang the UI thread, albeit for a short time) and to save the screenshot. Anyways, after this journey of a few days of coding, here’s the example screenshot, finally: P.S.: while trying to put an image here, firefox crashed and i had to rewrite this whole thing… to anyone seeing this, save your devlogs somewhere before adding pics :p"}, {"post_id": 61515, "ts": "2026-09-04T13:55:26Z", "hours": 5.4758, "text": "Well, im at it again with this project. I took quite a long break to make another project, and now have had the time to come back to this. I’ve finally written some in-depth docs, and will review them later today with a fresh mind to be sure that they’re as right as possible. I also fixed a design flaw, but im not very sure if how i did it really fixed it. Before, this is the old way it’s doing it: app .ui (| _ , ui | { // put stuff inside some ui levels egui :: CentralPanel :: default () .frame ( egui :: Frame :: NONE ) .show ( ui , | ui | { // maybe make new ui levels // inside the levels, return TryExit TryExit :: Force }) .inner.inner.inner //as many .inner as ui levels // TryExit is in, because you need to return the inner TryExit }) this felt extremely clunky. So, i solved it like this: // mutable reference to a TryExit app .ui (| _ , ui , exit : & mut TryExit | { // as many levels as you want egui :: CentralPanel :: default () .frame ( egui :: Frame :: NONE ) .show ( ui , | ui | { // instead of returning it, mutate the passed-in reference * exit = TryExit :: Force ; }); // no need to return anything, so no .inner }) this feels a bit better, but idrk still. For the time being, the API will be the latter. Anyways, have a look at the new docs:"}, {"post_id": 19151, "ts": "2026-06-30T12:13:07Z", "hours": 5.495, "text": "After taking a small break, i finally finished this project. I decided to turn it into a library instead of a really customizable lockscreen, because what would be the purpose in making something that could very well work in any number of ways and then limiting it to a few widgets? I’m quite satisfied with how it turned out, even if there are a few rough spots. Also, i decided to license it under MIT or Apache 2.0, as per convention for rust libraries. In the end, i’ll be definitely using lockrs, and i hope some other people will too."}, {"post_id": 15087, "ts": "2026-06-24T14:53:06Z", "hours": 3.2564, "text": "I managed to add PAM authentication. I also tried to add support for shaders and in general gpu work, and discovering i bit off way more than i can chew, i just decided not to. So, i tried to add a background, but i stumbled upon an obstacle which sent me diving into egui’s source code, because it kept claiming that it couldn’t load images with side bigger than 2048px; turns out this is only a limitation of the WebGPU API, that, as the name suggests, runs on browsers, not on desktops. Anyways, after a lot of fiddling with egui’s components, i managed to make it use images with sides up to 8000px. Now i’ll probably customize the bar a little, and maybe make a few egui widgets for it."}, {"post_id": 14354, "ts": "2026-06-23T13:37:48Z", "hours": 9.2189, "text": "After wrecking my mind unnecessarily over how to handle pointer events for a ridiculous amount of time, I finally got something that somehow works; now i also have a working text input! It just prints the input to the terminal for now, but I’ll be messing with PAM a bit to do authentication now. wish me luck!"}, {"post_id": 12838, "ts": "2026-06-21T00:42:13Z", "hours": 8.1453, "text": "I finally got the keyboard to work! for now, it just exits as soon as a key is pressed, but i’m working on implementing full functionality. also, now the code is much much cleaner, properly divided in functions instead of being all chucked into main. I don’t really have a way to display this with a screenshot, so i’ll just reuse an old one unfortunately :p"}, {"post_id": 11926, "ts": "2026-06-19T13:25:36Z", "hours": 2.0419, "text": "Well, i managed to render to the lock screen with egui instead of using the raw buffer; for now, it’s still a mess of spaghetti code that barely works and will turn into a footgun very quickly if i don’t get working on the lower level part of it instead of throwing stuff at the wall and seeing if it sticks. The next step is tidying the code up instead of throwing everything into main, so that i can get some customization going. Also, i should probably add the authentication part of the lock screen instead of having it unlock after a few seconds."}, {"post_id": 11649, "ts": "2026-06-19T00:01:07Z", "hours": 4.8064, "text": "I finished a first proof of concept for wl-lock; right now, it locks the user out for two seconds while displaying a mauve screen. For now, it’s still fully cpu rendered, but i plan on adding gpu-accelerated background blur and general effects. The next step is hooking egui into it!"}]...
|
Title: lockrs by @confused-ace-noises | Stardance
Title: lockrs by @confused-ace-noises | Stardance
Devlogs:
I finished a first proof of concept for wl-lock; right now, it locks the user out for two seconds while displaying a mauve screen. For now, it’s still fully cpu rendered, but i plan on adding gpu-accelerated background blur and general effects. The next step is hooking egui into it!
Well, i managed to render to the lock screen with egui instead of using the raw buffer; for now, it’s still a mess of spaghetti code that barely works and will turn into a footgun very quickly if i don’t get working on the lower level part of it instead of throwing stuff at the wall and seeing if it sticks. The next step is tidying the code up instead of throwing everything into main, so that i can get some customization going. Also, i should probably add the authentication part of the lock screen instead of having it unlock after a few seconds.
I finally got the keyboard to work! for now, it just exits as soon as a key is pressed, but i’m working on implementing full functionality. also, now the code is much much cleaner, properly divided in functions instead of being all chucked into main. I don’t really have a way to display this with a screenshot, so i’ll just reuse an old one unfortunately :p
After wrecking my mind unnecessarily over how to handle pointer events for a ridiculous amount of time, I finally got something that somehow works; now i also have a working text input! It just prints the input to the terminal for now, but I’ll be messing with PAM a bit to do authentication now. wish me luck!
I managed to add PAM authentication. I also tried to add support for shaders and in general gpu work, and discovering i bit off way more than i can chew, i just decided not to. So, i tried to add a background, but i stumbled upon an obstacle which sent me diving into egui’s source code, because it kept claiming that it couldn’t load images with side bigger than 2048px; turns out this is only a limitation of the WebGPU API, that, as the name suggests, runs on browsers, not on desktops. Anyways, after a lot of fiddling with egui’s components, i managed to make it use images with sides up to 8000px. Now i’ll probably customize the bar a little, and maybe make a few egui widgets for it.
After taking a small break, i finally finished this project. I decided to turn it into a library instead of a really customizable lockscreen, because what would be the purpose in making something that could very well work in any number of ways and then limiting it to a few widgets? I’m quite satisfied with how it turned out, even if there are a few rough spots. Also, i decided to license it under MIT or Apache 2.0, as per convention for rust libraries. In the end, i’ll be definitely using lockrs, and i hope some other people will too.
Well, im at it again with this project. I took quite a long break to make another project, and now have had the time to come back to this. I’ve finally written some in-depth docs, and will review them later today with a fresh mind to be sure that they’re as right as possible. I also fixed a design flaw, but im not very sure if how i did it really fixed it. Before, this is the old way it’s doing it: app .ui (| _ , ui | { // put stuff inside some ui levels egui :: CentralPanel :: default () .frame ( egui :: Frame :: NONE ) .show ( ui , | ui | { // maybe make new ui levels // inside the levels, return TryExit TryExit :: Force }) .inner.inner.inner //as many .inner as ui levels // TryExit is in, because you need to return the inner TryExit }) this felt extremely clunky. So, i solved it like this: // mutable reference to a TryExit app .ui (| _ , ui , exit : & mut TryExit | { // as many levels as you want egui :: CentralPanel :: default () .frame ( egui :: Frame :: NONE ) .show ( ui , | ui | { // instead of returning it, mutate the passed-in reference * exit = TryExit :: Force ; }); // no need to return anything, so no .inner }) this feels a bit better, but idrk still. For the time being, the API will be the latter. Anyways, have a look at the new docs:
A lot of big changes! these 10 hours of coding felt like a constant rabbit hole, but i finally fixed all the things i found TuT. First of all, i made some new widgets: namely, a text input for the password that reserves space for the “login failed” failure text, an uptime widget and widget that fetches the default network interface. While making an example lock screen using these new widgets, i noticed that taking a screenshot was just a huge pain; One had to go do gpu texture copying magic and it was just A Bad Time in general. So, i decided to bake that functionality into lockrs itself, so now there’s a screenshot feature (enabled by default) which makes it able to save screenshots. But while implementing the screenshot feature, i noticed that there were some inconsistencies in the multiple output logic and in the buffer scaling logic, so i fixed those (this took surprisingly long :p). After implementing that, i went to take that screenshot, and noticed that the UI would freeze for a bit while the disk I/O of saving the image was running. This was quite annoying, so i also decided to make a whole ass worker thread that handles password checking (which also used to hang the UI thread, albeit for a short time) and to save the screenshot. Anyways, after this journey of a few days of coding, here’s the example screenshot, finally: P.S.: while trying to put an image here, firefox crashed and i had to rewrite this whole thing… to anyone seeing this, save your devlogs somewhere before adding pics :p
Reviewed the code before the ship! noting much to report, i’ll just put the new lockscreen again
Ships:
Lockrs is a library that aims to make Wayland screen lockers as customizable as possible. First of all, it’s written in the Rust language, and it’s essentially an implementation of the egui crate for lock screen surfaces; This means it can be truly used for anything (or well, anything egui can possibly do). This project was born out of frustration of the little customizability that other projects offer, relying at most on a simple config file to define everything. It is based on the wayland-client, wgpu and egui crates, which make it compatible with practically any modern Wayland compositor (to be specific, all compositors implementing the ext-session-lock-v1 protocol); using wayland-client was quite hard, as it was really my first time making something that supports graphics and juggling communications with an outside application in the meantime. I think this project was very successful in helping me learn about how Wayland works, and a little bit of how rendering works too. Overall, I’m quite proud of how it turned out, and i have already made my own lock screen (see picture below).
This ship adds some new functionality! Namely, the ability to take a screenshot of the lockscreen (if you dont want this, it can be disabled through the disabling of the default screenshot feature), new builtin widgets, and some stuff buried a bit more deeply in the logic, such as adding a worker thread for slow operations, fixing some bad output-dependant handling and adding support for more keyboard keys. The most challenging thing about this ship was trying to understand how to make vulkan play nice with ext_session_lock_v1 when setting the buffer scaling, it took me a long time for like- no reason TuT. Anyways, here’s two screenshots of lockscreens i made while developing lockrs:...
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1792972058.6081924
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1793058458.6081924
|
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61826
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Self Car by @troksaroberts | Stardance
|
troksaroberts
|
1
|
14.0
|
191
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T17:55:23Z", "hours": 14.0, "multiplier": 13.38, "payout": 191, "blessing": "neutral", "text": "I made a neural network where cars try to ride fast The goal is to tech AI to ride this track as fast aspossible using only three sensors as a data. Challenging part was optimization and simulation. In a matter of fact making neural network was easy, making a correct point system and simulation was hard. I am proud of graph and saving system, it looks so slick, it add up ‘spice’ to the project. By pressing Try project there will be a short video guide on how to run this project locally. Its really simple - only takes 4 commands to run if you have python installed.", "repo": "https://github.com/RobertsRob/SelfCar", "demo": "https://github.com/RobertsRob/SelfCar/releases/tag/1.0"}]...
|
[{"post_id": 72755, "ts": "202 [{"post_id": 72755, "ts": "2026-09-23T17:50:34Z", "hours": 3.8636, "text": "SAVE BEST ONE Now you can save models and choose from the 14 best ones. They are saved in models folder and you can even send them to your friends (send whole folder). You can also load saved models with “L” and save with “S”, to choose between different models use arrow keys. Now DIF_MODE - if you would turn on this option two segments on inner circle will stick out so now its harder to ride a car."}, {"post_id": 70755, "ts": "2026-09-19T18:20:14Z", "hours": 2.4044, "text": "They are smart now Neural network is really good now. It is a race car. Changes: I added graph to visualize best score I removed deltaTime - time between frames, so simulations doesnt depends on it Improved vizualisation In neural network I removed direction as parametr so now car learns how to drive instead of remembering track"}, {"post_id": 70162, "ts": "2026-09-18T16:31:43Z", "hours": 3.6506, "text": "ITS ALIVE A lot of changes has been made - firs of all is reward system - all these dim green lines are checkpoints, for crossing them neural network get a reward. Then of course I implementer AI itself. Now it spawn a 100 cars and chooses the best each generation. Also cars receive a benefit when they ride each lap faster. So riding faster is also a plus. I increased size of cars to make them a bit more realistic. There is a video of already trained generations which shows what a generation looks like. They all disappear because I set so max amount of laps they can go is three, so new generation is created, because old one wouldnt crash. There are a lot of thing to add still, like better physics, model saving and training for variety of tracks not only for one."}, {"post_id": 68724, "ts": "2026-09-15T17:00:57Z", "hours": 4.3342, "text": "Base for machine learnign In this devlog I prepared everything to start teaching machines how to ride a car - the car was prepared for them. What has been done: Track generation - trach is 4 mathematic functions that create 1000 line segments in total to serve as walls. Optimized ray logic - car will have only 3 sensors (green) that will tell distance till wall Car class itself - for optimization i wont have 1000s of car object but in the class there will be stored vectorized information about all cars operating with numpy Visual part - I will render only one car, but under the hood there will be much more cars training."}]...
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Title: Self Car by @troksaroberts | Stardance
Dev Title: Self Car by @troksaroberts | Stardance
Devlogs:
Base for machine learnign In this devlog I prepared everything to start teaching machines how to ride a car - the car was prepared for them. What has been done: Track generation - trach is 4 mathematic functions that create 1000 line segments in total to serve as walls. Optimized ray logic - car will have only 3 sensors (green) that will tell distance till wall Car class itself - for optimization i wont have 1000s of car object but in the class there will be stored vectorized information about all cars operating with numpy Visual part - I will render only one car, but under the hood there will be much more cars training.
ITS ALIVE A lot of changes has been made - firs of all is reward system - all these dim green lines are checkpoints, for crossing them neural network get a reward. Then of course I implementer AI itself. Now it spawn a 100 cars and chooses the best each generation. Also cars receive a benefit when they ride each lap faster. So riding faster is also a plus. I increased size of cars to make them a bit more realistic. There is a video of already trained generations which shows what a generation looks like. They all disappear because I set so max amount of laps they can go is three, so new generation is created, because old one wouldnt crash. There are a lot of thing to add still, like better physics, model saving and training for variety of tracks not only for one.
They are smart now Neural network is really good now. It is a race car. Changes: I added graph to visualize best score I removed deltaTime - time between frames, so simulations doesnt depends on it Improved vizualisation In neural network I removed direction as parametr so now car learns how to drive instead of remembering track
SAVE BEST ONE Now you can save models and choose from the 14 best ones. They are saved in models folder and you can even send them to your friends (send whole folder). You can also load saved models with “L” and save with “S”, to choose between different models use arrow keys. Now DIF_MODE - if you would turn on this option two segments on inner circle will stick out so now its harder to ride a car.
Ships:
I made a neural network where cars try to ride fast The goal is to tech AI to ride this track as fast aspossible using only three sensors as a data. Challenging part was optimization and simulation. In a matter of fact making neural network was easy, making a correct point system and simulation was hard. I am proud of graph and saving system, it looks so slick, it add up ‘spice’ to the project. By pressing Try project there will be a short video guide on how to run this project locally. Its really simple - only takes 4 commands to run if you have python installed....
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1792964857.0070918
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1793051257.0070918
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62642
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Procrastination OS by @gdev | Stardance
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gdev
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1
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12.75
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T17:35:18Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "FINAL DEVLOG This project took me a long time and really stretched my skills to the limit. I learned a LOT making this, and I really feel good about my webOS. I really like how it looks. I really tried with the CSS on this; you can really tell I wrote a lot more than I thought I would for this lol. I would really like to hear what you guys think about my website, and I can’t wait for webOS 2, where I plan to really make this come to life. I added a new app (not shown in the screenshot) that is for feedback, so you guys can send me feedback on the project.", "repo": "https://github.com/galaxydevvv/ProcrastinationOS", "demo": "https://galaxydevvv.github.io/ProcrastinationOS/"}]...
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[{"post_id": 75386, "ts": "202 [{"post_id": 75386, "ts": "2026-09-29T22:02:32Z", "hours": 1.4375, "text": "DEVLOG #9 Wow it’s been a while since my last devlog I have been working on a bunch of bug fixes (I never knew there could be so many lol) and other small things as I build up to the big main feature I am working on a big feature that I am releasing soon is the browser! I am working on a working custom made ProSearch browser for the webos. Follow me for more updates!"}, {"post_id": 73680, "ts": "2026-09-25T17:55:52Z", "hours": 0.9969, "text": "DEVLOG #8 It’s been a little while lol, but I have been working on small little things while I work on some bigger updates, and so far I have added a weather tracker on the taskbar and fixed a TON of bugs in the code."}, {"post_id": 72775, "ts": "2026-09-23T18:39:57Z", "hours": 0.3197, "text": "Quick devlog to show new feedback app, please use this so I can know what to improve about the website or just your thoughts on it."}, {"post_id": 72719, "ts": "2026-09-23T16:17:33Z", "hours": 1.0897, "text": "DAILY DEVLOG #6 This is going to be the last devlog before I ship, so I can get started on webOS 2, where I will be expanding this heavily and adding a lot more apps with more complex features. With this devlog, I’ll make the demo public so you can come try out my webOS! I hope you guys enjoy it :D Overall, this log is mostly light bug fixes, finishing the notes app, and a simple new app: my personal website embedded in an iframe in a ProcrastionOS window lol. Also, I wrote a README.md for GitHub. Sadly, I don’t know why my updates on Github are not going through, so on the demo the website is broken, so please stand by as I fix this, Thankss!"}, {"post_id": 72538, "ts": "2026-09-23T05:06:10Z", "hours": 2.3547, "text": "DAILY DEVLOG #5 Technically this would be the 7th devlog but I didn’t want to make one yesterday because I wanted to push all the new changes as one big update and I am writing this at midnight so technically its already the next day so I missed two devlogs in a row lol but anyway I added a bunch of new patches and bug fixes and also finished the onboarding guide (for now) and the easter egg as been tested and works and I made the first app, ProNotes! or ProcrastinationNotes if you wanna get technical but anyway I haven’t finished the app yet :< But that’s going to be the next feature, and I also made it so that if you close the onboarding guide but wanna view it again, you can now press the start button to reopen the ui. (wow I really need to learn markdown to make this look pretty )"}, {"post_id": 71535, "ts": "2026-09-21T00:55:46Z", "hours": 1.4472, "text": "DAILY DEVLOG #4 Today I didn’t know what to work on so I added window dragging and wrote some pages of the guide and also I added a secret Easter egg, follow me so you know when the website gets released so you can try your luck at finding it! :D"}, {"post_id": 71023, "ts": "2026-09-20T06:57:46Z", "hours": 0.5692, "text": "DEVLOG #3 Today I didn’t have very much time so I just worked on my websites looks and writing the “productivity” guide for when you startup the website I also changed the ui for the windows to make it look nicer and gave it a dark theme."}, {"post_id": 70356, "ts": "2026-09-19T01:10:05Z", "hours": 3.9711, "text": "DEVLOG #2 Today I worked on the front desktop screen I worked on this for a while so I think it looks really good it took forever to get the UI to look just how I wanted it and I had some issues finding a good background that would look good and getting the CSS to look good and work. I am going to focus on design first then do the functions and “productive” features last in my next devlog I think I am going to work on the boot page some more because I think it now looks really ugly compared to the rest of the website"}, {"post_id": 68982, "ts": "2026-09-16T04:59:18Z", "hours": 1.0531, "text": "DEVLOG #1 The start of a great project! Today the internet is full of tools to help you stay productive and hard-working so I decided why not do the opposite and so I created ProcrastinationOS to make everyday tasks so much harder than they really are LOL. Today I made the entrance page to my web-OS and with the help of AI made was able to fix my cool terminal loading system! DEMO URL PUBLIC SOON! FOLLOW FOR UPDATES! …or do it later :|"}]...
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Title: Procrastination OS by @gdev | Stardance
De Title: Procrastination OS by @gdev | Stardance
Devlogs:
DEVLOG #1 The start of a great project! Today the internet is full of tools to help you stay productive and hard-working so I decided why not do the opposite and so I created ProcrastinationOS to make everyday tasks so much harder than they really are LOL. Today I made the entrance page to my web-OS and with the help of AI made was able to fix my cool terminal loading system! DEMO URL PUBLIC SOON! FOLLOW FOR UPDATES! …or do it later :|
DEVLOG #2 Today I worked on the front desktop screen I worked on this for a while so I think it looks really good it took forever to get the UI to look just how I wanted it and I had some issues finding a good background that would look good and getting the CSS to look good and work. I am going to focus on design first then do the functions and “productive” features last in my next devlog I think I am going to work on the boot page some more because I think it now looks really ugly compared to the rest of the website
DEVLOG #3 Today I didn’t have very much time so I just worked on my websites looks and writing the “productivity” guide for when you startup the website I also changed the ui for the windows to make it look nicer and gave it a dark theme.
DAILY DEVLOG #4 Today I didn’t know what to work on so I added window dragging and wrote some pages of the guide and also I added a secret Easter egg, follow me so you know when the website gets released so you can try your luck at finding it! :D
DAILY DEVLOG #5 Technically this would be the 7th devlog but I didn’t want to make one yesterday because I wanted to push all the new changes as one big update and I am writing this at midnight so technically its already the next day so I missed two devlogs in a row lol but anyway I added a bunch of new patches and bug fixes and also finished the onboarding guide (for now) and the easter egg as been tested and works and I made the first app, ProNotes! or ProcrastinationNotes if you wanna get technical but anyway I haven’t finished the app yet :< But that’s going to be the next feature, and I also made it so that if you close the onboarding guide but wanna view it again, you can now press the start button to reopen the ui. (wow I really need to learn markdown to make this look pretty )
DAILY DEVLOG #6 This is going to be the last devlog before I ship, so I can get started on webOS 2, where I will be expanding this heavily and adding a lot more apps with more complex features. With this devlog, I’ll make the demo public so you can come try out my webOS! I hope you guys enjoy it :D Overall, this log is mostly light bug fixes, finishing the notes app, and a simple new app: my personal website embedded in an iframe in a ProcrastionOS window lol. Also, I wrote a README.md for GitHub. Sadly, I don’t know why my updates on Github are not going through, so on the demo the website is broken, so please stand by as I fix this, Thankss!
Quick devlog to show new feedback app, please use this so I can know what to improve about the website or just your thoughts on it.
DEVLOG #8 It’s been a little while lol, but I have been working on small little things while I work on some bigger updates, and so far I have added a weather tracker on the taskbar and fixed a TON of bugs in the code.
DEVLOG #9 Wow it’s been a while since my last devlog I have been working on a bunch of bug fixes (I never knew there could be so many lol) and other small things as I build up to the big main feature I am working on a big feature that I am releasing soon is the browser! I am working on a working custom made ProSearch browser for the webos. Follow me for more updates!
Ships:
FINAL DEVLOG This project took me a long time and really stretched my skills to the limit. I learned a LOT making this, and I really feel good about my webOS. I really like how it looks. I really tried with the CSS on this; you can really tell I wrote a lot more than I thought I would for this lol. I would really like to hear what you guys think about my website, and I can’t wait for webOS 2, where I plan to really make this come to life. I added a new app (not shown in the screenshot) that is for feedback, so you guys can send me feedback on the project....
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1792964925.8383992
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1793051325.8383992
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65135
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Experiementing With Classes by @sharavan | Stardan Experiementing With Classes by @sharavan | Stardance...
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sharavan
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1
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0.91
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T17:04:35Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "During this project, I had to understand how composition works! This was hard to understand initially but whilst coding this it helped make sense to me.. Using this project, i will now be able to create a more sophisticated system and work with classes in my other projects.", "repo": "https://github.com/spectcular-lancia-delta-intergrale/python_classes", "demo": "https://play.pyroom.app/playground"}]...
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[{"post_id": 74065, "ts": "202 [{"post_id": 74065, "ts": "2026-09-26T16:47:03Z", "hours": 0.4508, "text": "Today I began working on the core game logic, taking everything i have learnt and implementing it into a terminal based game! I have currently implemented three classes, each encapsulating methods and attributes (i.e. inventory have getters and setters). I hope by the next devlog, the core logic is 70% done (currently 25%)…."}, {"post_id": 73929, "ts": "2026-09-26T10:52:15Z", "hours": 0.4631, "text": "I have learnt how to use multiple inheritance and how aggregation and composition works. Below is the exemplar code I wrote to demonstrate the relationship. Using this knowledge, and the previous code I am now going to implement private and protected methods to ensure people cannot exploit my game as I begin to create it."}, {"post_id": 72737, "ts": "2026-09-23T16:51:07Z", "hours": 0.3358, "text": "I have created a simple system for the back end of my game, which has a simple class which will contain an inventory. Using this I will now create a new project for a potential CLI game…"}]...
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Title: Experiementing With Classes by @sharavan | Title: Experiementing With Classes by @sharavan | Stardance
Devlogs:
I have created a simple system for the back end of my game, which has a simple class which will contain an inventory. Using this I will now create a new project for a potential CLI game…
I have learnt how to use multiple inheritance and how aggregation and composition works. Below is the exemplar code I wrote to demonstrate the relationship. Using this knowledge, and the previous code I am now going to implement private and protected methods to ensure people cannot exploit my game as I begin to create it.
Today I began working on the core game logic, taking everything i have learnt and implementing it into a terminal based game! I have currently implemented three classes, each encapsulating methods and attributes (i.e. inventory have getters and setters). I hope by the next devlog, the core logic is 70% done (currently 25%)….
Ships:
During this project, I had to understand how composition works! This was hard to understand initially but whilst coding this it helped make sense to me.. Using this project, i will now be able to create a more sophisticated system and work with classes in my other projects....
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1792965138.5584524
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1793051538.5584524
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55434
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BKball by @Nanobi | Stardance
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Nanobi
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1
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36.91
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559
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T16:37:28Z", "hours": 31.0, "multiplier": 18.46, "payout": 559, "blessing": "neutral", "text": "BKball is an html game where you pull ropes to make a ball go up the wall without falling into the holes. It is playable on any platform :D You have 12 levels and you can edit them or create new ones with the level editor ! I did this project thinking about my other project: the BKpad, a custom keypad. Therefore, the game is designed to work primarily with this MacroPad, secondarily for a keyboard and then on mobile. The project is a simple html zip, made with vanilla javascript and no plugins! It is small with less than 1000 lines of code, but with more it would be difficult to make them all in one file :o Doing this project was cool! I never did javascript this much, it’s floppy but it is not too hard to code even if 0 == false ;-; I am proud of having done everything myself, especially the canvas which is not a canvas element but an svg using animated elements and curves as lines so I can bend them :3 If you want to test the project, go to bkball.rf.gd everything is updated automatically :) I am proud of my “BK” hardware project (the cat head you can see in the website at the left) and happy that now it has a new website linked to him :D", "repo": "https://github.com/Nan0b1/BKball", "demo": "https://nan0b1.github.io/BKball/"}]...
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[{"post_id": 82634, "ts": "202 [{"post_id": 82634, "ts": "2026-10-25T13:54:43Z", "hours": 3.2014, "text": "Smol devlog 2 s2 Someone asked in the last shipment to do more devlogs so there it is What is my project It’s an html game made from scratch with no frameworks where you need to make a ball go up and not fall into other holes New things ! Brand new animations for when you win, loose, or swipe horizontally on your phone instead of vertically, all made in the svg canvas Sound ! When you win or fall in a hole, you get 4 different vfx Migrated website. The old website keeps getting blacklisted by google so I have now my website in github pages !!! I smoothed some movements and patched the keyboard response time (I was maybe checking inputs every 200ms so you had to wait the next tick :3) What’s next? I have no ideas :( For the moment I’ll finish my BKpad’s website to ship it :) If you think about a feature just ask me in comms"}, {"post_id": 82278, "ts": "2026-10-24T13:25:57Z", "hours": 2.7092, "text": "Small devlog 1 s2 What is my project? In this HTML game, you need to pull ropes to make a ball go up, but don’t fall in the holes What’s new? I tried my best to make the user experience feel better New computer controls (I keep the legacy ones hidden for the BKpad to work the best :o) Reworked gestures for phones and every touchable screen Clearer explanations for each platform A new level selector on top of the one existing, because I noticed nobody changed levels with my selector Bug fixes: ropes were bending when you used gestures and your death was delayed, but now everything works What next? A win animation? Sounds? translation fix Hope the devlog was fun to read :) Goodbye"}, {"post_id": 72679, "ts": "2026-09-23T14:11:02Z", "hours": 1.8417, "text": "SmallLog 5 :) What is my game? A hand made html/js game where you have to make the ball go up, featuring 12 levels and an entirely functional level editor where you can share your creations with others Last touches I polished the code (and added the last ; ) I added an on-close warning if you haven’t saved You can now change levels when in level editor and it saves what you did The readme is more complete now The decision was made to not make easter eggs (simpler is sometimes good and adding random things is not my priority (it’s what I did during 50 hours but nevermind)) You can test it on BKball’s official website !!!! I have completed my mission and have to say goodbye :o I won’t make new projects, I have personal work to do Goodbye, it was fun to be in the stardance hackClub :)"}, {"post_id": 72360, "ts": "2026-09-22T19:08:32Z", "hours": 9.0103, "text": "Devlog 4 !! :D What is this project about? In this html game, you have to make the ball go in the green hole, by pulling on the two lateral ropes. 8 hours of work: I worked on several things: I added a complete working level editor: functions to add holes functions to modify and delete holes ! with this I added 8 new levels! I completed french translation and integrated the language selector into the page I added many missing semicolons in the javascript because I normally code in python I added a favicon ! then I quickly fixed some bugs :) What’s next? Fix an editor mode where it edits 2 levels at once Change the mobile controls editor logo at the left one last devlog SHIP THE PROJECT!!!"}, {"post_id": 67168, "ts": "2026-09-13T07:33:07Z", "hours": 7.7208, "text": "Big Devlog 3 !!! What is this project about? I”m making a web game about pulling ropes to make a ball up but you can fall in the wall holes :o This project is pure html, javascript and css what does I added during those 7h40? I first cleaned the whole code I fixed all physics issue with reliable solutions, now if you pull too hard on one the other will loosen itself I transformed ropes lines into straight curves with the straight curves I can bend them if you push too many rope on one side I styled the whole website and added controls explanation + levels selection brand new gesture system for phones and everything that have a touchscreen I store the level you are so you can join without reselecting everything Some Minecraft Modder on github helped me to determine a localstorage related bug and implemented lang.js -> I have now french support ! I started implementing level edition! (not pushed) (it’s for me because now to do levels I need to tweak arrays in vsCode :/) An official website is now availiable , thanks to infinityfree, they are a simple and good solution! I added instant auto deployement from the github to the new website! Controls are unified, it don’t make the difference between AZERTY and QWERTY or any other random layout :) what’s next? continue level editor do levels with it add an easter egg Thanks for reading this really long devlog I didn’t saw the time going on (4h in half a day is a lot for my little brain but music helps!) Special thanks to Some Minecraft Modder for not only his help but for following my project!"}, {"post_id": 64834, "ts": "2026-09-09T15:01:19Z", "hours": 6.0619, "text": "Devlog 2 BKball !!! What is this? This is an html game where you have to make a ball up while not falling into the holes :) I do this with native html, css and javascript (with < svg> ) 5 hours of work: I added holes I added a way to win (it’s not common for a game i think ) I fixed some physics issues where you could go in the sky :o Brand new level system where you can choose a level and change with real ease -> two levels :) what I have to do? clean the code so I can dev easily :) add more level add a custom backroom level with “all of the lights” while you are being chased the whole website because for now I only have the “canvas” Thanks for reading it’s fun to do and thanks to “Some minecraft Modder” who is supporting me"}, {"post_id": 58799, "ts": "2026-08-31T11:44:44Z", "hours": 6.2797, "text": "Hello there! First devlog! I’m glad to lunch a new project: BKball What is it? You have a ball down a wall and you want to make it go up by pulling on 2 ropes :o Why is this a continuation of the BKpad? The game is designed to work directly with the potentiometers of the BKpad and later the ball will be BKthemed :) What have I done? 6h16 of work : launched the project ideas and things I would use I did the main frame, I will do native js, html and css I will not use game frameworks but items I did physics! I didn’t simulated the whole thing lol, I just used some equations :) (go see it’s fun) my grandma was with me and followed the whole process during some hours A friend of mine helped me with some css tweaks so the Github is updated :) For the future: I already have holes but I have to add collisions I need to do a level system! I will have to make a welcome popup to explain some things Goodbye :D"}]...
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Title: BKball by @Nanobi | Stardance
Devlogs:
Hel Title: BKball by @Nanobi | Stardance
Devlogs:
Hello there! First devlog! I’m glad to lunch a new project: BKball What is it? You have a ball down a wall and you want to make it go up by pulling on 2 ropes :o Why is this a continuation of the BKpad? The game is designed to work directly with the potentiometers of the BKpad and later the ball will be BKthemed :) What have I done? 6h16 of work : launched the project ideas and things I would use I did the main frame, I will do native js, html and css I will not use game frameworks but items I did physics! I didn’t simulated the whole thing lol, I just used some equations :) (go see it’s fun) my grandma was with me and followed the whole process during some hours A friend of mine helped me with some css tweaks so the Github is updated :) For the future: I already have holes but I have to add collisions I need to do a level system! I will have to make a welcome popup to explain some things Goodbye :D
Devlog 2 BKball !!! What is this? This is an html game where you have to make a ball up while not falling into the holes :) I do this with native html, css and javascript (with < svg> ) 5 hours of work: I added holes I added a way to win (it’s not common for a game i think ) I fixed some physics issues where you could go in the sky :o Brand new level system where you can choose a level and change with real ease -> two levels :) what I have to do? clean the code so I can dev easily :) add more level add a custom backroom level with “all of the lights” while you are being chased the whole website because for now I only have the “canvas” Thanks for reading it’s fun to do and thanks to “Some minecraft Modder” who is supporting me
Big Devlog 3 !!! What is this project about? I”m making a web game about pulling ropes to make a ball up but you can fall in the wall holes :o This project is pure html, javascript and css what does I added during those 7h40? I first cleaned the whole code I fixed all physics issue with reliable solutions, now if you pull too hard on one the other will loosen itself I transformed ropes lines into straight curves with the straight curves I can bend them if you push too many rope on one side I styled the whole website and added controls explanation + levels selection brand new gesture system for phones and everything that have a touchscreen I store the level you are so you can join without reselecting everything Some Minecraft Modder on github helped me to determine a localstorage related bug and implemented lang.js -> I have now french support ! I started implementing level edition! (not pushed) (it’s for me because now to do levels I need to tweak arrays in vsCode :/) An official website is now availiable , thanks to infinityfree, they are a simple and good solution! I added instant auto deployement from the github to the new website! Controls are unified, it don’t make the difference between AZERTY and QWERTY or any other random layout :) what’s next? continue level editor do levels with it add an easter egg Thanks for reading this really long devlog I didn’t saw the time going on (4h in half a day is a lot for my little brain but music helps!) Special thanks to Some Minecraft Modder for not only his help but for following my project!
Devlog 4 !! :D What is this project about? In this html game, you have to make the ball go in the green hole, by pulling on the two lateral ropes. 8 hours of work: I worked on several things: I added a complete working level editor: functions to add holes functions to modify and delete holes ! with this I added 8 new levels! I completed french translation and integrated the language selector into the page I added many missing semicolons in the javascript because I normally code in python I added a favicon ! then I quickly fixed some bugs :) What’s next? Fix an editor mode where it edits 2 levels at once Change the mobile controls editor logo at the left one last devlog SHIP THE PROJECT!!!
SmallLog 5 :) What is my game? A hand made html/js game where you have to make the ball go up, featuring 12 levels and an entirely functional level editor where you can share your creations with others Last touches I polished the code (and added the last ; ) I added an on-close warning if you haven’t saved You can now change levels when in level editor and it saves what you did The readme is more complete now The decision was made to not make easter eggs (simpler is sometimes good and adding random things is not my priority (it’s what I did during 50 hours but nevermind)) You can test it on BKball’s official website !!!! I have completed my mission and have to say goodbye :o I won’t make new projects, I have personal work to do Goodbye, it was fun to be in the stardance hackClub :)
Small devlog 1 s2 What is my project? In this HTML game, you need to pull ropes to make a ball go up, but don’t fall in the holes What’s new? I tried my best to make the user experience feel better New computer controls (I keep the legacy ones hidden for the BKpad to work the best :o) Reworked gestures for phones and every touchable screen Clearer explanations for each platform A new level selector on top of the one existing, because I noticed nobody changed levels with my selector Bug fixes: ropes were bending when you used gestures and your death was delayed, but now everything works What next? A win animation? Sounds? translation fix Hope the devlog was fun to read :) Goodbye
Smol devlog 2 s2 Someone asked in the last shipment to do more devlogs so there it is What is my project It’s an html game made from scratch with no frameworks where you need to make a ball go up and not fall into other holes New things ! Brand new animations for when you win, loose, or swipe horizontally on your phone instead of vertically, all made in the svg canvas Sound ! When you win or fall in a hole, you get 4 different vfx Migrated website. The old website keeps getting blacklisted by google so I have now my website in github pages !!! I smoothed some movements and patched the keyboard response time (I was maybe checking inputs every 200ms so you had to wait the next tick :3) What’s next? I have no ideas :( For the moment I’ll finish my BKpad’s website to ship it :) If you think about a feature just ask me in comms
Ships:
BKball is an html game where you pull ropes to make a ball go up the wall without falling into the holes. It is playable on any platform :D You have 12 levels and you can edit them or create new ones with the level editor ! I did this project thinking about my other project: the BKpad, a custom keypad. Therefore, the game is designed to work primarily with this MacroPad, secondarily for a keyboard and then on mobile. The project is a simple html zip, made with vanilla javascript and no plugins! It is small with less than 1000 lines of code, but with more it would be difficult to make them all in one file :o Doing this project was cool! I never did javascript this much, it’s floppy but it is not too hard to code even if 0 == false ;-; I am proud of having done everything myself, especially the canvas which is not a canvas element but an svg using animated elements and curves as lines so I can bend them :3 If you want to test the project, go to bkball.rf.gd everything is updated automatically :) I am proud of my “BK” hardware project (the cat head you can see in the website at the left) and happy that now it has a new website linked to him :D...
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1793004465.0669339
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1793090865.0669339
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|
15069
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VKGPGPU by @sergey5588 | Stardance
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sergey5588
|
1
|
22.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T16:34:33Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made VKGPGPU, this is C11 library that uses vulkan under the hood and provides simpler access to general purpose computing on GPU (something like CUDA but more lightweight) im planning to make simple perceptron neural network with it. Learning vulkan was challenging, i still don’t know majority of things (graphics pipeline), I’m proud that this thing works and i enjoy my code quality. To test my project people need to know basic GPU concepts and some shading language that can compile to SPIRV (GLSL is the easiest)", "repo": "https://github.com/Sergey5588/vkgpgpu", "demo": "https://github.com/Sergey5588/vkgpgpu/releases/tag/v0.0.1-test"}]...
|
[{"post_id": 72722, "ts": "202 [{"post_id": 72722, "ts": "2026-09-23T16:21:26Z", "hours": 0.7611, "text": "Pushed v0.0.1-test, test version, added some macros for debug things and lib release things"}, {"post_id": 66589, "ts": "2026-09-12T13:14:15Z", "hours": 0.7764, "text": "Made github workflow for release automation, very cool, still not tested tho"}, {"post_id": 56789, "ts": "2026-08-28T18:19:19Z", "hours": 0.2728, "text": "Made build.sh to build static and shared libs, now i have 67 commits in my repo"}, {"post_id": 53274, "ts": "2026-08-23T18:44:36Z", "hours": 1.0717, "text": "Just made small fixes, nothing else to say"}, {"post_id": 42551, "ts": "2026-08-07T11:27:36Z", "hours": 4.9567, "text": "I rewrote api so now its recording cmd buffer and in theory multiple dispatches and programs can be in pipeline, its working!!!!!!!"}, {"post_id": 26068, "ts": "2026-07-10T17:31:56Z", "hours": 3.0831, "text": "Implemented push constant, now you can push some int, float and bool types"}, {"post_id": 24867, "ts": "2026-07-08T18:34:02Z", "hours": 0.3053, "text": "did small fixes, now there is no TODO s in the code"}, {"post_id": 16373, "ts": "2026-06-26T17:21:09Z", "hours": 0.8922, "text": "You can actually run compute shader now!!!!! here is the compute shader itself and a code to run it:"}, {"post_id": 15776, "ts": "2026-06-25T17:20:21Z", "hours": 3.2008, "text": "I almost lost my mind, but turned out i forgot to reset file pointer after getting file size so actual file data was never read. Implemented: Kernel loading Example shader that copies data from buffer A to buffer B Here is code for shader (not tested, cmd buffer dispatch not yet implemented) and output:"}, {"post_id": 15249, "ts": "2026-06-24T19:18:47Z", "hours": 1.19, "text": "Implemented buffer map and unmap. And everything is a pointer now"}, {"post_id": 15159, "ts": "2026-06-24T17:01:27Z", "hours": 1.8239, "text": "Added buffer creation and destruction. Public API looks like this:"}, {"post_id": 13875, "ts": "2026-06-22T18:50:51Z", "hours": 0.9347, "text": "implemented queue selection and logical device creation, there is nothing new to show so here is the diff 😔"}, {"post_id": 13702, "ts": "2026-06-22T13:50:40Z", "hours": 3.1225, "text": "Made initial project structure, vulkan instance loading and physical device initialization"}]...
|
Title: VKGPGPU by @sergey5588 | Stardance
Devlogs Title: VKGPGPU by @sergey5588 | Stardance
Devlogs:
Made initial project structure, vulkan instance loading and physical device initialization
implemented queue selection and logical device creation, there is nothing new to show so here is the diff 😔
Added buffer creation and destruction. Public API looks like this:
Implemented buffer map and unmap. And everything is a pointer now
I almost lost my mind, but turned out i forgot to reset file pointer after getting file size so actual file data was never read. Implemented: Kernel loading Example shader that copies data from buffer A to buffer B Here is code for shader (not tested, cmd buffer dispatch not yet implemented) and output:
You can actually run compute shader now!!!!! here is the compute shader itself and a code to run it:
did small fixes, now there is no TODO s in the code
Implemented push constant, now you can push some int, float and bool types
I rewrote api so now its recording cmd buffer and in theory multiple dispatches and programs can be in pipeline, its working!!!!!!!
Just made small fixes, nothing else to say
Made build.sh to build static and shared libs, now i have 67 commits in my repo
Made github workflow for release automation, very cool, still not tested tho
Pushed v0.0.1-test, test version, added some macros for debug things and lib release things
Ships:
I made VKGPGPU, this is C11 library that uses vulkan under the hood and provides simpler access to general purpose computing on GPU (something like CUDA but more lightweight) im planning to make simple perceptron neural network with it. Learning vulkan was challenging, i still don’t know majority of things (graphics pipeline), I’m proud that this thing works and i enjoy my code quality. To test my project people need to know basic GPU concepts and some shading language that can compile to SPIRV (GLSL is the easiest)...
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1793004649.652775
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1793091049.652775
|
|
64455
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RyzenRanker by @NIKE15 | Stardance
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NIKE15
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1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T15:15:05Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So u have made yourself read this file. Well hello nerds it me “The Dev” if ur still wondering what this is then its nothing but a analyzer in simple words. what it does that it takes the given processors from data_manager.py it acts as a (chef) who cooks my backend this is the part which does all the calculations and stuff. it divides each processor with its given performance data and its retail price and then which creates a vector score thts it in simple words. now ai engine.py works on the chat bot self understandable [NOTE] the performance of the ai chatbot completely depends on what ai model ur using and ur pc here im using lowest possible one since i dont have a powerful pc #[NOTE] U have to install and run {“qwen2.5:0.5b”} ollama model. make sure to keep it open when ur running the website in ur cmd if u didnt understand what app.py was its just the foundation of the website the cool ui which u see thts it The most challenging part from this project was obvisously the backend making the data_manager.py file becuz i had to figure a lot on how will it function and great newz i learnt how RAG pipelines work for first time !VAMOS! [python -m streamlit run app.py] DO this to run it with the help of the terminal lOOK DOWN: to see functioning ai chatbot IF U LIKED MY PROJECT PLZ RATE AND LIKE IT THNX LOVE FROM A SINGLE 14YR CHARMING BOI L ❤️ FROM DEV XOXO", "repo": "https://github.com/N1TISHM/Ryzen-Ranker", "demo": "https://4jhj9ww6-8501.inc1.devtunnels.ms/"}]...
|
[{"post_id": 72699, "ts": "202 [{"post_id": 72699, "ts": "2026-09-23T15:05:51Z", "hours": 2.0883, "text": "just showing the progress look down"}, {"post_id": 72218, "ts": "2026-09-22T14:02:06Z", "hours": 0.8492, "text": "hey working on an AMD processor ranker based on the price performance and its hype / demand . i didnt use webscrapers becuz it would just simply complicate it and would have serious errors and so i decided to manually input prexisting 20 amd processor and to choose the best one to u. the code is written manually like how real men do!"}]...
|
Title: RyzenRanker by @NIKE15 | Stardance
Devlogs Title: RyzenRanker by @NIKE15 | Stardance
Devlogs:
hey working on an AMD processor ranker based on the price performance and its hype / demand . i didnt use webscrapers becuz it would just simply complicate it and would have serious errors and so i decided to manually input prexisting 20 amd processor and to choose the best one to u. the code is written manually like how real men do!
just showing the progress look down
Ships:
So u have made yourself read this file. Well hello nerds it me “The Dev” if ur still wondering what this is then its nothing but a analyzer in simple words. what it does that it takes the given processors from data_manager.py it acts as a (chef) who cooks my backend this is the part which does all the calculations and stuff. it divides each processor with its given performance data and its retail price and then which creates a vector score thts it in simple words. now ai engine.py works on the chat bot self understandable [NOTE] the performance of the ai chatbot completely depends on what ai model ur using and ur pc here im using lowest possible one since i dont have a powerful pc #[NOTE] U have to install and run {“qwen2.5:0.5b”} ollama model. make sure to keep it open when ur running the website in ur cmd if u didnt understand what app.py was its just the foundation of the website the cool ui which u see thts it The most challenging part from this project was obvisously the backend making the data_manager.py file becuz i had to figure a lot on how will it function and great newz i learnt how RAG pipelines work for first time !VAMOS! [python -m streamlit run app.py] DO this to run it with the help of the terminal lOOK DOWN: to see functioning ai chatbot IF U LIKED MY PROJECT PLZ RATE AND LIKE IT THNX LOVE FROM A SINGLE 14YR CHARMING BOI L ❤️ FROM DEV XOXO...
|
1792965077.3955128
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1793051477.3955128
|
|
62395
|
quick-cards by @M4RC086 | Stardance
|
M4RC086
|
1
|
6.0
|
26
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T15:09:41Z", "hours": 6.0, "multiplier": 4.23, "payout": 26, "blessing": "neutral", "text": "So I made a flashcard web. Don’t expect something amazing. It’s a simple web with the only essential things without being overcomplicated. You can create cards and those cards can be exported and imported if you want to switch between cards groups.", "repo": "https://github.com/M4RC086/quick-cards", "demo": "https://m4rc086.github.io/quick-cards/"}]...
|
[{"post_id": 72696, "ts": "202 [{"post_id": 72696, "ts": "2026-09-23T15:05:09Z", "hours": 0.4597, "text": "I am shipping. I hope you like :)"}, {"post_id": 71781, "ts": "2026-09-21T15:15:46Z", "hours": 0.2883, "text": "I changed all the CSS… well, not exactly. So I asked Claude to change all the CSS (only the CSS). I thought I’m really bad at CSS and it’s not the “important”part. How do I feel about? Bad? I don’t know. I don’t like to let this amount of job to an AI but again, the CSS is only the visual stuff so I’ll do this for now. Anyway if I (lie) finished the CSS, it means I can focus in finishing the project cleanly. In this project I learned I don’t like javascript. I think I’m made to make low level C programs instead of modern web stuff :/"}, {"post_id": 70496, "ts": "2026-09-19T08:54:30Z", "hours": 4.9361, "text": "I could say the project is finished but I need to to finish all the style, the boring stuff frontend developers like."}, {"post_id": 68752, "ts": "2026-09-15T17:53:51Z", "hours": 0.3836, "text": "Hi there! I’m doing a flash cards web app with plain html, css and js to improve my skills. It won’t be different than other flash cards projects but if I think of an interesting idea I will add it."}]...
|
Title: quick-cards by @M4RC086 | Stardance
Devlog Title: quick-cards by @M4RC086 | Stardance
Devlogs:
Hi there! I’m doing a flash cards web app with plain html, css and js to improve my skills. It won’t be different than other flash cards projects but if I think of an interesting idea I will add it.
I could say the project is finished but I need to to finish all the style, the boring stuff frontend developers like.
I changed all the CSS… well, not exactly. So I asked Claude to change all the CSS (only the CSS). I thought I’m really bad at CSS and it’s not the “important”part. How do I feel about? Bad? I don’t know. I don’t like to let this amount of job to an AI but again, the CSS is only the visual stuff so I’ll do this for now. Anyway if I (lie) finished the CSS, it means I can focus in finishing the project cleanly. In this project I learned I don’t like javascript. I think I’m made to make low level C programs instead of modern web stuff :/
I am shipping. I hope you like :)
Ships:
So I made a flashcard web. Don’t expect something amazing. It’s a simple web with the only essential things without being overcomplicated. You can create cards and those cards can be exported and imported if you want to switch between cards groups....
|
1792964907.6790252
|
1793051307.6790252
|
|
42677
|
An Image To ASCII Art Converter by @jassi_dev | St An Image To ASCII Art Converter by @jassi_dev | Stardance...
|
jassi_dev
|
3
|
22.0
|
245
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T14:57:42Z", "hours": 3.0, "multiplier": 11.08, "payout": 31, "blessing": "neutral", "text": "JASCII, a super simple and bloat free image to ascii converter in which the ascii converter is low level so that the program can run FAST! also your data does not get sent to a random database!!! i added new stuff like an updated and much much cleaner readme which explains everything now! an option to get much cooler ui because WHY NOT!!!! people asked for it so i served 🛐 anyways hope you enjoy it, please rate it and check it out!!!!", "repo": "https://github.com/jassi-dev404/J.A.S.C.I.I", "demo": "https://jascii.jassi.dev"}, {"ship_num": 2, "ts": "2026-08-13T08:44:49Z", "hours": 11.0, "multiplier": 9.56, "payout": 102, "blessing": "neutral", "text": "hi!!! it seems you are going to rate my project so please do, anyways this is J.A.S.C.I.I an image A.S.C.I.I program which does not send your images to some random data center!!! its a project written mostly by yours truly with some llm code and contributions from other people, i say the more forks the better! anyways so this time i have fixed all the issues which reported to me which were the following: make size customisable make it visible where to reset add copy button (for coloured mode too) better dev logs (yea sorri lol 😭) add download button anyways they have been added to J.A.S.C.I.I and heres the programming process i went through making this project! first of all making ascii images in the first place, ofc i am not that smart to know the theory of making ascii images because how can a person convert an image into ascii???? but then i watched “Coding Challenge 166: ASCII Text Images” by The Coding Train which made it click! that video did program in js so i could not just steal the code (my program (the ascii part) is written in C but yea. after a while of tinkering a finished a base version of jascii which was hardcoded and cli only but it did have some issues because of no saturation (the images would have tons of artifacts) after taking help on discord and other places (thanks sophie) i finally compiled my program to web assembly and jascii.jassi.dev was born i started adding more stuff like saturation and colors to the website and finally shipped after getting everyones feed back the current website was done!! i really love this project so please check out it’s github and source code too, i put my heart and soul into it 🥹 (sorri for yapping too much)", "repo": "https://github.com/jassi-dev404/J.A.S.C.I.I", "demo": "https://jascii.jassi.dev"}, {"ship_num": 3, "ts": "2026-08-06T07:20:57Z", "hours": 8.0, "multiplier": 14.67, "payout": 112, "blessing": "neutral", "text": "I made an Image to ASCII art converter from scratch and used C for the Conversion and used web technologies from front end. its a cool project, please check it out", "repo": "https://github.com/jassi-dev404/J.A.S.C.I.I", "demo": "https://jascii.jassi.dev"}]...
|
[{"post_id": 72690, "ts": "202 [{"post_id": 72690, "ts": "2026-09-23T14:52:42Z", "hours": 2.7625, "text": "tons of ui stuff!!! ok ok OK first of all i updated the readme by alot and made it much cleaner, second of all the cooler ui is even better now and has a scrollbar which is themed!!! also the cool ui literally has auto color change which is great!!!"}, {"post_id": 45936, "ts": "2026-08-12T18:43:12Z", "hours": 2.7306, "text": "HUGE UPDATE! ok ok tons of stuff added first of all test.sh was deleted since useless but heres the changes: made size customisable from the website made it visible what is clickable and what is not added copy and download button (which were done with the help of an llm) PLEASE go check it out this update took alot of time, here some kewl images made with it"}, {"post_id": 45702, "ts": "2026-08-12T11:15:37Z", "hours": 1.7886, "text": "jassi here, I checked all of your ratings on my ship and I am happy that people liked my project alot but like all things it was not perfect BUT it helped me find out the issues and which i have to fix which were the following: make size customisable make it visible where to reset add copy button (for coloured mode too) better dev logs add download button add option to change terminal color and text colour now i will add these features but for now this is the features i added: now you can change size, enable or disable colour and add file location using an argument which has the following format: ./ascii <color (1 for yes, 0 for no)> size such as: ./ascii img/img.png 1 150 i hope you all can keep checking up on the project!"}, {"post_id": 44597, "ts": "2026-08-10T13:51:26Z", "hours": 5.4731, "text": "i added colours and high resolution mode! yes it is very cool go check it out!"}, {"post_id": 42235, "ts": "2026-08-06T21:01:29Z", "hours": 0.6836, "text": "build.sh and almost the entire project is perfect now! A reintroduction to jascii: This is a program which takes in image input (specifically png, jpeg and jpg) and converts it into ascii art which can be copied to anywhere you want! Your image gets converted in your browser only and does NOT go to any data center! The Image To ASCII art converter was written in C but compiled to WASM so that it can be used in a website! for running this program locally all you need to the is run the build.sh file in a system which has bash installed (linux & macOS have it and windows can use git-bash) Anyways heres my readme and some examples! The Code Also Has Tons Of Comments So That Anyone Can Use/Understand It! Its Meant To Have A Simplistic Bloat Free And Ad Free Layout. Please Contact Me If Any Questions :)"}, {"post_id": 41802, "ts": "2026-08-06T07:18:54Z", "hours": 1.7422, "text": "Saturation makes so much difference"}, {"post_id": 39973, "ts": "2026-08-03T09:52:47Z", "hours": 5.9228, "text": "The ASCII Converter Works Now!!!!"}]...
|
Title: An Image To ASCII Art Converter by @jassi_d Title: An Image To ASCII Art Converter by @jassi_dev | Stardance
Devlogs:
The ASCII Converter Works Now!!!!
Saturation makes so much difference
build.sh and almost the entire project is perfect now! A reintroduction to jascii: This is a program which takes in image input (specifically png, jpeg and jpg) and converts it into ascii art which can be copied to anywhere you want! Your image gets converted in your browser only and does NOT go to any data center! The Image To ASCII art converter was written in C but compiled to WASM so that it can be used in a website! for running this program locally all you need to the is run the build.sh file in a system which has bash installed (linux & macOS have it and windows can use git-bash) Anyways heres my readme and some examples! The Code Also Has Tons Of Comments So That Anyone Can Use/Understand It! Its Meant To Have A Simplistic Bloat Free And Ad Free Layout. Please Contact Me If Any Questions :)
i added colours and high resolution mode! yes it is very cool go check it out!
jassi here, I checked all of your ratings on my ship and I am happy that people liked my project alot but like all things it was not perfect BUT it helped me find out the issues and which i have to fix which were the following: make size customisable make it visible where to reset add copy button (for coloured mode too) better dev logs add download button add option to change terminal color and text colour now i will add these features but for now this is the features i added: now you can change size, enable or disable colour and add file location using an argument which has the following format: ./ascii <color (1 for yes, 0 for no)> size such as: ./ascii img/img.png 1 150 i hope you all can keep checking up on the project!
HUGE UPDATE! ok ok tons of stuff added first of all test.sh was deleted since useless but heres the changes: made size customisable from the website made it visible what is clickable and what is not added copy and download button (which were done with the help of an llm) PLEASE go check it out this update took alot of time, here some kewl images made with it
tons of ui stuff!!! ok ok OK first of all i updated the readme by alot and made it much cleaner, second of all the cooler ui is even better now and has a scrollbar which is themed!!! also the cool ui literally has auto color change which is great!!!
Ships:
I made an Image to ASCII art converter from scratch and used C for the Conversion and used web technologies from front end. its a cool project, please check it out
hi!!! it seems you are going to rate my project so please do, anyways this is J.A.S.C.I.I an image A.S.C.I.I program which does not send your images to some random data center!!! its a project written mostly by yours truly with some llm code and contributions from other people, i say the more forks the better! anyways so this time i have fixed all the issues which reported to me which were the following: make size customisable make it visible where to reset add copy button (for coloured mode too) better dev logs (yea sorri lol 😭) add download button anyways they have been added to J.A.S.C.I.I and heres the programming process i went through making this project! first of all making ascii images in the first place, ofc i am not that smart to know the theory of making ascii images because how can a person convert an image into ascii???? but then i watched “Coding Challenge 166: ASCII Text Images” by The Coding Train which made it click! that video did program in js so i could not just steal the code (my program (the ascii part) is written in C but yea. after a while of tinkering a finished a base version of jascii which was hardcoded and cli only but it did have some issues because of no saturation (the images would have tons of artifacts) after taking help on discord and other places (thanks sophie) i finally compiled my program to web assembly and jascii.jassi.dev was born i started adding more stuff like saturation and colors to the website and finally shipped after getting everyones feed back the current website was done!! i really love this project so please check out it’s github and source code too, i put my heart and soul into it 🥹 (sorri for yapping too much)
JASCII, a super simple and bloat free image to ascii converter in which the ascii converter is low level so that the program can run FAST! also your data does not get sent to a random database!!! i added new stuff like an updated and much much cleaner readme which explains everything now! an option to get much cooler ui because WHY NOT!!!! people asked for it so i served 🛐 anyways hope you enjoy it, please rate it and check it out!!!!...
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1792997380.9363334
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1793083780.9363334
|
|
64783
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VS Code Tree by @HEMANTH_K | Stardance
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HEMANTH_K
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1
|
0.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T14:33:24Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built VS Code Tree, a lightweight VS Code extension that adds two powerful commands to the Command Palette: File Structure and Entire File System. The first command instantly generates a clean visual tree of your workspace. The second command dumps the code of every file in your project into a single document—perfect for code reviews, gathering context for AI tools, or sharing a snapshot of your codebase. It automatically respects your .gitignore and skips node_modules so the output stays clean. What was challenging: Getting the .gitignore parsing to work seamlessly while also bundling external Node.js dependencies (like tree-node-cli and ignore) into a single .vsix file so the extension works flawlessly right after installation. What I’m proud of: Building a fully functional, installable VS Code extension from scratch that solves a real developer problem. It was incredibly satisfying to see it working in the Command Palette. How to test it: Since it’s a local extension that needs file system access, it can’t run in a browser. Download the .vsix file from my GitHub releases, open VS Code, go to the Extensions tab (Ctrl+Shift+X), click the … menu, select Install from VSIX…, and then run the commands with Ctrl+Shift+P.", "repo": "https://github.com/damnitzhemanth-oss/File-System-Explorer", "demo": "https://damnitzhemanth-oss.github.io/File-System-Explorer/"}]...
|
[{"post_id": 72672, "ts": "202 [{"post_id": 72672, "ts": "2026-09-23T13:50:40Z", "hours": 0.3542, "text": "An extension for VS Code which pulls tree structure of files."}]...
|
Title: VS Code Tree by @HEMANTH_K | Stardance
Dev Title: VS Code Tree by @HEMANTH_K | Stardance
Devlogs:
An extension for VS Code which pulls tree structure of files.
Ships:
I built VS Code Tree, a lightweight VS Code extension that adds two powerful commands to the Command Palette: File Structure and Entire File System. The first command instantly generates a clean visual tree of your workspace. The second command dumps the code of every file in your project into a single document—perfect for code reviews, gathering context for AI tools, or sharing a snapshot of your codebase. It automatically respects your .gitignore and skips node_modules so the output stays clean. What was challenging: Getting the .gitignore parsing to work seamlessly while also bundling external Node.js dependencies (like tree-node-cli and ignore) into a single .vsix file so the extension works flawlessly right after installation. What I’m proud of: Building a fully functional, installable VS Code extension from scratch that solves a real developer problem. It was incredibly satisfying to see it working in the Command Palette. How to test it: Since it’s a local extension that needs file system access, it can’t run in a browser. Download the .vsix file from my GitHub releases, open VS Code, go to the Extensions tab (Ctrl+Shift+X), click the … menu, select Install from VSIX…, and then run the commands with Ctrl+Shift+P....
|
1792965119.3309503
|
1793051519.3309503
|
|
24804
|
🚀 NASA Space Lines by @duarda350 | Stardance
|
duarda350
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T13:54:30Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "🛰️ NASA API Integration The project uses NASA’s Astronomy Picture of the Day API. API endpoint: https://api.nasa.gov/ The API key is provided at runtime using Flutter’s –dart-define mechanism. Example: flutter run -d chrome –dart-define=NASA_API_KEY=YOUR_API_KEY Important Do not commit your NASA API key to GitHub. The project intentionally reads the API key using: const apiKey = String.fromEnvironment(‘NASA_API_KEY’); This keeps the key outside the source code. Note: because this project runs on Flutter Web, values passed with –dart-define can ultimately be exposed in the client application. For a production application, a backend/proxy and appropriate API restrictions should be considered. 🛠️ Technologies Technology Purpose Flutter Application framework Dart Programming language Flutter Web Web application runtime Material Design UI components NASA APOD API Astronomy data and media HTTP API communication JSON API data format VS Code Development environment Git Version control GitHub Source code repository 📂 Project Structure Nasa_Space_Trip_App/ │ ├── android/ ├── ios/ ├── linux/ ├── macos/ ├── web/ ├── windows/ │ ├── assets/ │ └── imagens/ │ ├── background.jpg │ ├── iss.png │ ├── mars.png │ ├── moon.png │ ├── neptune.png │ ├── saturn.png │ └── sun.png │ ├── lib/ │ ├── screens/ │ │ ├── data/ │ │ │ └── planets.dart │ │ │ │ │ ├── body_screen.dart │ │ ├── home_screen.dart │ │ └── planet_detail_screen.dart │ │ │ ├── services/ │ │ └── nasa_service.dart │ │ │ └── main.dart │ ├── test/ │ ├── pubspec.yaml ├── pubspec.lock ├── analysis_options.yaml └── README.md 🧭 Traceability / Setup Table The table below provides a quick traceability guide for developers who want to run, understand, or troubleshoot the project. Step Component Location Purpose Verification 1 Flutter SDK Local environment Provides the development framework flutter –version 2 Project dependencies pubspec.yaml Defines project packages flutter pub get 3 Assets assets/imagens/ Stores application images Check image files exist 4 Main entry point lib/main.dart Starts the application Run the project 5 Home screen lib/screens/home_screen.dart Application landing screen Home screen appears 6 Destination screen lib/screens/body_screen.dart Displays available destinations Destination list appears 7 Planet data lib/screens/data/planets.dart Stores destination information Destination cards load 8 Detail s", "repo": "https://github.com/mariaeduardabuenoda/Nasa_Space_Trip_App.", "demo": "https://mariaeduardabuenoda.github.io/Nasa_Space_Trip_App./"}]...
|
[{"post_id": 72663, "ts": "202 [{"post_id": 72663, "ts": "2026-09-23T13:31:43Z", "hours": 4.3619, "text": "🚀 NASA Space Lines NASA Space Lines is a space exploration application developed with Flutter and Dart.The project allows users to explore different space destinations, view information about planets and the International Space Station (ISS), access NASA’s Astronomy Picture of the Day (APOD), and calculate how much they would weigh on different celestial bodies.The application was developed as a practical project to improve mobile and web application development skills, API integration, UI development, state management, and problem-solving with Flutter. Click here to see the repository , click here to view the page ."}]...
|
Title: 🚀 NASA Space Lines by @duarda350 | Stardanc Title: 🚀 NASA Space Lines by @duarda350 | Stardance
Devlogs:
🚀 NASA Space Lines NASA Space Lines is a space exploration application developed with Flutter and Dart.The project allows users to explore different space destinations, view information about planets and the International Space Station (ISS), access NASA’s Astronomy Picture of the Day (APOD), and calculate how much they would weigh on different celestial bodies.The application was developed as a practical project to improve mobile and web application development skills, API integration, UI development, state management, and problem-solving with Flutter. Click here to see the repository , click here to view the page .
Ships:
🛰️ NASA API Integration The project uses NASA’s Astronomy Picture of the Day API. API endpoint: https://api.nasa.gov/ The API key is provided at runtime using Flutter’s –dart-define mechanism. Example: flutter run -d chrome –dart-define=NASA_API_KEY=YOUR_API_KEY Important Do not commit your NASA API key to GitHub. The project intentionally reads the API key using: const apiKey = String.fromEnvironment(‘NASA_API_KEY’); This keeps the key outside the source code. Note: because this project runs on Flutter Web, values passed with –dart-define can ultimately be exposed in the client application. For a production application, a backend/proxy and appropriate API restrictions should be considered. 🛠️ Technologies Technology Purpose Flutter Application framework Dart Programming language Flutter Web Web application runtime Material Design UI components NASA APOD API Astronomy data and media HTTP API communication JSON API data format VS Code Development environment Git Version control GitHub Source code repository 📂 Project Structure Nasa_Space_Trip_App/ │ ├── android/ ├── ios/ ├── linux/ ├── macos/ ├── web/ ├── windows/ │ ├── assets/ │ └── imagens/ │ ├── background.jpg │ ├── iss.png │ ├── mars.png │ ├── moon.png │ ├── neptune.png │ ├── saturn.png │ └── sun.png │ ├── lib/ │ ├── screens/ │ │ ├── data/ │ │ │ └── planets.dart │ │ │ │ │ ├── body_screen.dart │ │ ├── home_screen.dart │ │ └── planet_detail_screen.dart │ │ │ ├── services/ │ │ └── nasa_service.dart │ │ │ └── main.dart │ ├── test/ │ ├── pubspec.yaml ├── pubspec.lock ├── analysis_options.yaml └── README.md 🧭 Traceability / Setup Table The table below provides a quick traceability guide for developers who want to run, understand, or troubleshoot the project. Step Component Location Purpose Verification 1 Flutter SDK Local environment Provides the development framework flutter –version 2 Project dependencies pubspec.yaml Defines project packages flutter pub get 3 Assets assets/imagens/ Stores application images Check image files exist 4 Main entry point lib/main.dart Starts the application Run the project 5 Home screen lib/screens/home_screen.dart Application landing screen Home screen appears 6 Destination screen lib/screens/body_screen.dart Displays available destinations Destination list appears 7 Planet data lib/screens/data/planets.dart Stores destination information Destination cards load 8 Detail s...
|
1793004785.6558766
|
1793091185.6558766
|
|
65030
|
Custom Geopolitical Tab by @Lokesh_Lal | Stardance
|
Lokesh_Lal
|
1
|
7.7
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T13:11:18Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Custom New Tab — a JARVIS-flavored browser home base What I built A completely custom new-tab experience — think glass UI, a greeting that shifts with the time of day, a centered search bar, a side dock of shortcuts that magnifies its neighbors when you hover, a Super Menu packed with clock, weather, todos, notes, themes, and wallpaper controls, plus an optional geopolitical live map (World Monitor) and animated anime wallpapers you can toggle off when you want focus. It’s not a theme slapped on Chrome’s defaults. Every surface — the glass panels, the background rays and particles, the hero type, the dock behavior — was hand-built and borrowed spirit from JARVIS-style interfaces, then wired into something that actually feels like my dashboard. Live: https://anonymouscoderartist.github.io/custom-new-tab/ What was challenging The map fights you back. World Monitor blocks being iframed, so I had to fetch their HTML client-side, inject a tag, rewrite root-relative assets, and smuggle it in via srcdoc — with a graceful fallback when that fails. Neighbor magnify is fiddly CSS. Getting ±1 and ±2 dock icons to scale in a wave (1.35 / 1.18 / 1.08) without clipping or fighting the scroll container took real iteration — :has(), padding reserves, mobile overrides. The search bar went through an identity crisis. Square? Too tall. Bottom-anchored? Not JARVIS enough. Final answer: centered at 54%, pill-sized, chips tucked inside the orb directly under the input. Deploy trust. Every push means polling GitHub Pages until the build is genuinely built and the live bytes match local — CDN caches love to lie to you for a minute. What I’m proud of Honestly? The details that don’t announce themselves: Hover the dock and watch the ripple of scale — it feels alive. The Super Menu has no tacky white sheen; the title still shimmers. Fonts are fully local — nothing phones home. It ships with a real default dashboard URL, not a placeholder. State lives in localStorage only. Your todos and notes never leave the browser. I didn’t just assemble widgets. I made a UI with a point of view. How to test it (please do) Open it: https://anonymouscoderartist.github.io/custom-new-tab/ — or locally: npm run dev → http://localhost:3000 Watch the greeting — reload at different times of day; it changes. Search bar — dead center. Type and hit Enter (Google by default). Change the engine in Super Menu → Search. Dock hover test — mouse across the shortcut icons. Nearest neighbors should scale up in a wave. Click × to delete one, add your own from Super Menu. Super Menu (top right) — poke everything: clock, weather, todos, notes, theme dots (bottom-right: blue/purple/mixed/minimal), wallpaper on/off, JARVIS effects toggle, custom dashboard URL. Map chip — hit Show Map. Should load the exact World Monitor view (conflicts, sanctions, weather, satellites, the works). If it ever blanks, you’ll see a fallback instead of a dead frame. Wallpaper — flip through live anime videos and photo presets; try it with effects off for a clean, quiet version. Credits where due: JARVIS for the visual soul, World Monitor for the dashboard, Pixabay & Unsplash for wallpapers, Oxanium/Maven Pro/Geist for type, Google’s favicon service for shortcut icons. Go break it. 🛠️", "repo": "https://github.com/AnonymousCoderArtist/custom-new-tab", "demo": "https://anonymouscoderartist.github.io/custom-new-tab/"}]...
|
[{"post_id": 72979, "ts": "202 [{"post_id": 72979, "ts": "2026-09-24T04:49:20Z", "hours": 3.7031, "text": "As soon as I saw the feedback I got into god mode and started coding — no delay, no overthinking. Here’s everything I did: README — rewrote it myself Took README_OUTLINE.md as a checklist and wrote every sentence in my own voice. Cut the AI marketing fluff. It’s ~65 lines now: what it is, features, default dashboard URL, how to run, credits, AI Usage, notes. Mine. AI Usage — honest and specific Added ## AI Usage to the README. Full version in AI_USAGE_DRAFT.md. Most of this codebase is mine. I wrote the structure, features, and UI logic. AI helped with: early scaffolding, CSS debugging, the World Monitor embed, earlier README drafts, and this pass (keyboard shortcuts, todos/focus/clock rewrites, README polish). I picked the product direction, features, and defaults. Tested everything in the browser. Reviewed before it shipped. Wrote the final README and disclosure myself. Not claiming AI wrote zero. Also not claiming it wrote the project. Ask me about any part of the code. Keyboard shortcuts — Feature A, built that same burst / focuses search (skipped while typing in a field) Esc closes Super Menu / map, blurs the field 1–9 opens that dock shortcut T opens themes Hint card under Super Menu → Tools Search input has title=“Press / to jump here” Extended the existing keydown path instead of duplicating it. Ignore shortcuts when you’re in an input/textarea/contentEditable (except Esc). preventDefault only when I actually handle the key. Also rewrote renderTodos, the focus timer, and tick/clock in a plainer style — same behavior, no comments, easier to explain line by line. Codebase — I know how it works Boot: loadState → theme/wallpaper → render → bind → tick → optional map. State: localStorage newtab_state_v6. Map: World Monitor blocks iframes, so fetch HTML → inject → rewrite assets → srcdoc → fallback link. Keyboard: handleKeys at the end of bind(). Cleanup Dropped planning docs, unused images/fonts/brand files, and a dead answer-card UI. Kept AI_USAGE_DRAFT.md. Zero broken asset refs. Pushed Latest: 96ce241 Live matches: https://anonymouscoderartist.github.io/custom-new-tab/ If a judge asks “did AI write this?” the answer matches the AI Usage section. Throw any file at me and I’ll walk through it."}, {"post_id": 72650, "ts": "2026-09-23T12:46:02Z", "hours": 2.3111, "text": "Finally Complete my own New Tab. It has a animated background that is customizable. There are shortcuts of ai on the side bar you can customize it yourself. There are multiple aura themes as u can see in the bottom anad in Super Menu there are more options like Time Todo etc. GO GIVE IT A TRY. Pls tell me if u liked it"}, {"post_id": 72606, "ts": "2026-09-23T10:21:53Z", "hours": 1.8281, "text": "V1 of WebOS"}]...
|
Title: Custom Geopolitical Tab by @Lokesh_Lal | St Title: Custom Geopolitical Tab by @Lokesh_Lal | Stardance
Devlogs:
V1 of WebOS
Finally Complete my own New Tab. It has a animated background that is customizable. There are shortcuts of ai on the side bar you can customize it yourself. There are multiple aura themes as u can see in the bottom anad in Super Menu there are more options like Time Todo etc. GO GIVE IT A TRY. Pls tell me if u liked it
As soon as I saw the feedback I got into god mode and started coding — no delay, no overthinking. Here’s everything I did: README — rewrote it myself Took README_OUTLINE.md as a checklist and wrote every sentence in my own voice. Cut the AI marketing fluff. It’s ~65 lines now: what it is, features, default dashboard URL, how to run, credits, AI Usage, notes. Mine. AI Usage — honest and specific Added ## AI Usage to the README. Full version in AI_USAGE_DRAFT.md. Most of this codebase is mine. I wrote the structure, features, and UI logic. AI helped with: early scaffolding, CSS debugging, the World Monitor embed, earlier README drafts, and this pass (keyboard shortcuts, todos/focus/clock rewrites, README polish). I picked the product direction, features, and defaults. Tested everything in the browser. Reviewed before it shipped. Wrote the final README and disclosure myself. Not claiming AI wrote zero. Also not claiming it wrote the project. Ask me about any part of the code. Keyboard shortcuts — Feature A, built that same burst / focuses search (skipped while typing in a field) Esc closes Super Menu / map, blurs the field 1–9 opens that dock shortcut T opens themes Hint card under Super Menu → Tools Search input has title=“Press / to jump here” Extended the existing keydown path instead of duplicating it. Ignore shortcuts when you’re in an input/textarea/contentEditable (except Esc). preventDefault only when I actually handle the key. Also rewrote renderTodos, the focus timer, and tick/clock in a plainer style — same behavior, no comments, easier to explain line by line. Codebase — I know how it works Boot: loadState → theme/wallpaper → render → bind → tick → optional map. State: localStorage newtab_state_v6. Map: World Monitor blocks iframes, so fetch HTML → inject → rewrite assets → srcdoc → fallback link. Keyboard: handleKeys at the end of bind(). Cleanup Dropped planning docs, unused images/fonts/brand files, and a dead answer-card UI. Kept AI_USAGE_DRAFT.md. Zero broken asset refs. Pushed Latest: 96ce241 Live matches: https://anonymouscoderartist.github.io/custom-new-tab/ If a judge asks “did AI write this?” the answer matches the AI Usage section. Throw any file at me and I’ll walk through it.
Ships:
Custom New Tab — a JARVIS-flavored browser home base What I built A completely custom new-tab experience — think glass UI, a greeting that shifts with the time of day, a centered search bar, a side dock of shortcuts that magnifies its neighbors when you hover, a Super Menu packed with clock, weather, todos, notes, themes, and wallpaper controls, plus an optional geopolitical live map (World Monitor) and animated anime wallpapers you can toggle off when you want focus. It’s not a theme slapped on Chrome’s defaults. Every surface — the glass panels, the background rays and particles, the hero type, the dock behavior — was hand-built and borrowed spirit from JARVIS-style interfaces, then wired into something that actually feels like my dashboard. Live: https://anonymouscoderartist.github.io/custom-new-tab/ What was challenging The map fights you back. World Monitor blocks being iframed, so I had to fetch their HTML client-side, inject a tag, rewrite root-relative assets, and smuggle it in via srcdoc — with a graceful fallback when that fails. Neighbor magnify is fiddly CSS. Getting ±1 and ±2 dock icons to scale in a wave (1.35 / 1.18 / 1.08) without clipping or fighting the scroll container took real iteration — :has(), padding reserves, mobile overrides. The search bar went through an identity crisis. Square? Too tall. Bottom-anchored? Not JARVIS enough. Final answer: centered at 54%, pill-sized, chips tucked inside the orb directly under the input. Deploy trust. Every push means polling GitHub Pages until the build is genuinely built and the live bytes match local — CDN caches love to lie to you for a minute. What I’m proud of Honestly? The details that don’t announce themselves: Hover the dock and watch the ripple of scale — it feels alive. The Super Menu has no tacky white sheen; the title still shimmers. Fonts are fully local — nothing phones home. It ships with a real default dashboard URL, not a placeholder. State lives in localStorage only. Your todos and notes never leave the browser. I didn’t just assemble widgets. I made a UI with a point of view. How to test it (please do) Open it: https://anonymouscoderartist.github.io/custom-new-tab/ — or locally: npm run dev → http://localhost:3000 Watch the greeting — reload at different times of day; it changes. Search bar — dead center. Type and hit Enter (Google by default). Change the engine in Super Menu → Search. Dock hover test — mouse across the shortcut icons. Nearest neighbors should scale up in a wave. Click × to delete one, add your own from Super Menu. Super Menu (top right) — poke everything: clock, weather, todos, notes, theme dots (bottom-right: blue/purple/mixed/minimal), wallpaper on/off, JARVIS effects toggle, custom dashboard URL. Map chip — hit Show Map. Should load the exact World Monitor view (conflicts, sanctions, weather, satellites, the works). If it ever blanks, you’ll see a fallback instead of a dead frame. Wallpaper — flip through live anime videos and photo presets; try it with effects off for a clean, quiet version. Credits where due: JARVIS for the visual soul, World Monitor for the dashboard, Pixabay & Unsplash for wallpapers, Oxanium/Maven Pro/Geist for type, Google’s favicon service for shortcut icons. Go break it. 🛠️...
|
1792965130.9036214
|
1793051530.9036214
|
|
57569
|
nano_code by @wilrakov | Stardance
|
wilrakov
|
1
|
17.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T13:06:28Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I did a small bytecode in pure x64 assembly. I am proud of it since it was my first assembly project. It only works on Linux, and you should know a little about asm to test it. I mean, the programming language for my bytecode is really close to assembly. It’s complex to test, I know, but I hope you’ll find out! Thanks a lot for all the event!!!", "repo": "https://github.com/wilrak0v/nano_code", "demo": "https://github.com/wilrak0v/nano_code/releases/tag/Stardance"}]...
|
[{"post_id": 72653, "ts": "202 [{"post_id": 72653, "ts": "2026-09-23T12:56:37Z", "hours": 2.2403, "text": "I think I am done with this project… I hope it´s fine to ship it."}, {"post_id": 69148, "ts": "2026-09-16T14:06:41Z", "hours": 3.0778, "text": "Okay so I finished the bytecode, all is working great! I started a language for it which is closer to assembly. I do it with customASM. On the image you can see the Fibonacci algorithm"}, {"post_id": 66681, "ts": "2026-09-12T15:34:32Z", "hours": 1.4653, "text": "Okay so I added memory operations from 8 bits to 32 bits. I also did the syscall system but for now I just have one syscall which is print (the same as the write syscall on linux)."}, {"post_id": 66448, "ts": "2026-09-12T08:56:33Z", "hours": 2.4089, "text": "All operations on registers are done. It´s faster than JVM for 100 numbers of Fibonacci. So now I just have to make the memory operations and the syscall system. Then the core will be done."}, {"post_id": 64895, "ts": "2026-09-09T16:31:19Z", "hours": 3.5192, "text": "Last three days I added a lot of instructions. We can perform arithmetic expressions and jump with and without conditions. So I think my VM is turing complete isn´t it? Today I did a fibonacci test and I beat the JVM."}, {"post_id": 60307, "ts": "2026-09-02T16:15:17Z", "hours": 4.63, "text": "First devlog Last days I worked on a small and simple project called nano_code. It´s a bytecode written in pure assembly and designed to be fast. I hope I can beat the JVM on modern PC. So what did I do? Actually I did the hardest part of this project by making the loop (fetch-decode-execute). Now I just need to implement the instructions one by one. Oh and I don´t load bytecode from a file for now so I have to implement it later. I already implemented movr and movi (r = register and i = immediate), and I am currently making the arithmetic operations like add, sub, mul, div, and mod which is modulo of course. All of these instructions have two version : one with a register and an immediate value and the other one with two register as the operands. Of course in the future I will need to make a small assembler to write easily code for that VM. Thanks for reading, see you soon."}]...
|
Title: nano_code by @wilrakov | Stardance
Devlogs Title: nano_code by @wilrakov | Stardance
Devlogs:
First devlog Last days I worked on a small and simple project called nano_code. It´s a bytecode written in pure assembly and designed to be fast. I hope I can beat the JVM on modern PC. So what did I do? Actually I did the hardest part of this project by making the loop (fetch-decode-execute). Now I just need to implement the instructions one by one. Oh and I don´t load bytecode from a file for now so I have to implement it later. I already implemented movr and movi (r = register and i = immediate), and I am currently making the arithmetic operations like add, sub, mul, div, and mod which is modulo of course. All of these instructions have two version : one with a register and an immediate value and the other one with two register as the operands. Of course in the future I will need to make a small assembler to write easily code for that VM. Thanks for reading, see you soon.
Last three days I added a lot of instructions. We can perform arithmetic expressions and jump with and without conditions. So I think my VM is turing complete isn´t it? Today I did a fibonacci test and I beat the JVM.
All operations on registers are done. It´s faster than JVM for 100 numbers of Fibonacci. So now I just have to make the memory operations and the syscall system. Then the core will be done.
Okay so I added memory operations from 8 bits to 32 bits. I also did the syscall system but for now I just have one syscall which is print (the same as the write syscall on linux).
Okay so I finished the bytecode, all is working great! I started a language for it which is closer to assembly. I do it with customASM. On the image you can see the Fibonacci algorithm
I think I am done with this project… I hope it´s fine to ship it.
Ships:
I did a small bytecode in pure x64 assembly. I am proud of it since it was my first assembly project. It only works on Linux, and you should know a little about asm to test it. I mean, the programming language for my bytecode is really close to assembly. It’s complex to test, I know, but I hope you’ll find out! Thanks a lot for all the event!!!...
|
1793004991.1186888
|
1793091391.1186888
|
|
64570
|
MILKY by @Obito | Stardance
|
Obito
|
2
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T11:46:29Z", "hours": 0.0, "multiplier": 1.04, "payout": 0, "blessing": "neutral", "text": "hey there im glad to inform you all that created the website using nasa’s provided informations the biggest struggles i met with this project is hackatime tracker i worked and dedicated my time around 6 to 8 hours for it but it still now shows only 1 hour okay i also worked in github for the deployment but i code for 3 to 4 hours but the tracker logged time is only 1 hour", "repo": "https://github.com/tharunkumarCYSEC/nasa-apod-pulse", "demo": "https://tharunkumarcysec.github.io/nasa-apod-pulse/"}, {"ship_num": 2, "ts": "2026-09-22T12:06:16Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this project doesn’t tested my practical skills. its tested my patience. It gives me the mental fatiuge which equal to our state exam’s result", "repo": "https://github.com/tharunkumarCYSEC/nasa-apod-pulse", "demo": "https://tharunkumarcysec.github.io/nasa-apod-pulse/"}]...
|
[{"post_id": 72625, "ts": "202 [{"post_id": 72625, "ts": "2026-09-23T11:41:20Z", "hours": 0.2642, "text": "I’m so excited, this is my first project for shipment. I hope everyone like my project and rate good ratings. I hope everyone help me to get my dream keyboard AULA F75. I hope you all support me get the balance 340 stardust."}, {"post_id": 72166, "ts": "2026-09-22T11:07:30Z", "hours": 0.4656, "text": "what a day man . 😩 I started working on this NASA APOD project thinking it’s going to be a simple quick-finish thing, but man… deployment and GitHub Actions decided to test my entire patience today.Let me be straight here: my time tracker shows only 27 minutes, but that is complete scam. I sat straight for almost 7 hours today. Spent a good 4 solid hours just fighting with GitHub, fixing deploying failures, repository bot permissions, and 404 errors. WakaTime only counts when you’re typing inside VS Code, but it has no idea how much brain cells I lost reading terminal errors and StackOverflow.Here is how the whole journey went down:The Building Part: First, I set up the Vite project and hooked it up with NASA’s official APOD API using environment variables (VITE_NASA_API_KEY). The local code was working fine, fetching gorgeous space pictures like a charm.The Vite Config Drama: When I pushed my deploy.yml workflow, the build immediately crashed saying config must export or return an object. Had to fix the vite.config.js and set the proper base path so GitHub Pages wouldn’t break the asset links.The 403 Permission Wall: Then came the worst part—GitHub Actions kept throwing a Permission Denied error for the github-actions[bot]. The bot literally didn’t have permission to write to my own repo! I had to dig into GitHub settings, go to Actions -> General, and switch the workflow permissions from read-only to read/write.The 404 Waiting Game: After finally getting that green tick, I opened the live URL and… 404 error. My heart skipped a beat lol. Turns out GitHub Pages just takes a minute or two to wake up and serve the files. After a quick refresh, boom—the NASA space picture loaded successfully!Total time actually spent: ~7 hours (even if the tracker says 27 mins because of all the debugging outside the editor).Repo: https://github.com/tharunkumarCYSEC/nasa-apod-pulse Live Site: https://tharunkumarCYSEC.github.io/nasa-apod-pulse/"}]...
|
Title: MILKY by @Obito | Stardance
Devlogs:
what Title: MILKY by @Obito | Stardance
Devlogs:
what a day man . 😩 I started working on this NASA APOD project thinking it’s going to be a simple quick-finish thing, but man… deployment and GitHub Actions decided to test my entire patience today.Let me be straight here: my time tracker shows only 27 minutes, but that is complete scam. I sat straight for almost 7 hours today. Spent a good 4 solid hours just fighting with GitHub, fixing deploying failures, repository bot permissions, and 404 errors. WakaTime only counts when you’re typing inside VS Code, but it has no idea how much brain cells I lost reading terminal errors and StackOverflow.Here is how the whole journey went down:The Building Part: First, I set up the Vite project and hooked it up with NASA’s official APOD API using environment variables (VITE_NASA_API_KEY). The local code was working fine, fetching gorgeous space pictures like a charm.The Vite Config Drama: When I pushed my deploy.yml workflow, the build immediately crashed saying config must export or return an object. Had to fix the vite.config.js and set the proper base path so GitHub Pages wouldn’t break the asset links.The 403 Permission Wall: Then came the worst part—GitHub Actions kept throwing a Permission Denied error for the github-actions[bot]. The bot literally didn’t have permission to write to my own repo! I had to dig into GitHub settings, go to Actions -> General, and switch the workflow permissions from read-only to read/write.The 404 Waiting Game: After finally getting that green tick, I opened the live URL and… 404 error. My heart skipped a beat lol. Turns out GitHub Pages just takes a minute or two to wake up and serve the files. After a quick refresh, boom—the NASA space picture loaded successfully!Total time actually spent: ~7 hours (even if the tracker says 27 mins because of all the debugging outside the editor).Repo: https://github.com/tharunkumarCYSEC/nasa-apod-pulse Live Site: https://tharunkumarCYSEC.github.io/nasa-apod-pulse/
I’m so excited, this is my first project for shipment. I hope everyone like my project and rate good ratings. I hope everyone help me to get my dream keyboard AULA F75. I hope you all support me get the balance 340 stardust.
Ships:
this project doesn’t tested my practical skills. its tested my patience. It gives me the mental fatiuge which equal to our state exam’s result
hey there im glad to inform you all that created the website using nasa’s provided informations the biggest struggles i met with this project is hackatime tracker i worked and dedicated my time around 6 to 8 hours for it but it still now shows only 1 hour okay i also worked in github for the deployment but i code for 3 to 4 hours but the tracker logged time is only 1 hour...
|
1792965094.5749462
|
1793051494.5749462
|
|
44186
|
Flask Othello by @vindognz | Stardance
|
vindognz
|
1
|
26.0
|
446
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T11:43:27Z", "hours": 26.0, "multiplier": 17.32, "payout": 446, "blessing": "neutral", "text": "I made a full Othello game you can simply play in the browser, using vanilla JS and Flask! It features online multiplayer, a CPU opponent, replays, spectating and much more. My biggest challenge was definitely the countless hours of debugging, and chasing AI optimisations which actually made it perform worse. I am super proud of how the entire project came together, but especially happy with how satisfying the tile flip animation + sound cascading effect turned out.", "repo": "https://github.com/vindognz/flask-othello", "demo": "https://othello.vindognz.hackclub.app/"}]...
|
[{"post_id": 72575, "ts": "202 [{"post_id": 72575, "ts": "2026-09-23T08:20:47Z", "hours": 3.1811, "text": "MY EIGHTH AND (hopefully) FINAL DEVLOG I THINK WE’RE SHIP READY. I spent these 3 hours doing a bunch of final polish. The AI now has three difficulty levels to pick from (Easy, Medium and Impossible). I also added some actual juice to the game. Pieces now make sounds when placed and captured, and buttons make a little click sound. I also added a little rules popup with a tiny board showing how the game works for those who don’t know :) I finally updated the README from my initial commit too! It now has the full project info, as well as instructions for running FlaskOthello locally. Everything else was just minor fixes / cleanup. FlaskOthello is officially feature complete. Time to ship! 🚢"}, {"post_id": 71670, "ts": "2026-09-21T08:46:58Z", "hours": 3.4522, "text": "My seventh devloggg I replaced the AI search that was array based with a full bitboard implementation. This means that the board state is now stored as two 64-bit integers instead of nested lists. We also now have transposition tables and alpha-beta with move ordering based on the TT too! This was lowkey not THAT much work, but there were SOOOO many bugs to fix. I tried a bunch of ‘optimisations’ that actually made the AI ~27% worse… In the end, we scored a 36% decrease in search time though! During this time, I did some test deployments to NEST for playtesting with my girlfriend. Turns out, running a Flask dev server in production is a bad idea 💀 I had WebSockets, hints, undo, and UI redesign in my todo list, but decided to scratch those to make sure I ship in time."}, {"post_id": 68874, "ts": "2026-09-15T22:43:34Z", "hours": 3.7547, "text": "Sixth Devlog! (IM LOWKEY REMEMBERING TO DO THESE) This one was heavy on AI modifications, but I also implemented a replay system! I added transposition tables to the AI, which allows it to reuse positions it has already searched, along with a BUNCH of benchmarking for comparing. I also changed the AI’s minimax search to make and undo moves in-place instead of constantly creating new OthelloBoard objects which was a BIG optimization. Now, about that replay system! Games now keep a full move history which allows you to rewatch your game after play. You can jump to the start/end, step through moves one by one, and hold the buttons to scrub through the game. Lastly, I improve the piece flip animations so captured pieces do a proper flip + many minor bug fixes / refactors."}, {"post_id": 67923, "ts": "2026-09-14T07:13:46Z", "hours": 5.91, "text": "Fifth devlog! (I KEEP FORGETTING TO DO THESE) SO much has happened. I added full Player vs CPU support, fixed a major bug where if the AI was black it never made a starting move + a crash from the AI “make a move” loop firing every 1.5s 💀 Draw offers and resignation have been added. For draws, either player can offer and the other can accept/decline, and the AI automatically responds to draw requests based on piece count. Resignation has a confirm dialog to prevent accidents. Games are now automatically archived when they conclude (read only game copy at /archive/<id> which you’re automatically redirected to if on a stale /game/<id> URL). I also added piece ‘flip’ animations for the tiles that just got captured, so you can easily tell which tiles have just been captured. And alongside all this, TONS of refactoring and bug fixes, including extracing common code into resolve_player() and serialize_game() functions, and a strings.js module for game status strings."}, {"post_id": 61156, "ts": "2026-09-03T22:37:30Z", "hours": 3.305, "text": "Fourth devlog!! Today I built the actual frontend with a landing page (pick black/white, creates a game and redirects you), a live board page which polls the backend every 1.5s, click to play on legal squares, and CSS of course (green board, yellow legal move outlines). Previously, when the player had no legal moves, the game would just stop and you’d be stuck. Now, your turn is automatically passed if you have no legal moves. Added last-move highlighting (red outline on the most recently placed piece, so it’s obvious where your opponent just played) and a proper game-over screen showing the winning colour and final tile count."}, {"post_id": 56245, "ts": "2026-08-27T22:32:56Z", "hours": 3.8075, "text": "Third devlog! (I forgot to devlog…) I fixed a bunch of serious bugs in the engine (illegal moves overwriting occupied tiles, allowing negative indexing of the board, and more). The minimax now scores wins/loses by token count, not positional advantage at the end of the game, and some documentation cleanup. I also started working on the Flask backend, which now features 4 API routes for creating and joining games, making your move, and calling for AI moves. I tested this thoroughly with cURL, so hopefully there aren’t any significant bugs!"}, {"post_id": 44584, "ts": "2026-08-10T13:20:11Z", "hours": 1.0883, "text": "My second devlog! It’s 1:17am right now, but I just finished implementing the most basic minimax algorithm possible, and it (miraculously) works! I even hacked together a quick CPU vs CPU prototype, and it plays all the way through without any bugs, crashes or other breakage. Goodnight 💀"}, {"post_id": 41886, "ts": "2026-08-06T11:58:03Z", "hours": 1.2464, "text": "First Devlog! I have a really bad habit of starting 12 projects and never shipping any of them… so I started yet another project! I loved playing Othello with my brother growing up, but we haven’t been able to play much anymore since I moved to uni. To solve this, I’m developing FlaskOthello in my free time, and I plan to add a minimax algorithm with alpha-beta pruning. The plan is a Python Flask backend, and a vanilla HTML + CSS + JS frontend, probably hosted on Github Pages. So far, I’ve made an OthelloBoard class, with a basic board representation, and most of the fundamental game logic (making moves, flipping opponent tiles, validity checks, etc.), and since my COSC class forces me to, I wrote a bunch of doctests out of habit… Next up: minimax algorithm + alpha-beta pruning!"}]...
|
Title: Flask Othello by @vindognz | Stardance
Dev Title: Flask Othello by @vindognz | Stardance
Devlogs:
First Devlog! I have a really bad habit of starting 12 projects and never shipping any of them… so I started yet another project! I loved playing Othello with my brother growing up, but we haven’t been able to play much anymore since I moved to uni. To solve this, I’m developing FlaskOthello in my free time, and I plan to add a minimax algorithm with alpha-beta pruning. The plan is a Python Flask backend, and a vanilla HTML + CSS + JS frontend, probably hosted on Github Pages. So far, I’ve made an OthelloBoard class, with a basic board representation, and most of the fundamental game logic (making moves, flipping opponent tiles, validity checks, etc.), and since my COSC class forces me to, I wrote a bunch of doctests out of habit… Next up: minimax algorithm + alpha-beta pruning!
My second devlog! It’s 1:17am right now, but I just finished implementing the most basic minimax algorithm possible, and it (miraculously) works! I even hacked together a quick CPU vs CPU prototype, and it plays all the way through without any bugs, crashes or other breakage. Goodnight 💀
Third devlog! (I forgot to devlog…) I fixed a bunch of serious bugs in the engine (illegal moves overwriting occupied tiles, allowing negative indexing of the board, and more). The minimax now scores wins/loses by token count, not positional advantage at the end of the game, and some documentation cleanup. I also started working on the Flask backend, which now features 4 API routes for creating and joining games, making your move, and calling for AI moves. I tested this thoroughly with cURL, so hopefully there aren’t any significant bugs!
Fourth devlog!! Today I built the actual frontend with a landing page (pick black/white, creates a game and redirects you), a live board page which polls the backend every 1.5s, click to play on legal squares, and CSS of course (green board, yellow legal move outlines). Previously, when the player had no legal moves, the game would just stop and you’d be stuck. Now, your turn is automatically passed if you have no legal moves. Added last-move highlighting (red outline on the most recently placed piece, so it’s obvious where your opponent just played) and a proper game-over screen showing the winning colour and final tile count.
Fifth devlog! (I KEEP FORGETTING TO DO THESE) SO much has happened. I added full Player vs CPU support, fixed a major bug where if the AI was black it never made a starting move + a crash from the AI “make a move” loop firing every 1.5s 💀 Draw offers and resignation have been added. For draws, either player can offer and the other can accept/decline, and the AI automatically responds to draw requests based on piece count. Resignation has a confirm dialog to prevent accidents. Games are now automatically archived when they conclude (read only game copy at /archive/<id> which you’re automatically redirected to if on a stale /game/<id> URL). I also added piece ‘flip’ animations for the tiles that just got captured, so you can easily tell which tiles have just been captured. And alongside all this, TONS of refactoring and bug fixes, including extracing common code into resolve_player() and serialize_game() functions, and a strings.js module for game status strings.
Sixth Devlog! (IM LOWKEY REMEMBERING TO DO THESE) This one was heavy on AI modifications, but I also implemented a replay system! I added transposition tables to the AI, which allows it to reuse positions it has already searched, along with a BUNCH of benchmarking for comparing. I also changed the AI’s minimax search to make and undo moves in-place instead of constantly creating new OthelloBoard objects which was a BIG optimization. Now, about that replay system! Games now keep a full move history which allows you to rewatch your game after play. You can jump to the start/end, step through moves one by one, and hold the buttons to scrub through the game. Lastly, I improve the piece flip animations so captured pieces do a proper flip + many minor bug fixes / refactors.
My seventh devloggg I replaced the AI search that was array based with a full bitboard implementation. This means that the board state is now stored as two 64-bit integers instead of nested lists. We also now have transposition tables and alpha-beta with move ordering based on the TT too! This was lowkey not THAT much work, but there were SOOOO many bugs to fix. I tried a bunch of ‘optimisations’ that actually made the AI ~27% worse… In the end, we scored a 36% decrease in search time though! During this time, I did some test deployments to NEST for playtesting with my girlfriend. Turns out, running a Flask dev server in production is a bad idea 💀 I had WebSockets, hints, undo, and UI redesign in my todo list, but decided to scratch those to make sure I ship in time.
MY EIGHTH AND (hopefully) FINAL DEVLOG I THINK WE’RE SHIP READY. I spent these 3 hours doing a bunch of final polish. The AI now has three difficulty levels to pick from (Easy, Medium and Impossible). I also added some actual juice to the game. Pieces now make sounds when placed and captured, and buttons make a little click sound. I also added a little rules popup with a tiny board showing how the game works for those who don’t know :) I finally updated the README from my initial commit too! It now has the full project info, as well as instructions for running FlaskOthello locally. Everything else was just minor fixes / cleanup. FlaskOthello is officially feature complete. Time to ship! 🚢
Ships:
I made a full Othello game you can simply play in the browser, using vanilla JS and Flask! It features online multiplayer, a CPU opponent, replays, spectating and much more. My biggest challenge was definitely the countless hours of debugging, and chasing AI optimisations which actually made it perform worse. I am super proud of how the entire project came together, but especially happy with how satisfying the tile flip animation + sound cascading effect turned out....
|
1793004657.618989
|
1793091057.618989
|
|
62095
|
violin by @amiterlich05 | Stardance
|
amiterlich05
|
1
|
127.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T11:38:13Z", "hours": 127.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I designed and modeled a complete 3D violin from scratch using Onshape. The most challenging part was getting the curved body geometry and intricate details of the violin correct. I am really proud of how the final assembly turned out, and you can test it by opening the public Onshape CAD link.", "repo": "https://github.com/amiterlichpico-beep/violin-onshape", "demo": ""}]...
|
[{"post_id": 72618, "ts": "202 [{"post_id": 72618, "ts": "2026-09-23T11:15:34Z", "hours": 5.5556, "text": "DevLog 9 I’ve finished everything; I’m publishing it now."}, {"post_id": 72520, "ts": "2026-09-23T03:49:08Z", "hours": 9.995, "text": "Devlog 7 I’ve just about finished the final touches; all that’s left is to build the stand and add the very last details. I’ll be releasing it in the next devlog."}, {"post_id": 72324, "ts": "2026-09-22T17:47:09Z", "hours": 4.1386, "text": "Dev Vlog 7 So… I’ve solved the color issue and handled the final touches. I’ll work a bit more on the finishing details, then build a stand to mount it on—and that’s it. It should be ready very soon; I think maybe two more updates from now. Hopefully, it’ll be finished sometime tomorrow."}, {"post_id": 72198, "ts": "2026-09-22T13:14:42Z", "hours": 27.7378, "text": "Developer Vlog 6 I’m almost done; I really just have a few final touches left and need to make it stand upright. I probably won’t have time to add an arch, since I really need to wrap up this project and get back to studying. I don’t know why—I didn’t do anything to it—but it decided to turn purple; I’ll check everything over and then close out the file and the project. So… this is what it looks like right now."}, {"post_id": 71653, "ts": "2026-09-21T07:46:48Z", "hours": 22.2042, "text": "Devlog #5? I’ve more or less put all the parts together; all that’s left is to add textures, finishing touches, and a stand. I’m not sure if I’ll make a violin bow, too—I tried, but I really couldn’t get the hair right; if I do make one, it’ll probably be without the hair."}, {"post_id": 70493, "ts": "2026-09-19T08:50:26Z", "hours": 19.0517, "text": "Developer Vlog #4 I’ve finished making most of the violin parts; now I need to assemble everything and add textures and finishing touches."}, {"post_id": 69477, "ts": "2026-09-17T04:20:07Z", "hours": 10.4853, "text": "devlod#3 I’ve just finished assembling some of the parts and the bottom section of the violin; now, all that’s left is the top section and the final finishing touches."}, {"post_id": 68956, "ts": "2026-09-16T03:29:22Z", "hours": 16.5075, "text": "I continued working on the violin; I had already crafted almost the entire lower half and the ornamentation for the middle section."}, {"post_id": 68483, "ts": "2026-09-15T06:25:07Z", "hours": 11.0475, "text": "Hi, I want to say upfront that this will probably be pretty bad, since it’s the first time I’m writing a dev log like this… Anyway, for this project, I chose to work on a violin model using the web-based software Onshape. I’m roughly halfway through—or maybe just at the beginning… I mean, I have the structure down, but the hard part is still ahead. I need to do the finishing touches to make it look good and check that it’s properly converted into a printable file… uh… Yeah, I don’t have much else to say about it right now. So, sorry."}]...
|
Title: violin by @amiterlich05 | Stardance
Devlog Title: violin by @amiterlich05 | Stardance
Devlogs:
Hi, I want to say upfront that this will probably be pretty bad, since it’s the first time I’m writing a dev log like this… Anyway, for this project, I chose to work on a violin model using the web-based software Onshape. I’m roughly halfway through—or maybe just at the beginning… I mean, I have the structure down, but the hard part is still ahead. I need to do the finishing touches to make it look good and check that it’s properly converted into a printable file… uh… Yeah, I don’t have much else to say about it right now. So, sorry.
I continued working on the violin; I had already crafted almost the entire lower half and the ornamentation for the middle section.
devlod#3 I’ve just finished assembling some of the parts and the bottom section of the violin; now, all that’s left is the top section and the final finishing touches.
Developer Vlog #4 I’ve finished making most of the violin parts; now I need to assemble everything and add textures and finishing touches.
Devlog #5? I’ve more or less put all the parts together; all that’s left is to add textures, finishing touches, and a stand. I’m not sure if I’ll make a violin bow, too—I tried, but I really couldn’t get the hair right; if I do make one, it’ll probably be without the hair.
Developer Vlog 6 I’m almost done; I really just have a few final touches left and need to make it stand upright. I probably won’t have time to add an arch, since I really need to wrap up this project and get back to studying. I don’t know why—I didn’t do anything to it—but it decided to turn purple; I’ll check everything over and then close out the file and the project. So… this is what it looks like right now.
Dev Vlog 7 So… I’ve solved the color issue and handled the final touches. I’ll work a bit more on the finishing details, then build a stand to mount it on—and that’s it. It should be ready very soon; I think maybe two more updates from now. Hopefully, it’ll be finished sometime tomorrow.
Devlog 7 I’ve just about finished the final touches; all that’s left is to build the stand and add the very last details. I’ll be releasing it in the next devlog.
DevLog 9 I’ve finished everything; I’m publishing it now.
Ships:
I designed and modeled a complete 3D violin from scratch using Onshape. The most challenging part was getting the curved body geometry and intricate details of the violin correct. I am really proud of how the final assembly turned out, and you can test it by opening the public Onshape CAD link....
|
1792964882.7025409
|
1793051282.7025409
|
|
41895
|
Mew Version Control by @matteoduda | Stardance
|
matteoduda
|
1
|
19.28
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T11:36:04Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The screenshot shows the user’s projects. What was really challenging for me was communicating with the API, which is community maintained and not very well documented.", "repo": "https://www.github.com/gtx-lover-69/mew-version-control/", "demo": "https://github.com/gtx-lover-69/mew-version-control/releases/tag/stable"}]...
|
[{"post_id": 74568, "ts": "202 [{"post_id": 74568, "ts": "2026-09-27T17:22:54Z", "hours": 2.2792, "text": "i FINALLY managed to add support for private projects!! after a LOT of trial and error, both with scratch’s API, web responses, and my own (shitty) code, i finally managed to add support for private projects. users can now pull, edit, and commit their unshared projects locally!"}, {"post_id": 72402, "ts": "2026-09-22T20:56:55Z", "hours": 16.6714, "text": "using tldraw, I figured out the basic workflow of a user. I then built basic features around it and debugged. Using codes such as GPL (get project list) i could easily organise my code into dedicated functions. I also worked on making the CLI pretty."}]...
|
Title: Mew Version Control by @matteoduda | Starda Title: Mew Version Control by @matteoduda | Stardance
Devlogs:
using tldraw, I figured out the basic workflow of a user. I then built basic features around it and debugged. Using codes such as GPL (get project list) i could easily organise my code into dedicated functions. I also worked on making the CLI pretty.
i FINALLY managed to add support for private projects!! after a LOT of trial and error, both with scratch’s API, web responses, and my own (shitty) code, i finally managed to add support for private projects. users can now pull, edit, and commit their unshared projects locally!
Ships:
The screenshot shows the user’s projects. What was really challenging for me was communicating with the API, which is community maintained and not very well documented....
|
1793004444.380527
|
1793090844.380527
|
|
65047
|
ShivaRoom by @shivakaushal | Stardance
|
shivakaushal
|
1
|
17.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T11:34:50Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I make my room,in web, now you can interact with my room, without even need to be walk or take bus. I literally face trouble during layering, sometimes other objects, comes at top, sometimes other. And when I completed my project i realised if I give every object specific z index then, I didn’t get trouble, but it was easy to resolve. Because I randomly give them z index so it was making inconveniences.", "repo": "https://github.com/ThisShivaKaushal/myroom", "demo": "https://shivaroom.vercel.app"}]...
|
[{"post_id": 72620, "ts": "202 [{"post_id": 72620, "ts": "2026-09-23T11:23:31Z", "hours": 16.9461, "text": "My project is completed:) Hey everyone! I’ve finally added some more stuff, like headphones, plants, a globe, and a camera. I’ve only done a little bit of work so far, but I think I’ll try to finish this project today. I’m so excited to show you guys! But I literally didn’t post devlog, but new project will definitely have devlogs."}]...
|
Title: ShivaRoom by @shivakaushal | Stardance
Dev Title: ShivaRoom by @shivakaushal | Stardance
Devlogs:
My project is completed:) Hey everyone! I’ve finally added some more stuff, like headphones, plants, a globe, and a camera. I’ve only done a little bit of work so far, but I think I’ll try to finish this project today. I’m so excited to show you guys! But I literally didn’t post devlog, but new project will definitely have devlogs.
Ships:
I make my room,in web, now you can interact with my room, without even need to be walk or take bus. I literally face trouble during layering, sometimes other objects, comes at top, sometimes other. And when I completed my project i realised if I give every object specific z index then, I didn’t get trouble, but it was easy to resolve. Because I randomly give them z index so it was making inconveniences....
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1792965134.005655
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1793051534.005655
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64922
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my personal site !!! by @matteoduda | Stardance
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matteoduda
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1
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7.12
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T11:29:45Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’m really proud of how the whole site turned out, and I will be adding and changing much more in the future. The masonry grid on /tools was a real pain in the ass though :/", "repo": "https://github.com/gtx-lover-69/gtx-lover-69.github.io/", "demo": "https://gtx-lover-69.github.io/"}]...
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[{"post_id": 73115, "ts": "202 [{"post_id": 73115, "ts": "2026-09-24T12:46:28Z", "hours": 3.1194, "text": "Added a hackclub page and tonnesss of animations - although i need to make it prettier anyways :/ i also added a navigation bar and commit checker (bottom)"}, {"post_id": 72619, "ts": "2026-09-23T11:17:41Z", "hours": 4.3442, "text": "I started by choosing a fat font and sketching out the basic shape of the site (commit 50cc204) I then started adding pages like aboutme and tools. I recently updated and improved consistency in the aforementioned pages."}]...
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Title: my personal site !!! by @matteoduda | Stard Title: my personal site !!! by @matteoduda | Stardance
Devlogs:
I started by choosing a fat font and sketching out the basic shape of the site (commit 50cc204) I then started adding pages like aboutme and tools. I recently updated and improved consistency in the aforementioned pages.
Added a hackclub page and tonnesss of animations - although i need to make it prettier anyways :/ i also added a navigation bar and commit checker (bottom)
Ships:
I’m really proud of how the whole site turned out, and I will be adding and changing much more in the future. The masonry grid on /tools was a real pain in the ass though :/...
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1792965126.2730453
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1793051526.2730453
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28748
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NovaHome by @Greg_ios | Stardance
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Greg_ios
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T11:12:31Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My personal site!!!", "repo": "https://github.com/travletothefurureprogramming/NovaHome", "demo": "https://nova-home-brown.vercel.app/"}]...
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[{"post_id": 72611, "ts": "202 [{"post_id": 72611, "ts": "2026-09-23T10:46:13Z", "hours": 0.5217, "text": "NovaHome #2: Crafting a clean, minimal UI with raw CSS I wanted the page to feel minimal, clean, and fast."}, {"post_id": 19161, "ts": "2026-06-30T12:33:34Z", "hours": 0.3022, "text": "NovaHome #1 Create the main html structure for my personal site"}]...
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Title: NovaHome by @Greg_ios | Stardance
Devlogs: Title: NovaHome by @Greg_ios | Stardance
Devlogs:
NovaHome #1 Create the main html structure for my personal site
NovaHome #2: Crafting a clean, minimal UI with raw CSS I wanted the page to feel minimal, clean, and fast.
Ships:
My personal site!!!...
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1793004648.7526703
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1793091048.7526703
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54561
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Blackhole New Tab [BHNT] by @THEbluefirestudios | Blackhole New Tab [BHNT] by @THEbluefirestudios | Stardance...
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THEbluefirestudios
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1
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13.0
|
164
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T10:20:12Z", "hours": 13.0, "multiplier": 10.9, "payout": 164, "blessing": "neutral", "text": "Well its been a ride, my last ship on Stradnace! Blackhole New Tab What Have I made? This is Blackhole New Tab, a simple yet very nice new tab extension for Chromium based browsers, it has features like: A very close (in my opinion) recreation of the “mica” effect from Windows 11 Nice blackhole background Ability to pin apps on the Windhawk-luminosity inspired taskbar Basic settings menu with settings for theme and time format What was challenging? Honestly the entire project, the Blackhole video was made by me and very hard to perfect, i was touching HTML after a very long time, and had no experience with javascript itself (though it is very similar to other languages i have used) and it is also the reason why I didn’t apply it to the “Give your website a Pulse” mission, because I knew i would take more than 3 hours on this. What am I proud of? Well, the background! This background video was made by me, not in adobe AfterEffects, not in Blender, not in Maya, but in GEOMETRY DASH, yes GEOMETRY DASH, the cube game. It took me 3 hours alone to perfect and it is documented on Lapse, the result? A very clean, Interstellar style Blackhole! I love it! What do people need to know before testing? Nothing! Project has no dependencies, and all info is in the README, also you can also download this extension from the Microsoft Edge Addons store.", "repo": "https://github.com/THEbluefirestudios/Blackhole-New-Tab", "demo": "https://github.com/THEbluefirestudios/Blackhole-New-Tab/releases/tag/v1.1"}]...
|
[{"post_id": 71718, "ts": "202 [{"post_id": 71718, "ts": "2026-09-21T11:28:22Z", "hours": 1.6269, "text": "OOOHH YES, I finished the update, and fixed the icons issue by adding MORE icon providers (namely Icon horse , AND Unavatar , beside from the google favicon) I also added some more QOL features: You can MOVE ICONS ON THE TASKBAR NOW (very quick implementation, so kinda animationless and basic, just drag it!) A “Show Seconds” setting. Well now i SHIP"}, {"post_id": 71125, "ts": "2026-09-20T10:19:57Z", "hours": 3.7447, "text": "Uhh ok, so I finished the javascript and thus the project. I submitted it to ms edge addons ofr review. Went on 3 day trip Came back, it got approved! Tried it myself Bugs :( (see how the extension failed to grab an icon for instagram, so its just a gray box with the letter I in it, my designed fallback, and the youtube logo is like, rlly low res?) I need to push v 1.1"}, {"post_id": 67321, "ts": "2026-09-13T12:00:28Z", "hours": 3.8992, "text": "HOLY WORK I spent 4 hours on the HTML and CSS of this thing. I made a class for the windows mica look (ik it looks viecoded but trust), I just used my desktop as inspo for this + Win 11 lockscreen. I am planning on adding a blue version of this ud idk how i havent even egun with the .js baiiiiiiiiiiiiiiiiiii"}, {"post_id": 62849, "ts": "2026-09-06T11:39:02Z", "hours": 2.2425, "text": "ABSOLUTELY WORTH IT!! So I decided to redo the entire blackhole video… and oh boy, this looks AMAZING!! I’m happy with this and it is final!! Watch the Lapse Recording to see how I did it! baiiiiiiiiiiiii"}, {"post_id": 56392, "ts": "2026-08-28T04:41:05Z", "hours": 1.0694, "text": "Well, lapse wasn’t working yesterday so it is working now, so I am writing my 1st devlog for this project today, So i needed a good looping video of a blackhole, i didnt want to go to stockfootage and I can’t use blender….. So I made it in Geometry Dash . Not gonna lie tho, it looks PEAK See the Lapse Recording here baiiiiiiiiiiiiiiiii"}]...
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Title: Blackhole New Tab [BHNT] by @THEbluefirestu Title: Blackhole New Tab [BHNT] by @THEbluefirestudios | Stardance
Devlogs:
Well, lapse wasn’t working yesterday so it is working now, so I am writing my 1st devlog for this project today, So i needed a good looping video of a blackhole, i didnt want to go to stockfootage and I can’t use blender….. So I made it in Geometry Dash . Not gonna lie tho, it looks PEAK See the Lapse Recording here baiiiiiiiiiiiiiiiii
ABSOLUTELY WORTH IT!! So I decided to redo the entire blackhole video… and oh boy, this looks AMAZING!! I’m happy with this and it is final!! Watch the Lapse Recording to see how I did it! baiiiiiiiiiiiii
HOLY WORK I spent 4 hours on the HTML and CSS of this thing. I made a class for the windows mica look (ik it looks viecoded but trust), I just used my desktop as inspo for this + Win 11 lockscreen. I am planning on adding a blue version of this ud idk how i havent even egun with the .js baiiiiiiiiiiiiiiiiiii
Uhh ok, so I finished the javascript and thus the project. I submitted it to ms edge addons ofr review. Went on 3 day trip Came back, it got approved! Tried it myself Bugs :( (see how the extension failed to grab an icon for instagram, so its just a gray box with the letter I in it, my designed fallback, and the youtube logo is like, rlly low res?) I need to push v 1.1
OOOHH YES, I finished the update, and fixed the icons issue by adding MORE icon providers (namely Icon horse , AND Unavatar , beside from the google favicon) I also added some more QOL features: You can MOVE ICONS ON THE TASKBAR NOW (very quick implementation, so kinda animationless and basic, just drag it!) A “Show Seconds” setting. Well now i SHIP
Ships:
Well its been a ride, my last ship on Stradnace! Blackhole New Tab What Have I made? This is Blackhole New Tab, a simple yet very nice new tab extension for Chromium based browsers, it has features like: A very close (in my opinion) recreation of the “mica” effect from Windows 11 Nice blackhole background Ability to pin apps on the Windhawk-luminosity inspired taskbar Basic settings menu with settings for theme and time format What was challenging? Honestly the entire project, the Blackhole video was made by me and very hard to perfect, i was touching HTML after a very long time, and had no experience with javascript itself (though it is very similar to other languages i have used) and it is also the reason why I didn’t apply it to the “Give your website a Pulse” mission, because I knew i would take more than 3 hours on this. What am I proud of? Well, the background! This background video was made by me, not in adobe AfterEffects, not in Blender, not in Maya, but in GEOMETRY DASH, yes GEOMETRY DASH, the cube game. It took me 3 hours alone to perfect and it is documented on Lapse, the result? A very clean, Interstellar style Blackhole! I love it! What do people need to know before testing? Nothing! Project has no dependencies, and all info is in the README, also you can also download this extension from the Microsoft Edge Addons store....
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1793008198.7745533
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1793094598.7745533
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65027
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My Website by @SasukeSyntax | Stardance
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SasukeSyntax
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1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T10:01:47Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A personal website which will constantly get updated with my new projects, builds and ideas.", "repo": "https://github.com/SasukeSyntax/sasukesyntax.github.io", "demo": "https://sasukesyntax.github.io/"}]...
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[{"post_id": 72600, "ts": "202 [{"post_id": 72600, "ts": "2026-09-23T09:57:01Z", "hours": 2.6289, "text": "A personal website"}]...
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Title: My Website by @SasukeSyntax | Stardance
De Title: My Website by @SasukeSyntax | Stardance
Devlogs:
A personal website
Ships:
A personal website which will constantly get updated with my new projects, builds and ideas....
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1792965130.033266
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1793051530.033266
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64366
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formula os by @nurali | Stardance
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nurali
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T09:40:06Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "FormulaOS is a simple webos with a formula 1 theme. It has draggable windows and features a simple stopwatch to time laps. Features: -clock built into the wallpaper -movable windows -closable and openable windows -working stopwatch -working clock I dont usually code in javascript/html/css so this was very difficult for me. I had to google many things but in the end it worked out great.", "repo": "https://github.com/nurali-amirgali/formula-os", "demo": "https://nurali-amirgali.github.io/formula-os/"}]...
|
[{"post_id": 72586, "ts": "202 [{"post_id": 72586, "ts": "2026-09-23T09:13:42Z", "hours": 3.7278, "text": "Devlog 3 So a ton has happened since the last devlog. Firstly i changed the wallpaper to redbull because Redbull > Mercedes. I added a simple stopwatch app. I also fixed a bunch of bugs and cleaned up the code a ton. I also moved the bar thingy to the bottom. added a big clock in the middle. I also fixed the issue where the apps wont open. I also gave the windows a nice transparent background. And i added icons for the about app and the stopwatch. Overall i think it turned out great and im super happy with it."}, {"post_id": 72091, "ts": "2026-09-22T04:34:33Z", "hours": 1.5017, "text": "Devlog 2 so turns out i was not supposed to do all of what i did in devlog 1 so i deleted most of the things and started again. I thought that this guide doesnt use a seperate css file because the styles are all super simples but boy was i wrong. i had to painstakingly delete and move all the styles onto a separate css file later on in the guide so basically undoing most of the work. it looks very ugly right now but thats fine for now. i will just try to follow the guide as much as i can then once the guide is over i will fix everything up."}, {"post_id": 71702, "ts": "2026-09-21T10:42:31Z", "hours": 0.8011, "text": "Devlog 1 made a nice little welcome page following the guide and some googling"}]...
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Title: formula os by @nurali | Stardance
Devlogs: Title: formula os by @nurali | Stardance
Devlogs:
Devlog 1 made a nice little welcome page following the guide and some googling
Devlog 2 so turns out i was not supposed to do all of what i did in devlog 1 so i deleted most of the things and started again. I thought that this guide doesnt use a seperate css file because the styles are all super simples but boy was i wrong. i had to painstakingly delete and move all the styles onto a separate css file later on in the guide so basically undoing most of the work. it looks very ugly right now but thats fine for now. i will just try to follow the guide as much as i can then once the guide is over i will fix everything up.
Devlog 3 So a ton has happened since the last devlog. Firstly i changed the wallpaper to redbull because Redbull > Mercedes. I added a simple stopwatch app. I also fixed a bunch of bugs and cleaned up the code a ton. I also moved the bar thingy to the bottom. added a big clock in the middle. I also fixed the issue where the apps wont open. I also gave the windows a nice transparent background. And i added icons for the about app and the stopwatch. Overall i think it turned out great and im super happy with it.
Ships:
FormulaOS is a simple webos with a formula 1 theme. It has draggable windows and features a simple stopwatch to time laps. Features: -clock built into the wallpaper -movable windows -closable and openable windows -working stopwatch -working clock I dont usually code in javascript/html/css so this was very difficult for me. I had to google many things but in the end it worked out great....
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1792965064.9440572
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1793051464.9440572
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61216
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I m going to make my protfolio webpage. by @Abhi_0 I m going to make my protfolio webpage. by @Abhi_072 | Stardance...
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Abhi_072
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T09:38:24Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal portfolio to showcase my web dev. journey. it is made using html and css only .", "repo": "https://github.com/Abhitiwari866/Abhi-Portfolio", "demo": "https://abhitiwari866.github.io/Abhi-Portfolio/"}]...
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[{"post_id": 72589, "ts": "202 [{"post_id": 72589, "ts": "2026-09-23T09:32:36Z", "hours": 5.73, "text": "I have completed my personal portfolio and Hosted live in Github to making it live demo"}]...
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Title: I m going to make my protfolio webpage. by Title: I m going to make my protfolio webpage. by @Abhi_072 | Stardance
Devlogs:
I have completed my personal portfolio and Hosted live in Github to making it live demo
Ships:
I made a personal portfolio to showcase my web dev. journey. it is made using html and css only ....
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1792961733.2019837
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1793048133.2019837
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33582
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air by @dylankaru | Stardance
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dylankaru
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2
|
62.0
|
968
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T08:42:38Z", "hours": 25.0, "multiplier": 17.33, "payout": 426, "blessing": "neutral", "text": "air is a lightweight macOS dashboard that collapses your morning routine into one glance. There’s no more opening five different apps just to check the weather, news, and what’s on today. Genuinely made organising my day so much easier since now I have a place I can easily access to see what I have left in the day and just stats about the day in general. Version 2.0.0 is here. Yay! I’ve added a bunch of new cards, those being the list generator, world clock, unit converter, RNG generator, public IP viewer, and a QR code generator. I’ve also added a few new features, those being temporary cards which let you view a single card as a floating overlay without adding it permanently to your dashboard; and spaces which act as separate card lists which support different themes. It was pretty difficult doing figuring out the QR code generator but I eventually made it work well. Air v2 now supports a minimum of macOS Sonoma (14), which is earlier than previous versions so that’s a good thing too. A project demo video will be available to watch on the projects ReadMe if you can’t/don’t want to download it :)", "repo": "https://github.com/dylankaru/air", "demo": "https://github.com/dylankaru/air/releases/tag/v1.0.1"}, {"ship_num": 2, "ts": "2026-08-26T04:01:39Z", "hours": 37.0, "multiplier": 14.95, "payout": 542, "blessing": "neutral", "text": "air is a lightweight macOS dashboard that collapses your morning routine into one glance. There’s no more opening five different apps just to check the weather, news, and what’s on today. Genuinely made organising my day so much easier since now I have a place I can easily access to see what I have left in the day and just stats about the day in general. The audio player was definitely the hardest part, having to quickly rundown on AppleScript and then also learn how to interact with macOS’s Now Playing system. I ended up finding an external CLI tool called nowplaying-cli by Kirtan Shah and others to pull metadata from it. I’m very, very happy with how this entire project turned, this is to date the best Swift project I’ve ever made by far, but I only plan to improve from here. Air requires a computer running at least macOS 26 and using an arm processor (so Apple Silicon) to run. macOS may also show a security warning on first launch, if it does just right-click the app and choose open to get past it.", "repo": "https://github.com/dylankaru/air", "demo": "https://github.com/dylankaru/air/releases/tag/v1.0.1"}]...
|
[{"post_id": 72490, "ts": "202 [{"post_id": 72490, "ts": "2026-09-23T02:25:22Z", "hours": 2.6056, "text": "Ive finished spaces, which have configurable keybinds that let users navigate through different layouts of cards. Different spaces can have different names, use different themes and have different cards. Adding this actually let me fix a few bugs that I didn’t know I had, mainly with the keybind recorder where after a keybind was set, if a valid keybind was still typed on the keyboard (after the alleged recording state was over) it would rebind it anyway."}, {"post_id": 72116, "ts": "2026-09-22T06:15:24Z", "hours": 3.6028, "text": "I finally got around to adding things to air, since im also doing another ysws thing, but I’ve finally got around to making the temporary card system; it basically acts as a overlay over the normal UI and can be opened using Cmd + K . There’s a search bar to search thru all registered cards. I plan to add spaces either tonight and tomorrow, and then air will be ready to ship again :)"}, {"post_id": 68010, "ts": "2026-09-14T11:31:44Z", "hours": 3.9642, "text": "Ive added two new both pretty simple cards, an IP card that shows your public ipv4 (and 6 if available) and a qr code generator card for any reachable web address. It took a while to figure out how to generate the qr code but coreimage has a way to help me render it. I’m not really sure how else to add to the IP card, but the QR code card has a bunch of customisability features including changing the colour and style of elements in the qr code whilst still being readable. The card can also export the code as a png :)"}, {"post_id": 65198, "ts": "2026-09-10T05:02:34Z", "hours": 2.4389, "text": "So I’ve made new cards now, an RNG card because why not and a configurable world clock. Nothing really too hard with these, tbh they are very simple cards; but they are meant to be so that’s most likely gonna be good for a future update iykwim ;)"}, {"post_id": 64057, "ts": "2026-09-08T05:54:40Z", "hours": 1.1375, "text": "Hi I’ve created a unit conversion card. I initially created my own conversion system which I thought was alright but then I found out that Foundation has built in conversions so I remodelled it to just be a UI front."}, {"post_id": 62854, "ts": "2026-09-06T11:55:24Z", "hours": 1.0897, "text": "Hello I’ve added swipe and click gestures to the news card to make it possible to navigate thru the different news articles, which was a good feature that my friend suggested so thanks to him. I’ve also decided what I want to do for v1.2 and possibly even a v2 since it seems like a large enough deal to release a new version 😱 Here’s what i’m thinking: for v1.2: – unit converter – world clock – public ip – random number generator – countdown – calc – qr code generator/link shortener (maybe) – colour picker – word of the day so basically more cards, but theres a reason: for v2 – spaces, basically different layouts of cards that can have different cards – temporary cards, summoning and focusing cards for sort amounts of time and then dismissing them I think this might be a good roadmap for air. I hope you will enjoy using the new air app as much as I will enjoy making it :)"}, {"post_id": 62129, "ts": "2026-09-05T11:47:24Z", "hours": 5.3814, "text": "This one took a while. I made a list generator card because I needed a way to actually remember what exercises to do, but it can be generalised for any sort of random list generation that you may need to do consistently. The hard part was making rules, which basically tell the generator when to change the odds of any specific category or item in general. Initially I was going to make it so that the user would have to use Swift to do it themselves, but that would make it inaccessible to an extent so I decided to just add rules as block based components, though they are now much more restricted."}, {"post_id": 60202, "ts": "2026-09-02T13:00:08Z", "hours": 2.9028, "text": "I’ve gotten feedback from the ship (tysm for all the feedback) and based off it I’ve made some changes to air and am also planning to change more. First of alll the to do card is now called the notes card since you can add multiple pages for different kinds of notes you may want to quickly jot down, this was my own volition not any feedback. I think the most useful feedback I got was setting the minimum deployment too high i.e. macos 26, and yes that was just because I was too lazy to change all the glass elements, but it turns it was ez (adding themes was harder) so now the minimum deployment is probably 14, though idk how to actually test it on an older os. I just made a new modifier that checked the version once rather than running the check in every single instance of the glass elements.."}, {"post_id": 57344, "ts": "2026-08-29T13:53:47Z", "hours": 1.4575, "text": "After taking a day off, I took a look at air, which at the time I was very proud off, but now I realise that it’s horrenda(saurus rex, those who know).. Today I added a new velvet style (might change the colours of this one but I need a second opinion) and spent the rest of the time just fixed some padding inconsistencies, minor UX upgrades, and a few other bugs; mainly the eyesore caused by the lack of proper colouring of non-text elements using the text colour, dividers looking out of place and bad in general, and the bugs with the to do list, being that overflow extended the card and non-multiline entries. The reason I thought it was ready to ship is because I had no idea what else to put, but now I have many ideas to that will hopefully improve the UX of the app. In the coming days I’m thinking of added a few new cards, adding new features to existing cards to make them more useful, and fixing other bugs that I’ve noticed."}, {"post_id": 54886, "ts": "2026-08-26T03:07:20Z", "hours": 10.5944, "text": "Hi So finally I added resizing the cards with a draggable UI gesture, and added themes thanks to skue’s suggestion (ty kind soul 😁) and a system stats card as well as a website/app shortcuts card because I had no idea what else to add. I added a dark, green, brown, blue and pink theme which differ to the original light (which is technically beige) theme, my personal favourite is the brown."}, {"post_id": 52191, "ts": "2026-08-22T08:57:46Z", "hours": 5.1172, "text": "Well hello there Ive added a clipboard manager because my raycast beta broke and i cannot be bothered reinstalling, also this ones easier to access so imo its a lot better. I also revamped the calendar card and internet speed test. I am thinking of adding more the to speed test like ping, but idk what else to add in the space but its daijyoubu i will find something to put there. I also revamped the news card so the text wasnt cut off, a couple of my friends noticed it and told me. Idk if i mentioned this in the previous devlog but i also changed the settings view instantiation so that if someone (myself too) can have an easier time adding a settings page for a card, as they are passed through at the same time so ye. Thanks for reading"}, {"post_id": 49368, "ts": "2026-08-18T04:40:24Z", "hours": 5.6594, "text": "Hello I’ve added 3 new cards: a pomodoro style timer card with adjustable time lengths, a calendar access card that (after granting permission) retrieves your next closest event, and a network card that checks your internet speed. I plan to add a few more cards, but most importantly (to me at least) is adding two features: A layout customiser that lets you change the organisational layout of the cards A guide on how to (theoretically) add one’s own cards, granted said person knows basic SwiftUI Thanks for reading :)"}, {"post_id": 46918, "ts": "2026-08-14T13:51:06Z", "hours": 8.9567, "text": "Hello again I’ve added a few more features since last time so yay that’s good. I’ve created a settings page where configuration of the existing cards is possible, for example atm u can change the info the weather card shows, and settings to configure the streak (i nearly spelt it configurate lol). I’ll be honest, I’m mostly proud of the audio player, since that took a very long time and it was a suggestion from a friend. It’s actually kinda handy coz even if spotify/music isnt open it will still start playing from it, and it can also control video sources from youtube from your browser yk, that took a long time to figure out."}, {"post_id": 45042, "ts": "2026-08-11T08:54:20Z", "hours": 6.5256, "text": "Hello Hi, this is my first devlog, I don’t really know what to put here so I’ll be brief. I’ve finished setting up the basic infrastructure for the cards, so now all that’s left to do is make more cards and add customisation features. I’ve currently done a greeting panel that uses cards to do so, also a weather card, news card and to do card, though they all need improvement and polishing of the design. I’ve also set up a backend api on a server of mine to run all my api requests to groq (for greeting), weatherapi.com (for calculating the time, what else would i do with this 😡) and newsdata.io without exposing my api keys Thanks"}]...
|
Title: air by @dylankaru | Stardance
Devlogs:
Hel Title: air by @dylankaru | Stardance
Devlogs:
Hello Hi, this is my first devlog, I don’t really know what to put here so I’ll be brief. I’ve finished setting up the basic infrastructure for the cards, so now all that’s left to do is make more cards and add customisation features. I’ve currently done a greeting panel that uses cards to do so, also a weather card, news card and to do card, though they all need improvement and polishing of the design. I’ve also set up a backend api on a server of mine to run all my api requests to groq (for greeting), weatherapi.com (for calculating the time, what else would i do with this 😡) and newsdata.io without exposing my api keys Thanks
Hello again I’ve added a few more features since last time so yay that’s good. I’ve created a settings page where configuration of the existing cards is possible, for example atm u can change the info the weather card shows, and settings to configure the streak (i nearly spelt it configurate lol). I’ll be honest, I’m mostly proud of the audio player, since that took a very long time and it was a suggestion from a friend. It’s actually kinda handy coz even if spotify/music isnt open it will still start playing from it, and it can also control video sources from youtube from your browser yk, that took a long time to figure out.
Hello I’ve added 3 new cards: a pomodoro style timer card with adjustable time lengths, a calendar access card that (after granting permission) retrieves your next closest event, and a network card that checks your internet speed. I plan to add a few more cards, but most importantly (to me at least) is adding two features: A layout customiser that lets you change the organisational layout of the cards A guide on how to (theoretically) add one’s own cards, granted said person knows basic SwiftUI Thanks for reading :)
Well hello there Ive added a clipboard manager because my raycast beta broke and i cannot be bothered reinstalling, also this ones easier to access so imo its a lot better. I also revamped the calendar card and internet speed test. I am thinking of adding more the to speed test like ping, but idk what else to add in the space but its daijyoubu i will find something to put there. I also revamped the news card so the text wasnt cut off, a couple of my friends noticed it and told me. Idk if i mentioned this in the previous devlog but i also changed the settings view instantiation so that if someone (myself too) can have an easier time adding a settings page for a card, as they are passed through at the same time so ye. Thanks for reading
Hi So finally I added resizing the cards with a draggable UI gesture, and added themes thanks to skue’s suggestion (ty kind soul 😁) and a system stats card as well as a website/app shortcuts card because I had no idea what else to add. I added a dark, green, brown, blue and pink theme which differ to the original light (which is technically beige) theme, my personal favourite is the brown.
After taking a day off, I took a look at air, which at the time I was very proud off, but now I realise that it’s horrenda(saurus rex, those who know).. Today I added a new velvet style (might change the colours of this one but I need a second opinion) and spent the rest of the time just fixed some padding inconsistencies, minor UX upgrades, and a few other bugs; mainly the eyesore caused by the lack of proper colouring of non-text elements using the text colour, dividers looking out of place and bad in general, and the bugs with the to do list, being that overflow extended the card and non-multiline entries. The reason I thought it was ready to ship is because I had no idea what else to put, but now I have many ideas to that will hopefully improve the UX of the app. In the coming days I’m thinking of added a few new cards, adding new features to existing cards to make them more useful, and fixing other bugs that I’ve noticed.
I’ve gotten feedback from the ship (tysm for all the feedback) and based off it I’ve made some changes to air and am also planning to change more. First of alll the to do card is now called the notes card since you can add multiple pages for different kinds of notes you may want to quickly jot down, this was my own volition not any feedback. I think the most useful feedback I got was setting the minimum deployment too high i.e. macos 26, and yes that was just because I was too lazy to change all the glass elements, but it turns it was ez (adding themes was harder) so now the minimum deployment is probably 14, though idk how to actually test it on an older os. I just made a new modifier that checked the version once rather than running the check in every single instance of the glass elements..
This one took a while. I made a list generator card because I needed a way to actually remember what exercises to do, but it can be generalised for any sort of random list generation that you may need to do consistently. The hard part was making rules, which basically tell the generator when to change the odds of any specific category or item in general. Initially I was going to make it so that the user would have to use Swift to do it themselves, but that would make it inaccessible to an extent so I decided to just add rules as block based components, though they are now much more restricted.
Hello I’ve added swipe and click gestures to the news card to make it possible to navigate thru the different news articles, which was a good feature that my friend suggested so thanks to him. I’ve also decided what I want to do for v1.2 and possibly even a v2 since it seems like a large enough deal to release a new version 😱 Here’s what i’m thinking: for v1.2: – unit converter – world clock – public ip – random number generator – countdown – calc – qr code generator/link shortener (maybe) – colour picker – word of the day so basically more cards, but theres a reason: for v2 – spaces, basically different layouts of cards that can have different cards – temporary cards, summoning and focusing cards for sort amounts of time and then dismissing them I think this might be a good roadmap for air. I hope you will enjoy using the new air app as much as I will enjoy making it :)
Hi I’ve created a unit conversion card. I initially created my own conversion system which I thought was alright but then I found out that Foundation has built in conversions so I remodelled it to just be a UI front.
So I’ve made new cards now, an RNG card because why not and a configurable world clock. Nothing really too hard with these, tbh they are very simple cards; but they are meant to be so that’s most likely gonna be good for a future update iykwim ;)
Ive added two new both pretty simple cards, an IP card that shows your public ipv4 (and 6 if available) and a qr code generator card for any reachable web address. It took a while to figure out how to generate the qr code but coreimage has a way to help me render it. I’m not really sure how else to add to the IP card, but the QR code card has a bunch of customisability features including changing the colour and style of elements in the qr code whilst still being readable. The card can also export the code as a png :)
I finally got around to adding things to air, since im also doing another ysws thing, but I’ve finally got around to making the temporary card system; it basically acts as a overlay over the normal UI and can be opened using Cmd + K . There’s a search bar to search thru all registered cards. I plan to add spaces either tonight and tomorrow, and then air will be ready to ship again :)
Ive finished spaces, which have configurable keybinds that let users navigate through different layouts of cards. Different spaces can have different names, use different themes and have different cards. Adding this actually let me fix a few bugs that I didn’t know I had, mainly with the keybind recorder where after a keybind was set, if a valid keybind was still typed on the keyboard (after the alleged recording state was over) it would rebind it anyway.
Ships:
air is a lightweight macOS dashboard that collapses your morning routine into one glance. There’s no more opening five different apps just to check the weather, news, and what’s on today. Genuinely made organising my day so much easier since now I have a place I can easily access to see what I have left in the day and just stats about the day in general. The audio player was definitely the hardest part, having to quickly rundown on AppleScript and then also learn how to interact with macOS’s Now Playing system. I ended up finding an external CLI tool called nowplaying-cli by Kirtan Shah and others to pull metadata from it. I’m very, very happy with how this entire project turned, this is to date the best Swift project I’ve ever made by far, but I only plan to improve from here. Air requires a computer running at least macOS 26 and using an arm processor (so Apple Silicon) to run. macOS may also show a security warning on first launch, if it does just right-click the app and choose open to get past it.
air is a lightweight macOS dashboard that collapses your morning routine into one glance. There’s no more opening five different apps just to check the weather, news, and what’s on today. Genuinely made organising my day so much easier since now I have a place I can easily access to see what I have left in the day and just stats about the day in general. Version 2.0.0 is here. Yay! I’ve added a bunch of new cards, those being the list generator, world clock, unit converter, RNG generator, public IP viewer, and a QR code generator. I’ve also added a few new features, those being temporary cards which let you view a single card as a floating overlay without adding it permanently to your dashboard; and spaces which act as separate card lists which support different themes. It was pretty difficult doing figuring out the QR code generator but I eventually made it work well. Air v2 now supports a minimum of macOS Sonoma (14), which is earlier than previous versions so that’s a good thing too. A project demo video will be available to watch on the projects ReadMe if you can’t/don’t want to download it :)...
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1792990486.9976816
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1793076886.9976816
|
|
15486
|
Personal Website by @sapu | Stardance
|
sapu
|
1
|
28.0
|
412
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T08:13:40Z", "hours": 28.0, "multiplier": 15.56, "payout": 412, "blessing": "neutral", "text": "It’s a personal also a portfolio website that I’m really proud of that I’m trying to achieve a game-like feel with the design, and the challenging part was making everything responsive and getting the layouts to work on different screen sizes while learning React :p", "repo": "https://github.com/savwicak/savwicak.github.io", "demo": "https://savwicak.github.io"}]...
|
[{"post_id": 72572, "ts": "202 [{"post_id": 72572, "ts": "2026-09-23T08:09:20Z", "hours": 7.5636, "text": "Added more data and made the design responsive! I’m having trouble fixing some elements so they fit properly on mobile, so I also cross-checked it on different phones :p"}, {"post_id": 71739, "ts": "2026-09-21T13:01:19Z", "hours": 8.9267, "text": "FINAL UPDATE My personal web is doneee!!! YYAYAY but I need some changes to the data. I still use dummy data to test things out (so it’s not the real one ok)"}, {"post_id": 69020, "ts": "2026-09-16T07:10:38Z", "hours": 11.0742, "text": "Hello it’s kinda late, anyway i’m posting my progress for my personal website, so i can share my experience in blog and share my favorite project, and i can organize it better, before i use bento.me for all links but suddenly the website is down so i cant acsses no more ;( THATS why i want to make my own website :D It kinda motivated me to build the project lolol. I’m trying to make a game-like UI and layout, and hopefully it looks like one. I really love this kind of UI when there are a lot of borders and outlines, like cartoon u_U, because I love games! And I want to put a lot of animation here. SORRY FOR BAD POST STRUCTURE, REALLY, I don’t know how to post devlog cleanly hehe so there are 6 pages home will appear when you enter the website, like some short introduction, projects, blogs, PHOTOS! yes, I love photography, so I will put my photos here, but I need a website to store my photos so I can use a link in the image tag, but idk which one is better :l, and the last one is a profile for more about me, like certificates and experience, something like that and I’ve done 3 pages for now (I’m really bad at deciding which final design I should use ;) ) in project, blog, and home(I’m not sure abt this one, and I will change some layout later cuz I didn’t like it) my favorite is the navigation that I made, and you need to use the TAB button then it will appear. I think that’s interesting btw, for the blog, I use Markdown. I know it’s not the best practice, but I just want to share my stories, and I use react for this project, and I’m not used to code in react and am trying to learn more thank you really"}]...
|
Title: Personal Website by @sapu | Stardance
Devl Title: Personal Website by @sapu | Stardance
Devlogs:
Hello it’s kinda late, anyway i’m posting my progress for my personal website, so i can share my experience in blog and share my favorite project, and i can organize it better, before i use bento.me for all links but suddenly the website is down so i cant acsses no more ;( THATS why i want to make my own website :D It kinda motivated me to build the project lolol. I’m trying to make a game-like UI and layout, and hopefully it looks like one. I really love this kind of UI when there are a lot of borders and outlines, like cartoon u_U, because I love games! And I want to put a lot of animation here. SORRY FOR BAD POST STRUCTURE, REALLY, I don’t know how to post devlog cleanly hehe so there are 6 pages home will appear when you enter the website, like some short introduction, projects, blogs, PHOTOS! yes, I love photography, so I will put my photos here, but I need a website to store my photos so I can use a link in the image tag, but idk which one is better :l, and the last one is a profile for more about me, like certificates and experience, something like that and I’ve done 3 pages for now (I’m really bad at deciding which final design I should use ;) ) in project, blog, and home(I’m not sure abt this one, and I will change some layout later cuz I didn’t like it) my favorite is the navigation that I made, and you need to use the TAB button then it will appear. I think that’s interesting btw, for the blog, I use Markdown. I know it’s not the best practice, but I just want to share my stories, and I use react for this project, and I’m not used to code in react and am trying to learn more thank you really
FINAL UPDATE My personal web is doneee!!! YYAYAY but I need some changes to the data. I still use dummy data to test things out (so it’s not the real one ok)
Added more data and made the design responsive! I’m having trouble fixing some elements so they fit properly on mobile, so I also cross-checked it on different phones :p
Ships:
It’s a personal also a portfolio website that I’m really proud of that I’m trying to achieve a game-like feel with the design, and the challenging part was making everything responsive and getting the layouts to work on different screen sizes while learning React :p...
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1793008048.9678998
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1793094448.9678998
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59107
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Start Assistant by @kis904 | Stardance
|
kis904
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1
|
31.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T07:07:24Z", "hours": 31.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It is a program built in python, can record and perform user’s actions. It was hard to make the app look good and not like an old from the 90s. I’m proud of it as it’s now a working useful app.", "repo": "https://github.com/kis904/Start-Assistant", "demo": "https://github.com/kis904/Start-Assistant/releases/tag/StartAssistantv1"}]...
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[{"post_id": 66883, "ts": "202 [{"post_id": 66883, "ts": "2026-09-12T20:38:02Z", "hours": 31.4297, "text": "hey everyone, I will copy the more important previous posts from Macondo. If you’re interested all posts are amonf the pictures as screenshots. You can also find plenty of logs on the project’s github page. 29th of July 2026 hey everyone, today I was experimenting a lot with speech recognition with python’s SpeechRecognition library and available Vosk offline engines. I found an example code on a guy’s vlog and modified it to my engine, but all I discovered is just that my laptop is too weak to run it so I guess that’s it. Unfortunately it took another 60 minutes to read github readme-s, the library’s documentation, vlogs, vosk’s official page just get to know that. Screenshots among the attachments. 3rd of July 2026 hey, I have a window a few buttons and a pop up window. My first and only feature yet is that it can change the size of the window based on user input and changes it’s config file that it handles itself. It was a hell a lot of work to make that config text file work… It always had some problem e.g. when it was writing the new settings it wanted string not list, or the \\n that signed a new line stayed there so it didn’t recognize the settings in the conf file or couldn’t apply it. To sum it up, it was a lot of time, but now I will work on its main feature."}]...
|
Title: Start Assistant by @kis904 | Stardance
Dev Title: Start Assistant by @kis904 | Stardance
Devlogs:
hey everyone, I will copy the more important previous posts from Macondo. If you’re interested all posts are amonf the pictures as screenshots. You can also find plenty of logs on the project’s github page. 29th of July 2026 hey everyone, today I was experimenting a lot with speech recognition with python’s SpeechRecognition library and available Vosk offline engines. I found an example code on a guy’s vlog and modified it to my engine, but all I discovered is just that my laptop is too weak to run it so I guess that’s it. Unfortunately it took another 60 minutes to read github readme-s, the library’s documentation, vlogs, vosk’s official page just get to know that. Screenshots among the attachments. 3rd of July 2026 hey, I have a window a few buttons and a pop up window. My first and only feature yet is that it can change the size of the window based on user input and changes it’s config file that it handles itself. It was a hell a lot of work to make that config text file work… It always had some problem e.g. when it was writing the new settings it wanted string not list, or the \n that signed a new line stayed there so it didn’t recognize the settings in the conf file or couldn’t apply it. To sum it up, it was a lot of time, but now I will work on its main feature.
Ships:
It is a program built in python, can record and perform user’s actions. It was hard to make the app look good and not like an old from the 90s. I’m proud of it as it’s now a working useful app....
|
1793008167.7809482
|
1793094567.7809482
|
|
60793
|
YSH for Slack (Bot) by @Yousuff | Stardance
|
Yousuff
|
2
|
11.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T06:59:34Z", "hours": 1.0, "multiplier": 6.35, "payout": 3, "blessing": "neutral", "text": "YSH Slack Bot - truly inspired from YSH terminal with succeing commands like YSH Slack Bot v1.1 — A 24/7 YSH-style Slack bot with 20+ commands, custom ASCII branding, themes, achievements, command history, system information, Easter eggs, and Slack-native utilities. Built with Slack Bolt JS + Socket Mode and deployed on Railway. 21 slash commands 6 themes — Matrix, Blue, Purple, Red, Dark, Light 5 achievements — First Command, Calculator, Explorer, Timekeeper, Themed 20-command history capacity per user 4 Easter-egg/fun commands — /ysh-hello, /ysh-neofetch, /ysh-random, /ysh-404 Live Slack bot: YSH is installed in the Hack Club workspace and runs 24/7 through Slack Socket Mode + Railway. Use /ysh-help in Slack to try it.", "repo": "https://github.com/YousufProjs-exe/YSH-Slack-Bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0C16SN12P5"}, {"ship_num": 2, "ts": "2026-09-11T17:58:05Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "██╗ ██╗ ███████╗ ██╗ ██╗ ██╗ ██╔╝ ██╔════╝ ██║ ██║ ╚████╔╝ ███████╗ ███████║ ╚██╔╝ ╚════██║ ██╔══██║ ██║ ███████║ ██║ ██║ ╚═╝ ╚══════╝ ╚═╝ ╚═╝ YSH Slack Bot v1.1 — A 24/7 YSH-style Slack bot with 20+ commands, custom ASCII branding, themes, achievements, command history, system information, Easter eggs, and Slack-native utilities. Built with Slack Bolt JS + Socket Mode and deployed on Railway. 21 slash commands 6 themes — Matrix, Blue, Purple, Red, Dark, Light 5 achievements — First Command, Calculator, Explorer, Timekeeper, Themed 20-command history capacity per user 4 Easter-egg/fun commands — /ysh-hello, /ysh-neofetch, /ysh-random, /ysh-404 Live Slack bot: YSH is installed in the Hack Club workspace and runs 24/7 through Slack Socket Mode + Railway. Use /ysh-help in Slack to try it.", "repo": "https://github.com/YousufProjs-exe/YSH-Slack-Bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0C16SN12P5"}]...
|
[{"post_id": 81653, "ts": "202 [{"post_id": 81653, "ts": "2026-10-21T22:10:59Z", "hours": 2.6506, "text": "YSH Slack Bot v2 is finally completed with the last added command - /ysh-poll now you can cast a poll with a question and 2 - 5 options !! try it in #ysh-test @Slack"}, {"post_id": 81559, "ts": "2026-10-21T17:59:23Z", "hours": 1.0703, "text": "Added quotes !! 11 unique quotes got some of them from Google , coz I ran of some."}, {"post_id": 81539, "ts": "2026-10-21T16:52:40Z", "hours": 1.1456, "text": "After sooo many tries and fails /ysh-remind is working !! Just added /ysh-remind to help you ofc !"}, {"post_id": 81519, "ts": "2026-10-21T15:42:05Z", "hours": 0.515, "text": "Added password ! now YSH bot can help u suggesting a password ! try /ysh-password in #ysh-test @Slack !"}, {"post_id": 81470, "ts": "2026-10-21T11:57:52Z", "hours": 0.5625, "text": "Added - whoami command which shoes your name and ID ! try - /ysh-whoami in #ysh-test @Slack !"}, {"post_id": 81465, "ts": "2026-10-21T11:22:47Z", "hours": 0.5242, "text": "Yahhh Added Dice to roll any of 6 numbers ofc and Coinflip and Dice working !"}, {"post_id": 81456, "ts": "2026-10-21T10:46:50Z", "hours": 0.5358, "text": "added coinflip to the crew!!!"}, {"post_id": 66784, "ts": "2026-09-12T17:47:32Z", "hours": 0.7272, "text": "now this new YSH Bot is build from scratch and i hope that shipwright now test is correctly, Avoid CODE BLOCK these are Splash Commands , Commands as CODE BLOCK doesnt work! thats basic."}, {"post_id": 66086, "ts": "2026-09-11T17:41:57Z", "hours": 1.1258, "text": "Upgraded v1.0 into a more complete Slack experience with themes, achievements, command history, system info, Easter eggs, and new Slack-native commands. Also completed the 24/7 live deployment. try “/ysh-[command]”"}, {"post_id": 65914, "ts": "2026-09-11T11:34:57Z", "hours": 1.7883, "text": "YSH-v1.0 (Slack Bot), not just a regular Slack bot but v1.0 comes with /ysh- : legacy YSH commands like help, about, whoami, echo, pwd, ls, whatsup; and theres more to come!"}]...
|
Title: YSH for Slack (Bot) by @Yousuff | Stardance Title: YSH for Slack (Bot) by @Yousuff | Stardance
Devlogs:
YSH-v1.0 (Slack Bot), not just a regular Slack bot but v1.0 comes with /ysh- : legacy YSH commands like help, about, whoami, echo, pwd, ls, whatsup; and theres more to come!
Upgraded v1.0 into a more complete Slack experience with themes, achievements, command history, system info, Easter eggs, and new Slack-native commands. Also completed the 24/7 live deployment. try “/ysh-[command]”
now this new YSH Bot is build from scratch and i hope that shipwright now test is correctly, Avoid CODE BLOCK these are Splash Commands , Commands as CODE BLOCK doesnt work! thats basic.
added coinflip to the crew!!!
Yahhh Added Dice to roll any of 6 numbers ofc and Coinflip and Dice working !
Added - whoami command which shoes your name and ID ! try - /ysh-whoami in #ysh-test @Slack !
Added password ! now YSH bot can help u suggesting a password ! try /ysh-password in #ysh-test @Slack !
After sooo many tries and fails /ysh-remind is working !! Just added /ysh-remind to help you ofc !
Added quotes !! 11 unique quotes got some of them from Google , coz I ran of some.
YSH Slack Bot v2 is finally completed with the last added command - /ysh-poll now you can cast a poll with a question and 2 - 5 options !! try it in #ysh-test @Slack
Ships:
██╗ ██╗ ███████╗ ██╗ ██╗ ██╗ ██╔╝ ██╔════╝ ██║ ██║ ╚████╔╝ ███████╗ ███████║ ╚██╔╝ ╚════██║ ██╔══██║ ██║ ███████║ ██║ ██║ ╚═╝ ╚══════╝ ╚═╝ ╚═╝ YSH Slack Bot v1.1 — A 24/7 YSH-style Slack bot with 20+ commands, custom ASCII branding, themes, achievements, command history, system information, Easter eggs, and Slack-native utilities. Built with Slack Bolt JS + Socket Mode and deployed on Railway. 21 slash commands 6 themes — Matrix, Blue, Purple, Red, Dark, Light 5 achievements — First Command, Calculator, Explorer, Timekeeper, Themed 20-command history capacity per user 4 Easter-egg/fun commands — /ysh-hello, /ysh-neofetch, /ysh-random, /ysh-404 Live Slack bot: YSH is installed in the Hack Club workspace and runs 24/7 through Slack Socket Mode + Railway. Use /ysh-help in Slack to try it.
YSH Slack Bot - truly inspired from YSH terminal with succeing commands like YSH Slack Bot v1.1 — A 24/7 YSH-style Slack bot with 20+ commands, custom ASCII branding, themes, achievements, command history, system information, Easter eggs, and Slack-native utilities. Built with Slack Bolt JS + Socket Mode and deployed on Railway. 21 slash commands 6 themes — Matrix, Blue, Purple, Red, Dark, Light 5 achievements — First Command, Calculator, Explorer, Timekeeper, Themed 20-command history capacity per user 4 Easter-egg/fun commands — /ysh-hello, /ysh-neofetch, /ysh-random, /ysh-404 Live Slack bot: YSH is installed in the Hack Club workspace and runs 24/7 through Slack Socket Mode + Railway. Use /ysh-help in Slack to try it....
|
1792961680.7408376
|
1793048080.7408376
|
|
46314
|
WayneWebOS by @wayne14 | Stardance
|
wayne14
|
1
|
23.68
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T06:42:22Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I build WayneWebOS! It’s a webos with 8 apps, toolbar, time & date UI, battery, and security indicators. There is a menu app where u can open all otehr apps: To Do Settings (customization) Notepad Gallery Calculator Console Clock Browser All apps are working and feature basic functionality. The most challenging part was making a Notepad and Clock app. I used Quill library for formatting in notepad and both timer and countdown took more several hours to make each. I rewrote the logic manu times, used Qwen for helping me find the right methods, then coded everything myself. I’m proud of building such a huge functionable webos myself in pure HTML/CSS/JS. I really leveled up my JavaScript skills thanks to this project. I want people to test every app and its basic functionality, click every button. Test layout. Important note: the webos is not meant to be responsive, so test it only on desktop devices! Enjoy! :]", "repo": "https://github.com/wayne-14e/WebOS", "demo": "https://wayne-14e.github.io/WebOS/"}]...
|
[{"post_id": 73099, "ts": "202 [{"post_id": 73099, "ts": "2026-09-24T11:43:25Z", "hours": 0.7064, "text": "Improved performance After I ran the Lighthouse analytics, I realized that my webOS loaded too slowly, so I decided to fix it: removed the font awesome script and instead used svg tags for icons, compressed all teh big images, used defer on heavy scripts, removed teh custom cursor since the diamond sword was too heavy for a cursor."}, {"post_id": 72660, "ts": "2026-09-23T13:12:12Z", "hours": 0.9714, "text": "I improved my WebOS: I had to improve the CSS and replace all the images since they were AI-generated. Now, the website loads much faster and the code is cleaner."}, {"post_id": 72550, "ts": "2026-09-23T05:57:17Z", "hours": 9.5225, "text": "I finished my WebOS! The latest apps I added were Console, Calculator, and Gallery. Also, I had to compress the images, because they slowed down the website too much. Now it’s a fully functional webos with 8 apps, plus I added Settings for customization, there are 3 themes and u can change layout. Enjoy! ;]"}, {"post_id": 71353, "ts": "2026-09-20T17:56:37Z", "hours": 6.52, "text": "Browser, Settings, and Notepad! my webOS is expanding with new features: browser uses Programmable Searcj Engine by Goggle, which is simple and effective and I can choose which sources it can display. Settings allows cutomization - 3 themes & colors and 2 layouts. Notepad uses Quill for formatting. also, u can now try the webOS live: https://wayne-14e.github.io/WebOS/ to be continued…"}, {"post_id": 66300, "ts": "2026-09-12T01:56:55Z", "hours": 6.305, "text": "I’ve started building my webOS! I wanted to make look like an actual OS, so I added a date and clock + battery and safety indicator at the top. The battery will have a lightning emoji (⚡) when it’s charging and if it’s below 40% it will change to 🪫. So far only TO DO app is working. It’s draggable, you can add as many tasks as you wish and mark them complete or delete them. Next up: browser, terminal, and so fourth!"}]...
|
Title: WayneWebOS by @wayne14 | Stardance
Devlogs Title: WayneWebOS by @wayne14 | Stardance
Devlogs:
I’ve started building my webOS! I wanted to make look like an actual OS, so I added a date and clock + battery and safety indicator at the top. The battery will have a lightning emoji (⚡) when it’s charging and if it’s below 40% it will change to 🪫. So far only TO DO app is working. It’s draggable, you can add as many tasks as you wish and mark them complete or delete them. Next up: browser, terminal, and so fourth!
Browser, Settings, and Notepad! my webOS is expanding with new features: browser uses Programmable Searcj Engine by Goggle, which is simple and effective and I can choose which sources it can display. Settings allows cutomization - 3 themes & colors and 2 layouts. Notepad uses Quill for formatting. also, u can now try the webOS live: https://wayne-14e.github.io/WebOS/ to be continued…
I finished my WebOS! The latest apps I added were Console, Calculator, and Gallery. Also, I had to compress the images, because they slowed down the website too much. Now it’s a fully functional webos with 8 apps, plus I added Settings for customization, there are 3 themes and u can change layout. Enjoy! ;]
I improved my WebOS: I had to improve the CSS and replace all the images since they were AI-generated. Now, the website loads much faster and the code is cleaner.
Improved performance After I ran the Lighthouse analytics, I realized that my webOS loaded too slowly, so I decided to fix it: removed the font awesome script and instead used svg tags for icons, compressed all teh big images, used defer on heavy scripts, removed teh custom cursor since the diamond sword was too heavy for a cursor.
Ships:
I build WayneWebOS! It’s a webos with 8 apps, toolbar, time & date UI, battery, and security indicators. There is a menu app where u can open all otehr apps: To Do Settings (customization) Notepad Gallery Calculator Console Clock Browser All apps are working and feature basic functionality. The most challenging part was making a Notepad and Clock app. I used Quill library for formatting in notepad and both timer and countdown took more several hours to make each. I rewrote the logic manu times, used Qwen for helping me find the right methods, then coded everything myself. I’m proud of building such a huge functionable webos myself in pure HTML/CSS/JS. I really leveled up my JavaScript skills thanks to this project. I want people to test every app and its basic functionality, click every button. Test layout. Important note: the webos is not meant to be responsive, so test it only on desktop devices! Enjoy! :]...
|
1793004851.8587308
|
1793091251.8587308
|
|
64031
|
deadpoolos by @arsenal4eva | Stardance
|
arsenal4eva
|
1
|
5.1
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T05:56:40Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made my own webOS, deadpool themed cos i simply love deadpool. Challenging part was the js it was quite tedious but it was very fun", "repo": "https://github.com/arsenal4eva/mywebOS", "demo": "https://arsenal4eva.github.io/mywebOS/"}]...
|
[{"post_id": 76588, "ts": "202 [{"post_id": 76588, "ts": "2026-10-04T02:35:54Z", "hours": 1.1967, "text": "Made a loading screen with 4 different types of animations, these animations are chosen randomly when page is loaded, or u can choose which animation by appending ?loader=spin/bounce/pulse/wobble to the end of the url"}, {"post_id": 73890, "ts": "2026-09-26T08:15:33Z", "hours": 0.8647, "text": "Removed all ai code and rewrote some of the css"}, {"post_id": 73380, "ts": "2026-09-25T01:28:11Z", "hours": 0.7644, "text": "Apparently i used too much ai in my styling so i removed the parts of css that were ai generated. The rest are human typed, with what i learnt from making my own website and the guide"}, {"post_id": 72644, "ts": "2026-09-23T12:41:45Z", "hours": 0.2786, "text": "Silly me makes another bad readme this time i learnt markdown to actually make a good one"}, {"post_id": 72548, "ts": "2026-09-23T05:54:44Z", "hours": 0.2728, "text": "Sadly i wanted to add a background music feature but the soundtrack i wanted was copyrighted so it had to be removed. Good news i updated my readme fixed some other issues and im ready to ship!"}, {"post_id": 72530, "ts": "2026-09-23T04:42:13Z", "hours": 0.4883, "text": "Second app done yay more js"}, {"post_id": 72522, "ts": "2026-09-23T03:56:25Z", "hours": 0.4019, "text": "First app on the way! Totally did not copy some js form rngdle"}, {"post_id": 72517, "ts": "2026-09-23T03:31:50Z", "hours": 1.2264, "text": "Done with my welcome page and draggable windows, now doing the apps"}]...
|
Title: deadpoolos by @arsenal4eva | Stardance
Dev Title: deadpoolos by @arsenal4eva | Stardance
Devlogs:
Done with my welcome page and draggable windows, now doing the apps
First app on the way! Totally did not copy some js form rngdle
Second app done yay more js
Sadly i wanted to add a background music feature but the soundtrack i wanted was copyrighted so it had to be removed. Good news i updated my readme fixed some other issues and im ready to ship!
Silly me makes another bad readme this time i learnt markdown to actually make a good one
Apparently i used too much ai in my styling so i removed the parts of css that were ai generated. The rest are human typed, with what i learnt from making my own website and the guide
Removed all ai code and rewrote some of the css
Made a loading screen with 4 different types of animations, these animations are chosen randomly when page is loaded, or u can choose which animation by appending ?loader=spin/bounce/pulse/wobble to the end of the url
Ships:
Made my own webOS, deadpool themed cos i simply love deadpool. Challenging part was the js it was quite tedious but it was very fun...
|
1792957995.793991
|
1793821995.793991
|
|
60547
|
HackerBot by @akshay369 | Stardance
|
akshay369
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T04:49:48Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Hackerbot, which simulates the features of a hackerbot. No, it is not able to hack any machine. It has basic features like getting a live vulnerability and a passcheck functionality", "repo": "https://github.com/akshaykpillai369-max/hackerbot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0B96QM14UR"}]...
|
[{"post_id": 72532, "ts": "202 [{"post_id": 72532, "ts": "2026-09-23T04:46:53Z", "hours": 0.2975, "text": "My nest account is not yet approved, so I hosted in on another PC.Now it is live"}, {"post_id": 71658, "ts": "2026-09-21T08:03:51Z", "hours": 0.5275, "text": "Added functionality of password check, now we can check the strength of the password using hackbot-passcheck"}, {"post_id": 71646, "ts": "2026-09-21T07:20:57Z", "hours": 0.4103, "text": "Added the command to get a vulnerability . Now we can get a live vulnerability from hackerbot-vuln"}, {"post_id": 71644, "ts": "2026-09-21T06:48:03Z", "hours": 0.2864, "text": "Added the joke command, now /hackerbot-joke gives a random joke"}, {"post_id": 71630, "ts": "2026-09-21T06:16:13Z", "hours": 0.2617, "text": "I completed the tutorial and am now waiting for the approval of the Nest account. Added basic commands from the tutorial like ping, catfact and help My Bot Name is HackerBot. I continue to make it look like a bot for hackers. Stay tuned"}]...
|
Title: HackerBot by @akshay369 | Stardance
Devlog Title: HackerBot by @akshay369 | Stardance
Devlogs:
I completed the tutorial and am now waiting for the approval of the Nest account. Added basic commands from the tutorial like ping, catfact and help My Bot Name is HackerBot. I continue to make it look like a bot for hackers. Stay tuned
Added the joke command, now /hackerbot-joke gives a random joke
Added the command to get a vulnerability . Now we can get a live vulnerability from hackerbot-vuln
Added functionality of password check, now we can check the strength of the password using hackbot-passcheck
My nest account is not yet approved, so I hosted in on another PC.Now it is live
Ships:
I made a Hackerbot, which simulates the features of a hackerbot. No, it is not able to hack any machine. It has basic features like getting a live vulnerability and a passcheck functionality...
|
1792961660.2470496
|
1793048060.2470496
|
|
6857
|
CITY-41 by @BirotTheBrave | Stardance
|
BirotTheBrave
|
1
|
23.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T04:03:57Z", "hours": 23.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I intended to make a game, but ran out of spare time and worked on other projects instead. All I ended up making was a broken first level because i do not understand enemy ai, but the godot project is public and all i did was a save system, a mission system and the player movement", "repo": "https://github.com/birot-the-brave/CITY-41-GODOT", "demo": "https://github.com/birot-the-brave/CITY-41-GODOT/releases/tag/V0.001"}]...
|
[{"post_id": 45098, "ts": "202 [{"post_id": 45098, "ts": "2026-08-11T11:21:59Z", "hours": 7.7197, "text": "hello hi another devlog, not much visually to show BUUUUT… i have made a fair bit of progress, my player movement is a lot cleaner than it was, my mission system works great. and i am working on adding enemies at the moment. i originally planned for this to be an open world game but as this is a very early version, i might make it a linear level-to-level design, then when i remake the game in cryengine, ill make it open world properly c: right now i am trying to get all my main systems working, then i want to polish my level design for the first mission before moving onto the rest of the game. i plan for like half of the game to be done by the end of stardance :3 love y’all"}, {"post_id": 27062, "ts": "2026-07-12T08:36:36Z", "hours": 8.0361, "text": "big log this time lol, needa be more frequent with these. added weapons with their own stats and such (need to add projectile weapons still </3), a modular mission system which lets me easily change if a mission is linear or not, plus it’s tasks, description, if each step autosaves or not, etc. also implemented damage for the weapons, headshots deal more damage than body shots, and damage varies slightly with every shot. idk what else to log, right now i’m trying to get the tutorial area done, and basic enemy ai stuff done, then i’ll focus on my open world and mission structuring."}, {"post_id": 21443, "ts": "2026-07-03T12:16:28Z", "hours": 7.3194, "text": "first devlog! mainly just initial project setup for my game, brief summary is story-driven fast paced fps but blah blah. main stuff i did was setting up a save system, multiple save files in a file select menu, and basic movement/player camera."}]...
|
Title: CITY-41 by @BirotTheBrave | Stardance
Devl Title: CITY-41 by @BirotTheBrave | Stardance
Devlogs:
first devlog! mainly just initial project setup for my game, brief summary is story-driven fast paced fps but blah blah. main stuff i did was setting up a save system, multiple save files in a file select menu, and basic movement/player camera.
big log this time lol, needa be more frequent with these. added weapons with their own stats and such (need to add projectile weapons still </3), a modular mission system which lets me easily change if a mission is linear or not, plus it’s tasks, description, if each step autosaves or not, etc. also implemented damage for the weapons, headshots deal more damage than body shots, and damage varies slightly with every shot. idk what else to log, right now i’m trying to get the tutorial area done, and basic enemy ai stuff done, then i’ll focus on my open world and mission structuring.
hello hi another devlog, not much visually to show BUUUUT… i have made a fair bit of progress, my player movement is a lot cleaner than it was, my mission system works great. and i am working on adding enemies at the moment. i originally planned for this to be an open world game but as this is a very early version, i might make it a linear level-to-level design, then when i remake the game in cryengine, ill make it open world properly c: right now i am trying to get all my main systems working, then i want to polish my level design for the first mission before moving onto the rest of the game. i plan for like half of the game to be done by the end of stardance :3 love y’all
Ships:
I intended to make a game, but ran out of spare time and worked on other projects instead. All I ended up making was a broken first level because i do not understand enemy ai, but the godot project is public and all i did was a save system, a mission system and the player movement...
|
1793008187.366314
|
1793094587.366314
|
|
64449
|
Code Debug by @Mayank095 | Stardance
|
Mayank095
|
1
|
1.67
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T03:36:49Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built DebugCraft Studio, an intelligent multi-language code debugging workspace inspired by the ChatGPT and Claude Canvas interfaces. It features a 3-column pro developer layout: • Left Panel: A collapsible AI debugging assistant copilot to diagnose stack traces, logic bugs, and compiler errors. • Middle Panel: An interactive Monaco Code Editor (VS Code engine) with full syntax support for Java, C, and HTML. • Right Panel: A dedicated Corrected Output column with one-click code copying and inline Git Diff comparison. What was challenging: • Structuring the responsive 3-column layout alongside full Monaco Editor instances without layout shifts. • Managing port forwarding and container memory limits inside GitHub Codespaces. • Handling deployment pipelines to Vercel so reviewers have permanent 24/7 uptime without container timeouts. How to test it: Select a language preset (Java, C, or HTML). Click “Debug & Fix” (or ask the copilot in the chat). Check the right column for the cleaned output, toggle “Show Diff” to see line changes, and use “Copy Result” to grab the fix.", "repo": "https://github.com/kaushikmayank12p-source/codespaces-blank", "demo": "https://kaushikmayank12p-source.github.io/codespaces-blank/"}]...
|
[{"post_id": 73534, "ts": "202 [{"post_id": 73534, "ts": "2026-09-25T10:36:42Z", "hours": 0.3089, "text": "I have updated the interface and installed 3 built in games which activates by entering some special codes 1. SKYBIRD , 2. HILLCLIMB 3. CODEBREAK currently it only has 3 games but I’ll try to install more games in it. Thank You"}, {"post_id": 72641, "ts": "2026-09-23T12:35:05Z", "hours": 0.3569, "text": "Updated user interface"}, {"post_id": 72494, "ts": "2026-09-23T02:31:56Z", "hours": 0.9558, "text": "This web app uses Github’s AI models for debugging, this web app debugs accross many different coding language."}]...
|
Title: Code Debug by @Mayank095 | Stardance
Devlo Title: Code Debug by @Mayank095 | Stardance
Devlogs:
This web app uses Github’s AI models for debugging, this web app debugs accross many different coding language.
Updated user interface
I have updated the interface and installed 3 built in games which activates by entering some special codes 1. SKYBIRD , 2. HILLCLIMB 3. CODEBREAK currently it only has 3 games but I’ll try to install more games in it. Thank You
Ships:
I built DebugCraft Studio, an intelligent multi-language code debugging workspace inspired by the ChatGPT and Claude Canvas interfaces. It features a 3-column pro developer layout: • Left Panel: A collapsible AI debugging assistant copilot to diagnose stack traces, logic bugs, and compiler errors. • Middle Panel: An interactive Monaco Code Editor (VS Code engine) with full syntax support for Java, C, and HTML. • Right Panel: A dedicated Corrected Output column with one-click code copying and inline Git Diff comparison. What was challenging: • Structuring the responsive 3-column layout alongside full Monaco Editor instances without layout shifts. • Managing port forwarding and container memory limits inside GitHub Codespaces. • Handling deployment pipelines to Vercel so reviewers have permanent 24/7 uptime without container timeouts. How to test it: Select a language preset (Java, C, or HTML). Click “Debug & Fix” (or ask the copilot in the chat). Check the right column for the cleaned output, toggle “Show Diff” to see line changes, and use “Copy Result” to grab the fix....
|
1792965075.7873237
|
1793051475.7873237
|
|
55693
|
JARVIS by @caesium | Stardance
|
caesium
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T03:20:20Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I built JARVIS V4, a futuristic personal AI assistant with a JARVIS-style interface, voice interaction, AI capabilities, and system controls. What was challenging? Making the assistant fast and lightweight while creating a polished interface that could run smoothly on low-end hardware. What are you proud of? I’m proud that JARVIS V4 is a real working project built around my own setup, not just a visual concept. What should people know to test it?? Open the demo URL, click ACTIVATE, SLEEP, or DIAGNOSTICS, and explore the interface. The full source is available on GitHub…… **ALSO GUYSSS , U should have your Gemini and Groq API keys ready for this project . It requires those API keys . THANK YOU", "repo": "https://github.com/prototype-caesium/jarvis-v4", "demo": "https://prototype-caesium.github.io/JARVIS-V4/"}]...
|
[{"post_id": 72141, "ts": "202 [{"post_id": 72141, "ts": "2026-09-22T09:34:19Z", "hours": 1.0239, "text": "Holaaa guysss i am building an ir module through which my Jarvis can connect to my ac and tv and operate them with voice commands"}]...
|
Title: JARVIS by @caesium | Stardance
Devlogs:
Ho Title: JARVIS by @caesium | Stardance
Devlogs:
Holaaa guysss i am building an ir module through which my Jarvis can connect to my ac and tv and operate them with voice commands
Ships:
What did you make? I built JARVIS V4, a futuristic personal AI assistant with a JARVIS-style interface, voice interaction, AI capabilities, and system controls. What was challenging? Making the assistant fast and lightweight while creating a polished interface that could run smoothly on low-end hardware. What are you proud of? I’m proud that JARVIS V4 is a real working project built around my own setup, not just a visual concept. What should people know to test it?? Open the demo URL, click ACTIVATE, SLEEP, or DIAGNOSTICS, and explore the interface. The full source is available on GitHub…… **ALSO GUYSSS , U should have your Gemini and Groq API keys ready for this project . It requires those API keys . THANK YOU...
|
1793004765.0445583
|
1793091165.0445583
|
|
62943
|
Portfolio 2.0 by @N1kamaro | Stardance
|
N1kamaro
|
1
|
20.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T01:47:52Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created my second portfolio; the first one was made during the Horizons event. As I developed more projects over time, I managed to improve my CSS and HTML skills, and this time I decided to take a chance on JavaScript. I decided to try building a portfolio again — one that was more complete, truly reflected my personal style, and displayed my projects correctly without breaking on mobile phones or other computers. I struggled quite a bit at the start, but I stuck to my vision: a black background that matched the aesthetic I had chosen. Without a doubt, the hardest part was JavaScript — a language I had barely used before. Seeing the final result is truly amazing! I should be upfront about one thing, though: I used AI solely to understand how to write certain JavaScript code, learn exactly how it works, and fix bugs along the way. Why am I mentioning this? I showed the site to my friends and asked if they thought I had used AI to build it. Guess what? They did. At first, that surprised me, but I ended up taking it as a compliment. I had managed to build something polished enough that they didn’t expect me to have made it myself. It makes me incredibly proud and motivates me to keep moving forward. Anyone testing my site should know that every little detail matters. For instance, the terminal is fully functional and even includes two simple games that run smoothly. Building a portfolio is a really cool project. It’s like having your own little corner of the internet that reflects your personality and can be customized however you like. So, don’t be afraid — just go for it! Thanks for reading!", "repo": "https://github.com/N1kamaro/n1kamaro-portfolio", "demo": "https://n1kamaro.github.io/n1kamaro-portfolio/"}]...
|
[{"post_id": 72470, "ts": "202 [{"post_id": 72470, "ts": "2026-09-23T01:08:56Z", "hours": 4.7831, "text": "IT IS FINALLY ALIVE!!!!! After more than 20 hours of developing this project, fixing all the bugs. MY PORTFOLIO REV.02 IS OFFICIALY ONLINE!! Today i finished the last details, cleaned up the code, fixed the remaining bugs, pushed everything to github and deployed the site with the Github pages! AAAND i also tested it on mobile and, somehow, IT ACTUALLY LOOKS GOOD, NO BUGS, NO OVERSIZED STUFF….NOTHING! So .. this was supposed to be just a portfolio, but it ended up becoming an site with my personality mixed up. No template, no framework- just html, css, javascript and a lot of time spent. Soooo thats it, thanks for reading! REV.02//ONLINE🟢"}, {"post_id": 71586, "ts": "2026-09-21T03:24:55Z", "hours": 6.7814, "text": "THE PORTFOLIO IS BASICALLY DONE!!! After a LOT of work, I can finally say that the portfolio is basically finished :D Today I finished the projects section! (I MADE GAMES TOO!!) Now every project has its own ID, status, image and GitHub, and you can click on them to open a little PROJECT FILE with more information. I also added some of my old projects, including my first portfolio, which is really funny to see inside my new portfolio KKKKK There are still some small things to fix, but that’s basically it. I FINISHED IT!!!"}, {"post_id": 70951, "ts": "2026-09-20T03:00:11Z", "hours": 4.3203, "text": "YEAAAH THE PORTFOLIO HAVE A RADIO NOW!! Today i worked mostly on improving some parts of my portfolio, especially the “NOW.PLAYING” panel, at first, it was supposed to be just a simple button to access my Spotify playlist… but well, things escalated REALLY quickly. I wanted the panel to actually show some music, so i created a small playlist with some songs i like and built a random track system using JavaScript! Now, every time the site starts, it randomly selects one of the songs and displays its name, artist and album cover. but yeah, it wasn’t enough, not even close. Each song also has its real duration stored in the system, so i made an ASCII playback bar: PLAYBACK [|||||||||………….] The timer progresses while the song is being displayed, and when it reaches the end, the site automatically chooses another random song and starts everything again! I also made sure that the same song can’t be selected twice in a row :D We originally tried using the Spotify API to automatically get the playlist data, but Spotify’s current requirements made that unnecessarily complicated for what i wanted to do. Sooooo… i just made my own little system instead KKKKKKKK ( Brazilian laugh) After that, i spent some time improving the design: smaller typography, album covers with a thin green border, rounded corners, better spacing, centered controls and a bunch of tiny adjustments until everything finally looked right. So now this tiny panel has: RANDOM TRACK SELECTION, ALBUM ART, REAL TRACK DURATIONS, ASCII PLAYBACK, AUTOMATIC TRACK SWITCHING, SPOTIFY PLAYLIST ACCESS….And somehow this all started because i thought: “wouldn’t it be cool if NOW.PLAYING opened Spotify?” …yeah. I also prepared the GitHub repository for the portfolio and kept improving some of the site’s links and general design today. There are still a LOT of things i want to build here — and i may or may not already have an idea involving the LOG.TERMINAL and some tiny games… But that’s a problem for tomorrow :D See ya!"}, {"post_id": 70386, "ts": "2026-09-19T02:49:17Z", "hours": 4.4394, "text": "Actually im developing my second portfolio cs i thought that the first one wasn’t cool enough YAAAAY! I started doing it smth like 2 days before my test week, and kind of abandoned it ’till 2 days ago, with some simple ideas: Surpass the last Portfolio design; Creative design; Interactive Menu; show my project details; AND BE COOL. Im gonna be honest, i am kinda a fan of that retro terminal aesthetic, brutalism, and that kind of style. SOOOOOOO LETS START!!! To start making my site i had some ideas: Adding a main panel, and inside of it (on the right side) a panel where i have sum things abt me, decoration ones, (now on the left side of the panel), a big decoration with 2 accesses, one to my github, and the other to show my other projects. The main image will work like a slide, changing itself after sum minutes to another image of another project. im planning to add more things here, improve some design ideas, and things like that! soooo thats it, hope u enjoy the idea, i personally think that we need to be bolder, and build things like this. so stop thinking about it. - DO IT. see ya!"}]...
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Title: Portfolio 2.0 by @N1kamaro | Stardance
Dev Title: Portfolio 2.0 by @N1kamaro | Stardance
Devlogs:
Actually im developing my second portfolio cs i thought that the first one wasn’t cool enough YAAAAY! I started doing it smth like 2 days before my test week, and kind of abandoned it ’till 2 days ago, with some simple ideas: Surpass the last Portfolio design; Creative design; Interactive Menu; show my project details; AND BE COOL. Im gonna be honest, i am kinda a fan of that retro terminal aesthetic, brutalism, and that kind of style. SOOOOOOO LETS START!!! To start making my site i had some ideas: Adding a main panel, and inside of it (on the right side) a panel where i have sum things abt me, decoration ones, (now on the left side of the panel), a big decoration with 2 accesses, one to my github, and the other to show my other projects. The main image will work like a slide, changing itself after sum minutes to another image of another project. im planning to add more things here, improve some design ideas, and things like that! soooo thats it, hope u enjoy the idea, i personally think that we need to be bolder, and build things like this. so stop thinking about it. - DO IT. see ya!
YEAAAH THE PORTFOLIO HAVE A RADIO NOW!! Today i worked mostly on improving some parts of my portfolio, especially the “NOW.PLAYING” panel, at first, it was supposed to be just a simple button to access my Spotify playlist… but well, things escalated REALLY quickly. I wanted the panel to actually show some music, so i created a small playlist with some songs i like and built a random track system using JavaScript! Now, every time the site starts, it randomly selects one of the songs and displays its name, artist and album cover. but yeah, it wasn’t enough, not even close. Each song also has its real duration stored in the system, so i made an ASCII playback bar: PLAYBACK [|||||||||………….] The timer progresses while the song is being displayed, and when it reaches the end, the site automatically chooses another random song and starts everything again! I also made sure that the same song can’t be selected twice in a row :D We originally tried using the Spotify API to automatically get the playlist data, but Spotify’s current requirements made that unnecessarily complicated for what i wanted to do. Sooooo… i just made my own little system instead KKKKKKKK ( Brazilian laugh) After that, i spent some time improving the design: smaller typography, album covers with a thin green border, rounded corners, better spacing, centered controls and a bunch of tiny adjustments until everything finally looked right. So now this tiny panel has: RANDOM TRACK SELECTION, ALBUM ART, REAL TRACK DURATIONS, ASCII PLAYBACK, AUTOMATIC TRACK SWITCHING, SPOTIFY PLAYLIST ACCESS….And somehow this all started because i thought: “wouldn’t it be cool if NOW.PLAYING opened Spotify?” …yeah. I also prepared the GitHub repository for the portfolio and kept improving some of the site’s links and general design today. There are still a LOT of things i want to build here — and i may or may not already have an idea involving the LOG.TERMINAL and some tiny games… But that’s a problem for tomorrow :D See ya!
THE PORTFOLIO IS BASICALLY DONE!!! After a LOT of work, I can finally say that the portfolio is basically finished :D Today I finished the projects section! (I MADE GAMES TOO!!) Now every project has its own ID, status, image and GitHub, and you can click on them to open a little PROJECT FILE with more information. I also added some of my old projects, including my first portfolio, which is really funny to see inside my new portfolio KKKKK There are still some small things to fix, but that’s basically it. I FINISHED IT!!!
IT IS FINALLY ALIVE!!!!! After more than 20 hours of developing this project, fixing all the bugs. MY PORTFOLIO REV.02 IS OFFICIALY ONLINE!! Today i finished the last details, cleaned up the code, fixed the remaining bugs, pushed everything to github and deployed the site with the Github pages! AAAND i also tested it on mobile and, somehow, IT ACTUALLY LOOKS GOOD, NO BUGS, NO OVERSIZED STUFF….NOTHING! So .. this was supposed to be just a portfolio, but it ended up becoming an site with my personality mixed up. No template, no framework- just html, css, javascript and a lot of time spent. Soooo thats it, thanks for reading! REV.02//ONLINE🟢
Ships:
I created my second portfolio; the first one was made during the Horizons event. As I developed more projects over time, I managed to improve my CSS and HTML skills, and this time I decided to take a chance on JavaScript. I decided to try building a portfolio again — one that was more complete, truly reflected my personal style, and displayed my projects correctly without breaking on mobile phones or other computers. I struggled quite a bit at the start, but I stuck to my vision: a black background that matched the aesthetic I had chosen. Without a doubt, the hardest part was JavaScript — a language I had barely used before. Seeing the final result is truly amazing! I should be upfront about one thing, though: I used AI solely to understand how to write certain JavaScript code, learn exactly how it works, and fix bugs along the way. Why am I mentioning this? I showed the site to my friends and asked if they thought I had used AI to build it. Guess what? They did. At first, that surprised me, but I ended up taking it as a compliment. I had managed to build something polished enough that they didn’t expect me to have made it myself. It makes me incredibly proud and motivates me to keep moving forward. Anyone testing my site should know that every little detail matters. For instance, the terminal is fully functional and even includes two simple games that run smoothly. Building a portfolio is a really cool project. It’s like having your own little corner of the internet that reflects your personality and can be customized however you like. So, don’t be afraid — just go for it! Thanks for reading!...
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1792964954.1485786
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1793051354.1485786
|
|
62511
|
WrebOS by @AjoSubarjo | Stardance
|
AjoSubarjo
|
1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T01:38:21Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i make a web base os or a web that looks like os, it has a feature like app, taskbar, minimize, close, login logout etc, the most challenging part is the react vite and thats also the reason i create this website is to learn about react and tenary usage", "repo": "https://github.com/Ajo-Subarjo/WrebOS", "demo": "https://ajo-subarjo.github.io/WrebOS/"}]...
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[{"post_id": 72325, "ts": "202 [{"post_id": 72325, "ts": "2026-09-22T17:48:58Z", "hours": 6.4469, "text": "adding ui update: -Wallpaper -Icon -Time and Date adding credits app to give credit to the icons and wallpapers i use adding login logout function event thought its just show simple welcove screen"}, {"post_id": 70711, "ts": "2026-09-19T17:12:04Z", "hours": 0.5969, "text": "adding notepad app but its cant saved yet, another hackatime error on zed 😔 and i noticed it like after 2 hour and need to restart the extension"}, {"post_id": 70164, "ts": "2026-09-18T16:34:32Z", "hours": 0.6194, "text": "adding calculator and the bad news the hackatime is error so im not log all of my time ; ("}, {"post_id": 69700, "ts": "2026-09-17T16:37:32Z", "hours": 3.8858, "text": "early build got the basic system working like the draggable, opean app and focus window"}]...
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Title: WrebOS by @AjoSubarjo | Stardance
Devlogs: Title: WrebOS by @AjoSubarjo | Stardance
Devlogs:
early build got the basic system working like the draggable, opean app and focus window
adding calculator and the bad news the hackatime is error so im not log all of my time ; (
adding notepad app but its cant saved yet, another hackatime error on zed 😔 and i noticed it like after 2 hour and need to restart the extension
adding ui update: -Wallpaper -Icon -Time and Date adding credits app to give credit to the icons and wallpapers i use adding login logout function event thought its just show simple welcove screen
Ships:
i make a web base os or a web that looks like os, it has a feature like app, taskbar, minimize, close, login logout etc, the most challenging part is the react vite and thats also the reason i create this website is to learn about react and tenary usage...
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1792964921.6145592
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1793051321.6145592
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4053
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Star-Catcher by @OrangeJuice | Stardance
|
OrangeJuice
|
2
|
18.0
|
121
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T01:14:02Z", "hours": 7.0, "multiplier": 14.59, "payout": 121, "blessing": "neutral", "text": "Star-Catcher This is a WarioWare styled game that includes: 4 minigames: A platformer A clicker A reaction test And, catching the falling stars from the sky! Sound effects and background music Custom made pixel assets! Information on how to play each minigame is on the Itch.io and github pages. Hope you enjoy!", "repo": "https://github.com/Orangejuiceonntop/StarCatcher", "demo": "https://orangejuiceontop.itch.io/star-catcher"}, {"ship_num": 2, "ts": "2026-07-24T09:20:48Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Star-Catcher “Catch the stars!” - A WarioWare styled game This game includes 3 minigames: A platformer, use arrow keys and space A clicker, use mouse/trackpad A reaction test, use mouse/trackpad I hope you enjoy this game as much as I did making it!!", "repo": "https://github.com/Orangejuiceonntop/StarCatcher", "demo": "https://orangejuiceontop.itch.io/star-catcher"}]...
|
[{"post_id": 71573, "ts": "202 [{"post_id": 71573, "ts": "2026-09-21T02:30:03Z", "hours": 1.0211, "text": "Star-Catcher - Last Devlog “Catch the Stars!” - Game made for the WarioWare Mission Background info It’s been a looong time since the last devlog. Honestly, I’ve been thinking about this project for awhile now, but I’ve decided to ship this project. What’s new Made the meteor icon for 4th minigame Animations!!!! Meteor animation New sprite walking animation! Minor bug fixes Extra info Thanks for everyone who enjoyed my devlogs and this project, It was really nice seeing you guys enjoy it! I wish I could’ve added more to this game, but I’m happy with how it ended up. Maybe one day I’ll return to this game. Thank you for reading. Until next time!"}, {"post_id": 56957, "ts": "2026-08-29T00:18:04Z", "hours": 3.6289, "text": "Star-Catcher “Catch the Stars!” - Game made for the WarioWare Mission Background info Sooooo yea it’s been a while lmao. Genuinely I’ve been working on the 4th mini game for the longest cause I could figure out how to connect signals properly😭. But, we’re past that now! (thankfully) What’s new SO most of my effort has been put into making the 4th level so not much has been added Created and finished the 4th minigame Collect 8 stars in under 20 seconds, dodge the meteors (meteor icon hasn’t been drawn yet 💔) Minor bug fixes Appreciation section As I was making this minigame I saw that @lantyrn created a minigame similar to this! Their project really helped me fix my signal connecting issues cause I genuinely had no idea what I was doing. So, thank you latyrn for your amazing project (Starry Scramble) – Go check it out it’s really cool and well made! To-do Draw icons for meteor and new star icons Also finish making sprite animation while I’m at it Figure out how to fade out music using tweens Draw some more backgrounds Make the game more enjoyable to play! If you have any suggestions, let me know. That’s it for now. Until next time!"}, {"post_id": 49320, "ts": "2026-08-18T02:19:34Z", "hours": 2.2697, "text": "Star-Catcher “Catch the Stars!” - Game made for the WarioWare Mission Background info It’s back!!! When I saw the continuation to the WarioWare mission, I decided to do it! I haven’t been able to add a lot cause I’ve been busy these days. What’s new Sound effects! I added a lot of sound effects to make the gameplay feel more interactive/immersive Button clicks, star shines, etc. Added music So far only the settings and level scene have music I’ve been trying to find music for the levels and start screen but have been unsuccessful so far😞 I might create some custom music for it Updated settings added volume sliders Created a base for the 4th minigames The idea is that you catch the stars that fall from the sky while avoiding meteors. You lose the minigame if you touch the meteor To-do Finish 4th minigame Update character sprite Add music to minigames That’s it for now. Until next time!"}, {"post_id": 33950, "ts": "2026-07-24T09:13:46Z", "hours": 0.3611, "text": "Star-Catcher — It’s finally here!! “Catch the Stars!” - Game made for the WarioWare Mission Last Devlog Star-Catcher is done! It feels a bit bittersweet, but I’m glad that I’m finished with this project. Thank you for everyone who supported thus far!! What’s new Finally drew the win screen background Updated the readme Set up the itch.io page Extra info Once again, I just want to thank everyone who liked or commented on my posts! If you see this, go ahead and check it out on my ship post. Until next time!"}, {"post_id": 33785, "ts": "2026-07-23T23:54:40Z", "hours": 3.2381, "text": "Star-Catcher “Catch the Stars!” - Game made for the WarioWare Mission Background info It’s almost done!!! My motivation has been wavering a bit which prevented me from working on this project for a while, but we pushed through😎. New minigame! The third and last minigame. It was originally going to be a whack-a-mole type game but I realized that was above my skill level and I decided to make a clicking/reaction game instead. You have to click on the star 15 times to progress A black hole will appear. If you click on it, you lose a life Text indicating when to click or stop with custom animation! (Inspired by @Gabl ’s Goose Games - Go check it out!) What else is new Created lose screen with retry button Lives and minigames done resets when button is clicked Created win screen with play again+menu buttons Background hasn’t been drawn yet The sprite now changes directions when you move left/right Bug fixes Extra info I decided to keep the title screen image, but I might change the title design. I did have some ideas because I was way too overambitious, but I’m happy with how the game turned out! I hope you do too. I’ll make one last devlog before shipping after I write my Readme and draw the winner’s screen Thank you for all the support so far. Until next time!"}, {"post_id": 28591, "ts": "2026-07-14T22:42:01Z", "hours": 1.7711, "text": "Star-Catcher “Catch the Stars!” - Game made for the WarioWare Mission Background info I haven’t been working on this game as much as I should lately, but I swear imma lock in 😭. I made some drawings for the background and made a new banner! I was going to use the banner image for the title screen of the game, but the dimensions didn’t match up so when I resized it, the image looked off. What’s New Mainly focused on visual aspects of the game Added floating animations to the stars Changed the background of the level/time scene and settings page Replaced the old font with a new pixel font To do Draw title screen background Create win/lose screens Add character walking animations Make 3rd minigame Until next time!"}, {"post_id": 23219, "ts": "2026-07-06T01:21:50Z", "hours": 3.2775, "text": "Star-Catcher “Collect the Stars!” - Game made for the WarioWare Mission Background info I said I’d finish making the first minigame yesterday, but I severely underestimated how hard it would be. Building the game was easy but coding it was horrible. The timer wouldn’t work and would automatically close the player. I ended up moving on to the second minigame (image on the right). Making it went smoothly which gave me enough motivation to finish making the first minigame. I still don’t know what was wrong with my code, I just ended up deleting the whole script and rewriting it. What’s New 2 mini games created!! A platformer where you collect 3 stars in under 10 seconds A clicked where you click on 5 stars in under 7 seconds To do Next time I work on this, I want to focus on how the game looks visually cause doing the coding this session was exhausting. Make/draw new background Make a custom title on the home page Change how the platforms look on the platformer minigame Add character walking animation That’s all for now. Until next time!!"}, {"post_id": 22399, "ts": "2026-07-04T21:22:44Z", "hours": 1.0506, "text": "Star-Catcher “Collect the Stars!” - Game made for the WarioWare Mission Background Info This session, I mostly worked on the coding. When I saw the code I needed to write I lowkey got scared but it all worked out in the end 😎 What’s new Nothing has been added visually besides the “lives left” image being replaced. It’s a net now! (To catch the stars ofc) Timer on level scene now works Added level count Created in game timer To do Create first level (platformer minigame) Create settings page Draw a background and banner Extra I drew the character sprite! She’s a little girl who carries an oversized net and LOVES stars. I drew a front-facing version that I’m probably not going to use but I wanted to show it off still. It’s not perfect cause I still don’t know how to make pixel art, but I hope yall like it!! The next devlog will be later today after I make the first minigame. Until then!"}, {"post_id": 19638, "ts": "2026-07-01T00:46:16Z", "hours": 1.1044, "text": "Star-Catcher “Collect the Stars!” - Game made for the WarioWare Mission Background info New project!!!! When I saw this mission I was so excited because I finally have a reason to learn how to make a game. I wanted this to be a space-themed game with a pixel art style. The idea is you play as a little girl with a net who runs around catching stars. What I have so far So far, I only have the menu screen and the “loading” screen. It’s very much a work in progress, and I plan to change the background and the “lives” later on. Whats next I plan to make an the first actual level scene next (I can finally use my star drawings I made the other day :D). This is my first time using Godot/making a game in general, so I hope I can make a good game! To do Make first level scene Change background Make/draw character sprite Make “lives” drawing (I’ll probably make it a net)"}]...
|
Title: Star-Catcher by @OrangeJuice | Stardance
D Title: Star-Catcher by @OrangeJuice | Stardance
Devlogs:
Star-Catcher “Collect the Stars!” - Game made for the WarioWare Mission Background info New project!!!! When I saw this mission I was so excited because I finally have a reason to learn how to make a game. I wanted this to be a space-themed game with a pixel art style. The idea is you play as a little girl with a net who runs around catching stars. What I have so far So far, I only have the menu screen and the “loading” screen. It’s very much a work in progress, and I plan to change the background and the “lives” later on. Whats next I plan to make an the first actual level scene next (I can finally use my star drawings I made the other day :D). This is my first time using Godot/making a game in general, so I hope I can make a good game! To do Make first level scene Change background Make/draw character sprite Make “lives” drawing (I’ll probably make it a net)
Star-Catcher “Collect the Stars!” - Game made for the WarioWare Mission Background Info This session, I mostly worked on the coding. When I saw the code I needed to write I lowkey got scared but it all worked out in the end 😎 What’s new Nothing has been added visually besides the “lives left” image being replaced. It’s a net now! (To catch the stars ofc) Timer on level scene now works Added level count Created in game timer To do Create first level (platformer minigame) Create settings page Draw a background and banner Extra I drew the character sprite! She’s a little girl who carries an oversized net and LOVES stars. I drew a front-facing version that I’m probably not going to use but I wanted to show it off still. It’s not perfect cause I still don’t know how to make pixel art, but I hope yall like it!! The next devlog will be later today after I make the first minigame. Until then!
Star-Catcher “Collect the Stars!” - Game made for the WarioWare Mission Background info I said I’d finish making the first minigame yesterday, but I severely underestimated how hard it would be. Building the game was easy but coding it was horrible. The timer wouldn’t work and would automatically close the player. I ended up moving on to the second minigame (image on the right). Making it went smoothly which gave me enough motivation to finish making the first minigame. I still don’t know what was wrong with my code, I just ended up deleting the whole script and rewriting it. What’s New 2 mini games created!! A platformer where you collect 3 stars in under 10 seconds A clicked where you click on 5 stars in under 7 seconds To do Next time I work on this, I want to focus on how the game looks visually cause doing the coding this session was exhausting. Make/draw new background Make a custom title on the home page Change how the platforms look on the platformer minigame Add character walking animation That’s all for now. Until next time!!
Star-Catcher “Catch the Stars!” - Game made for the WarioWare Mission Background info I haven’t been working on this game as much as I should lately, but I swear imma lock in 😭. I made some drawings for the background and made a new banner! I was going to use the banner image for the title screen of the game, but the dimensions didn’t match up so when I resized it, the image looked off. What’s New Mainly focused on visual aspects of the game Added floating animations to the stars Changed the background of the level/time scene and settings page Replaced the old font with a new pixel font To do Draw title screen background Create win/lose screens Add character walking animations Make 3rd minigame Until next time!
Star-Catcher “Catch the Stars!” - Game made for the WarioWare Mission Background info It’s almost done!!! My motivation has been wavering a bit which prevented me from working on this project for a while, but we pushed through😎. New minigame! The third and last minigame. It was originally going to be a whack-a-mole type game but I realized that was above my skill level and I decided to make a clicking/reaction game instead. You have to click on the star 15 times to progress A black hole will appear. If you click on it, you lose a life Text indicating when to click or stop with custom animation! (Inspired by @Gabl ’s Goose Games - Go check it out!) What else is new Created lose screen with retry button Lives and minigames done resets when button is clicked Created win screen with play again+menu buttons Background hasn’t been drawn yet The sprite now changes directions when you move left/right Bug fixes Extra info I decided to keep the title screen image, but I might change the title design. I did have some ideas because I was way too overambitious, but I’m happy with how the game turned out! I hope you do too. I’ll make one last devlog before shipping after I write my Readme and draw the winner’s screen Thank you for all the support so far. Until next time!
Star-Catcher — It’s finally here!! “Catch the Stars!” - Game made for the WarioWare Mission Last Devlog Star-Catcher is done! It feels a bit bittersweet, but I’m glad that I’m finished with this project. Thank you for everyone who supported thus far!! What’s new Finally drew the win screen background Updated the readme Set up the itch.io page Extra info Once again, I just want to thank everyone who liked or commented on my posts! If you see this, go ahead and check it out on my ship post. Until next time!
Star-Catcher “Catch the Stars!” - Game made for the WarioWare Mission Background info It’s back!!! When I saw the continuation to the WarioWare mission, I decided to do it! I haven’t been able to add a lot cause I’ve been busy these days. What’s new Sound effects! I added a lot of sound effects to make the gameplay feel more interactive/immersive Button clicks, star shines, etc. Added music So far only the settings and level scene have music I’ve been trying to find music for the levels and start screen but have been unsuccessful so far😞 I might create some custom music for it Updated settings added volume sliders Created a base for the 4th minigames The idea is that you catch the stars that fall from the sky while avoiding meteors. You lose the minigame if you touch the meteor To-do Finish 4th minigame Update character sprite Add music to minigames That’s it for now. Until next time!
Star-Catcher “Catch the Stars!” - Game made for the WarioWare Mission Background info Sooooo yea it’s been a while lmao. Genuinely I’ve been working on the 4th mini game for the longest cause I could figure out how to connect signals properly😭. But, we’re past that now! (thankfully) What’s new SO most of my effort has been put into making the 4th level so not much has been added Created and finished the 4th minigame Collect 8 stars in under 20 seconds, dodge the meteors (meteor icon hasn’t been drawn yet 💔) Minor bug fixes Appreciation section As I was making this minigame I saw that @lantyrn created a minigame similar to this! Their project really helped me fix my signal connecting issues cause I genuinely had no idea what I was doing. So, thank you latyrn for your amazing project (Starry Scramble) – Go check it out it’s really cool and well made! To-do Draw icons for meteor and new star icons Also finish making sprite animation while I’m at it Figure out how to fade out music using tweens Draw some more backgrounds Make the game more enjoyable to play! If you have any suggestions, let me know. That’s it for now. Until next time!
Star-Catcher - Last Devlog “Catch the Stars!” - Game made for the WarioWare Mission Background info It’s been a looong time since the last devlog. Honestly, I’ve been thinking about this project for awhile now, but I’ve decided to ship this project. What’s new Made the meteor icon for 4th minigame Animations!!!! Meteor animation New sprite walking animation! Minor bug fixes Extra info Thanks for everyone who enjoyed my devlogs and this project, It was really nice seeing you guys enjoy it! I wish I could’ve added more to this game, but I’m happy with how it ended up. Maybe one day I’ll return to this game. Thank you for reading. Until next time!
Ships:
Star-Catcher “Catch the stars!” - A WarioWare styled game This game includes 3 minigames: A platformer, use arrow keys and space A clicker, use mouse/trackpad A reaction test, use mouse/trackpad I hope you enjoy this game as much as I did making it!!
Star-Catcher This is a WarioWare styled game that includes: 4 minigames: A platformer A clicker A reaction test And, catching the falling stars from the sky! Sound effects and background music Custom made pixel assets! Information on how to play each minigame is on the Itch.io and github pages. Hope you enjoy!...
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1792997531.5590143
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1793083931.5590143
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54456
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Handwritten Digit Prediction (MNIST) Webpage by @A Handwritten Digit Prediction (MNIST) Webpage by @Ash-ioL | Stardance...
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Ash-ioL
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2
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22.0
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349
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T01:04:18Z", "hours": 5.0, "multiplier": 9.71, "payout": 50, "blessing": "neutral", "text": "Important information below! I present to you my Handwritten Digit Predictor! It uses a CNN made with TensorFlow. I’m proud that it’s a polished project I can put on my portfolio :D The biggest challenge was the preprocessing part of the image to make it know what part of the image is a number and what is the background. It can still be a little stubborn though so go easy on it by keeping the number clear and isolated when testing it out. You can either draw it on a piece of paper and upload the picture of the number or you can simply just use the paint app or something like excalidraw.com and upload the screenshot (or drag and drop it). For that reason I didn’t include a canvas feature in the website so I don’t have to reinvent the wheel. It’s important that the background and number have a clear contrast and make sure you have the inversion toggle set properly. (I wouldn’t mess with the threshold scale unless you know what your doing).", "repo": "https://github.com/bhsmlc/mnist-web-demo", "demo": "https://bhsmachinelearning.com/mnist-web-demo"}, {"ship_num": 2, "ts": "2026-09-02T04:52:35Z", "hours": 17.0, "multiplier": 14.7, "payout": 299, "blessing": "neutral", "text": "SHIPWRIGHTS : Please read the instructions below 🙏❤️. And please take the time to try this out fully; I promise you’ll like it :D I made a web app with a frontend and backend that demonstrates an AI model that predicts numbers. The most challenging part was preprocessing the image, there were so many conditions like shadows, blur, center, size, and properties of the input image that needed to be nullified as much as possible. I am proud of everything honestly… not much to say. But I am especially proud of how usable it is. I had a couple friends test it out and they said it was really friendly with all the guides and facts inside the webpage, and it worked like a charm. Shipwrights please read below : Instructions to try: Grab a quick white sheet of paper and with a black marker or pen, write a random digit from 0 to 9. Make sure the digit is relatively thick. Now here’s the tricky part. It’s a bit easier on phone. If your trying it out on a PC, you might have to take a picture on your phone and transfer the image to your PC and upload it in the website. But on phone, you can take a picture directly on the website. When taking a picture, make sure you have distanced the number from the camera so there aren’t any shadows, try to zoom in and keep it centered, focused, and clear. Once you’ve uploaded the image or have taken the picture in the website, It will load for a bit. You might run into an issue here and it’s not in my control. The backend service I’m using, Render, falls asleep every 15 minutes and will take up to 1 minute to wake. So if you’re confused and its loading for over a minute, refresh the page and retake/reupload the image. Sorry for this inconvienience. After it’s done loading, it will show you the prediction and the confidence and as well as a couple of facts on how the project works. Thank you for reading till the end!", "repo": "https://github.com/bhsmlc/mnist-web-demo", "demo": "https://bhsmachinelearning.com/mnist-web-demo"}]...
|
[{"post_id": 61905, "ts": "202 [{"post_id": 61905, "ts": "2026-09-05T02:28:37Z", "hours": 3.1558, "text": "SETTINGS PANEL! When using this project there can be a lot of issues such as bad lighting, no accessible black on white resources, etc. And I was actually inspired to add this when I was walking around school and I saw that most of the numbers in places were white numbers on a dark background. So I thought why not make this program be able to read those? This took me surprising not as long as I thought it would take. I spend a quick 20-30 minutes making a rough draft, then I did the typescript, and in the end I styled it and tested it out and 3 hours is great honestly by my standards. Signing off, Ash-ioL"}, {"post_id": 61070, "ts": "2026-09-03T19:41:27Z", "hours": 2.0389, "text": "Switched to a better deployment My ship had changes requested to it to not deploy the project on services like render that go to sleep and take a minute to wake up. I switched to vercel’s serverless function which doesn’t have that issue. I had to swap out my requirements for packages to more lightweight versions of them in order to make it compatible for this deployment. It took a couple of tinkering. Signing off, Ashwath Arasuraj Sankar"}, {"post_id": 59987, "ts": "2026-09-02T02:18:28Z", "hours": 4.5847, "text": "lots of tuning & mobile support I spend the majority of my time in the preprocessing code trying to get it to work. I tried things like finding contours, adaptive threshold, and other things but I ended up just using thresh otsu and multiplying that threshold value by something near 2 and it ended up working out. After that I was setting up cors allowed origins with the production domain, and I went through all my css and made sure its responsive and supports mobile devices. My biggest challenge was honestly finding time to do this. I’m taking a heavy classload this year and with other commitments I could only squeeze out like an hour of my afternoon on this every day and I worked on it mostly in class and during lunch. But however it bugged me so much (and still does) of how fragile this model is to shadows and such, although I made it less impactful. Signing off, Ash-ioL"}, {"post_id": 58572, "ts": "2026-08-31T01:04:56Z", "hours": 2.5936, "text": "Loading Screen Complete and Results Screen Layout Complete I created a simple loading screen to transition into the final result after the image is uploaded. For the loading screen I just put the image they uploaded and underneath it the name of the image they uploaded. For the animated ray, I used a parent container to remove overflow and a pseudo-element to have the moving ray. The biggest challenge was messing around with the perfect amounts of blur, opacity, ray width, and direction to make it look put together. I also started working on the results UI. It displays the preprocessed image, prediction, confidence score, and some information about the pipeline behind this project. Since I am done with the UI, now I just need to use the fetch api in Javascript to get the response and feed it into the results. And some other polishing. In the backend, I still need to fix the preprocessing bug but I figured it would be easier to debug if I finish the frontend first since I can use it as a tool to take a picture and see what it gives."}, {"post_id": 57899, "ts": "2026-08-30T07:15:12Z", "hours": 1.2014, "text": "Added a Footer and Some Logos So I added a footer in the bottom with social links and in the top I added a logo, along with a big transparent one in the background. I also made the file input button a html file input tag so it utilizes the file inputting and camera use. I’ve really just been adding stuff and not worrying too much about organization. I’m hoping I’ll be done with the project before that impacts me. Signing off, Ash-ioL"}, {"post_id": 57674, "ts": "2026-08-29T22:00:39Z", "hours": 2.1475, "text": "Webpage diagrams and icons added I generated the svgs for the icons and the diagrams with AI. I manually did the colors and layout. Next I am going to make it responsive and compatible with phones. After that, I need to fix an issue with the preprocessing of the image in the backend. Testing it out was kind of a hassle with taking a picture, uploading it to drive, using my laptop to send it to the model. But since I tested it out, I was able to know that something was wrong."}, {"post_id": 54872, "ts": "2026-08-26T02:21:51Z", "hours": 6.4233, "text": "Backend Complete I completed the API part of the project. It allows users send a post request with the image and gives the prediction as the response. I also have it deployed publicly. I spent a huge amount of time in the preprocessing step for the image since there were a lot of steps involved and lots of places for things to go wrong. Started testing with a frontend to make sure it works but I haven’t added any elements to it yet. Signing off, Ash-ioL"}]...
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Title: Handwritten Digit Prediction (MNIST) Webpag Title: Handwritten Digit Prediction (MNIST) Webpage by @Ash-ioL | Stardance
Devlogs:
Backend Complete I completed the API part of the project. It allows users send a post request with the image and gives the prediction as the response. I also have it deployed publicly. I spent a huge amount of time in the preprocessing step for the image since there were a lot of steps involved and lots of places for things to go wrong. Started testing with a frontend to make sure it works but I haven’t added any elements to it yet. Signing off, Ash-ioL
Webpage diagrams and icons added I generated the svgs for the icons and the diagrams with AI. I manually did the colors and layout. Next I am going to make it responsive and compatible with phones. After that, I need to fix an issue with the preprocessing of the image in the backend. Testing it out was kind of a hassle with taking a picture, uploading it to drive, using my laptop to send it to the model. But since I tested it out, I was able to know that something was wrong.
Added a Footer and Some Logos So I added a footer in the bottom with social links and in the top I added a logo, along with a big transparent one in the background. I also made the file input button a html file input tag so it utilizes the file inputting and camera use. I’ve really just been adding stuff and not worrying too much about organization. I’m hoping I’ll be done with the project before that impacts me. Signing off, Ash-ioL
Loading Screen Complete and Results Screen Layout Complete I created a simple loading screen to transition into the final result after the image is uploaded. For the loading screen I just put the image they uploaded and underneath it the name of the image they uploaded. For the animated ray, I used a parent container to remove overflow and a pseudo-element to have the moving ray. The biggest challenge was messing around with the perfect amounts of blur, opacity, ray width, and direction to make it look put together. I also started working on the results UI. It displays the preprocessed image, prediction, confidence score, and some information about the pipeline behind this project. Since I am done with the UI, now I just need to use the fetch api in Javascript to get the response and feed it into the results. And some other polishing. In the backend, I still need to fix the preprocessing bug but I figured it would be easier to debug if I finish the frontend first since I can use it as a tool to take a picture and see what it gives.
lots of tuning & mobile support I spend the majority of my time in the preprocessing code trying to get it to work. I tried things like finding contours, adaptive threshold, and other things but I ended up just using thresh otsu and multiplying that threshold value by something near 2 and it ended up working out. After that I was setting up cors allowed origins with the production domain, and I went through all my css and made sure its responsive and supports mobile devices. My biggest challenge was honestly finding time to do this. I’m taking a heavy classload this year and with other commitments I could only squeeze out like an hour of my afternoon on this every day and I worked on it mostly in class and during lunch. But however it bugged me so much (and still does) of how fragile this model is to shadows and such, although I made it less impactful. Signing off, Ash-ioL
Switched to a better deployment My ship had changes requested to it to not deploy the project on services like render that go to sleep and take a minute to wake up. I switched to vercel’s serverless function which doesn’t have that issue. I had to swap out my requirements for packages to more lightweight versions of them in order to make it compatible for this deployment. It took a couple of tinkering. Signing off, Ashwath Arasuraj Sankar
SETTINGS PANEL! When using this project there can be a lot of issues such as bad lighting, no accessible black on white resources, etc. And I was actually inspired to add this when I was walking around school and I saw that most of the numbers in places were white numbers on a dark background. So I thought why not make this program be able to read those? This took me surprising not as long as I thought it would take. I spend a quick 20-30 minutes making a rough draft, then I did the typescript, and in the end I styled it and tested it out and 3 hours is great honestly by my standards. Signing off, Ash-ioL
Ships:
SHIPWRIGHTS : Please read the instructions below 🙏❤️. And please take the time to try this out fully; I promise you’ll like it :D I made a web app with a frontend and backend that demonstrates an AI model that predicts numbers. The most challenging part was preprocessing the image, there were so many conditions like shadows, blur, center, size, and properties of the input image that needed to be nullified as much as possible. I am proud of everything honestly… not much to say. But I am especially proud of how usable it is. I had a couple friends test it out and they said it was really friendly with all the guides and facts inside the webpage, and it worked like a charm. Shipwrights please read below : Instructions to try: Grab a quick white sheet of paper and with a black marker or pen, write a random digit from 0 to 9. Make sure the digit is relatively thick. Now here’s the tricky part. It’s a bit easier on phone. If your trying it out on a PC, you might have to take a picture on your phone and transfer the image to your PC and upload it in the website. But on phone, you can take a picture directly on the website. When taking a picture, make sure you have distanced the number from the camera so there aren’t any shadows, try to zoom in and keep it centered, focused, and clear. Once you’ve uploaded the image or have taken the picture in the website, It will load for a bit. You might run into an issue here and it’s not in my control. The backend service I’m using, Render, falls asleep every 15 minutes and will take up to 1 minute to wake. So if you’re confused and its loading for over a minute, refresh the page and retake/reupload the image. Sorry for this inconvienience. After it’s done loading, it will show you the prediction and the confidence and as well as a couple of facts on how the project works. Thank you for reading till the end!
Important information below! I present to you my Handwritten Digit Predictor! It uses a CNN made with TensorFlow. I’m proud that it’s a polished project I can put on my portfolio :D The biggest challenge was the preprocessing part of the image to make it know what part of the image is a number and what is the background. It can still be a little stubborn though so go easy on it by keeping the number clear and isolated when testing it out. You can either draw it on a piece of paper and upload the picture of the number or you can simply just use the paint app or something like excalidraw.com and upload the screenshot (or drag and drop it). For that reason I didn’t include a canvas feature in the website so I don’t have to reinvent the wheel. It’s important that the background and number have a clear contrast and make sure you have the inversion toggle set properly. (I wouldn’t mess with the threshold scale unless you know what your doing)....
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1792972067.541875
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1793058467.541875
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2014
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Superorbital by @orivio | Stardance
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orivio
|
1
|
40.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T00:50:07Z", "hours": 40.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "SUPERORBITAL: The Quest of the Anomaly After months of hard work, Obe Dot and I finally present to you SUPERORBITAL. What on earth is a SUPERORBITAL? SUPERORBITAL is a 2D platformer where you play as Vitri, the only human born without gravity. After years of being ostracized by society, Vitri sets out on a mission to change things for the better. He decides to take a gamble on a popular story that’s been spreading about all planets having tangible gravity cores at their centers, and decides to find one for himself. Accompanied only by his robot assistant, G.R.A.V. (Great Robot Assistant of Vitri), Vitri flies out into deep space and lands on a planet named Zeta-C5, where he uses special abilities, such as turning gravity on and off, to explore and make his way towards the planet’s core. Difficult obstacles and even unexpected foes block his way, but he’s got to get through no matter what. Dev Messages: orivio: SUPERORBITAL has been a really fun introduction to Godot! Though challenging at times, designing the levels around our unique mechanics was pretty fun, and I think overall the game turned out pretty great! Obviously it is only an alpha release, so I plan on working together with Obe Dot to polish it a ton, in terms of artwork, music, story, etc. Expect lots more content to come! Obe Dot: Developing this game has been an amazing experience. This is my first big gamedev project, and I’ve learned so much. I really hope to work more on this project in the future, while also improving my art and programming skills. Much appreciation to Hack Club for creating this event! Try out the game on our itch, or watch the provided gameplay footage and/or trailer! Trailer: https://www.youtube.com/watch?v=5WPKXYqy1FI Gameplay: https://youtu.be/-zq8ps87daI?si=sUK4_9BedT1OdXU8", "repo": "https://github.com/orivio/super_orbital", "demo": "https://obedh.itch.io/superorbital"}]...
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[{"post_id": 72445, "ts": "202 [{"post_id": 72445, "ts": "2026-09-22T23:55:43Z", "hours": 1.5869, "text": "SUPERORBITAL Mini Devlog # 10.5: Just clearing out the last hour and a half I got from working on the trailer. We’re gonna be shipping in just a few minutes! Here are a few clips used in the trailer:"}, {"post_id": 71480, "ts": "2026-09-20T22:02:36Z", "hours": 5.2728, "text": "SUPERORBITAL DEVLOG #10: The End? You can watch a full playthrough of the intro segment here: https://youtu.be/-zq8ps87daI After a plethora of bugfixing (see attached for a few examples lol), we did it! The Alpha, as far as we can tell, is done! Gameplay/Story: Intro and outro cutscene have been implemented, though not polished fully yet. Lots of level redesign. Levels have been shifted to reduce the difficulty curve and also introduce dash/antigrav earlier. Sad Guy and Assistant now have actual names: Vitri and G.R.A.V. Music/Art: Old intro song, which ended up scrapped, is now in the credits Buzzsaw texture Dev Note: This was such an exciting intro to full game development! The game is really fun to play in my opinion. Even though it’s buggy and unpolished in some aspects, we’ve got a ton of time to work on that in the future. Enjoy it once it’s shipped!!"}, {"post_id": 66822, "ts": "2026-09-12T18:39:15Z", "hours": 1.5464, "text": "SUPERORBITAL DEVLOG #9: Bugs bugs bugs!!!! Gameplay/Story: We’ve been working on a lot of bug fixing, ranging from removing tiny skips/deaths to entire game-crashing bugs Music/Art: We added sound effects for collisions, wrench throwing, etc Music has a new system in the level directory and has been readded Todo/Dev Notes: We’re getting ready to ship soon! The plan is to finish up with bugfixing, playtest a bit, and then ship before the 20th! We have to figure out how to fix a bug where you get wiped out of existence when in antigrav and colliding We have to implement the cutscenes UI fixes/polishing coming soon!"}, {"post_id": 64464, "ts": "2026-09-08T21:28:54Z", "hours": 3.2047, "text": "SUPERORBITAL DEVLOG #8 Gameplay/Story: Lots of level polishing has been added New obstacles Started work on intro/final cutscene Music/Art: New black hole shader!!! It looks so cool Some new sprites in the tileset to make it look nicer Overall more decoration Things to do: Level polishing, tileset shading Add intro/final cutscene (full implementation) File organization Bugfixing for black holes Developer Note: You might notice that some bits of the attached recording are really weird/buggy looking. Part of that is cuz I accidentally did some work in the wrong branch that was meant to fix some things (like the music and some other issues), and this is on another branch. Hopefully we can resolve any conflicts and fix things up soon!"}, {"post_id": 51919, "ts": "2026-08-21T20:43:29Z", "hours": 8.8186, "text": "SUPERORBITAL Devlog # 7 Gameplay/Story: There are dialogues for every section that we’ve made so far. Almost every section of the Alpha is finished so far! New black hole implementation Overall polishing for many bugs Music and Art: New spritework for the Assistant Polished state-based animation bugs Things to do: Implement intro cutscene Implement final cutscene Dialogue polishing Tileset partial redesign"}, {"post_id": 33703, "ts": "2026-07-23T20:35:26Z", "hours": 6.6292, "text": "SUPERORBITAL Devlog #6 Gameplay/Story: Initial dialogue has been finished. Robo-Guy appears to give tutorial dialogue throughout the game. There is full dialogue for every section that we have made so far. Wrench has been re-implemented for the learn_wrench section of the game WIP black hole redesign Music and Art: I made a new, fairly crappy black hole for the game icon. Hoping to redo it with a drawing tablet once this project gets shipped (so exciting!!!) OST tracks 2 (Lone Traveler) and 3 (Martian Overture) have been finished AND implemented into the game! That’s right, we have a working (though messy) system to implement music! Things to do: Polish icon and banner Hopefully polish and re-organize code (It’s really messy right now, and very clearly the product of summertime boredom, lol) Sad Guy sprites Redesign of other sprites (new tiles, some proportional fixing for Robo-Guy and Sad Guy) Cutscene system and intro implementation"}, {"post_id": 32076, "ts": "2026-07-20T23:55:33Z", "hours": 2.4614, "text": "Superorbital Devlog #5 Progress: first OST has been made! it was originally called Space Parade, but we immediately renamed it to Quest of the Anomaly. it’ll be used for the intro cutscene some progress with gravity and timescale implementation with black holes work done on options menu and keybind settings. all inputs are bindable, and there are also presets based on the controls of Celeste and Hollow Knight (more to be added, maybe) Things we’re trying to do soon: there’s this annoying bug where sometimes you randomly dash without ANY input at all. after bugtesting, Obed found that godot genuinely thinks someone is inputting the dash keybind… for some reason. Obed’s been trying really hard to fix it new sprites for Sad Guy. instead of a colored stickman, we’re going to add a cool astronaut robot thing Robot Assistant to help with tutorial, instead of text just appearing on screen. it’ll follow you around and help. it’ll also give you the ability to move the camera to look ahead in the level, similar to Terraria’s binoculars intro cutscene. this’ll give more details about the story game icon and stardance banner"}, {"post_id": 31059, "ts": "2026-07-19T04:47:58Z", "hours": 2.6797, "text": "LET’S GOOO! Obed has successfully started to implement black holes, and we’re starting on the level set for them! I also finished up the final level restructures, they’re looking amazing now. Also here’s Obed’s rework of the title screen I forgot to post before."}, {"post_id": 29713, "ts": "2026-07-16T20:06:01Z", "hours": 3.8092, "text": "Wow, it’s been FOREVER since I’ve gotten to update this. Summer’s been busy, and Obed’s put a lot of work into Superorbital. He re-did the tileset, animated a new character, and polished a lot of the levels. I’ve been bugtesting and I also started on a full cosmetic restructure of every level to make it look less geometric and more natural. After we polish what we have so far, I hope to add the black holes and finish the game up! The Halfway Mark Has Been Attained (kind of)"}, {"post_id": 7572, "ts": "2026-06-12T17:38:40Z", "hours": 2.0533, "text": "Lots of progress has been made! Wrench throwing has been fixed and is now omnidirectional. Another tutorial level has been added to introduce gravity switching. The main menu was reworked to look cooler too! New black hole sprite. Bugs with going between rooms have been fixed too, and you can no longer spam antigrav to skip rooms (now antigrav gets turned off when you enter a new room). Things are going swimmingly, dearest friends!"}, {"post_id": 5180, "ts": "2026-06-08T21:29:27Z", "hours": 2.1033, "text": "First functions are going well so far! Gravity switching and wrench throwing work (mostly), and the black hole is coded in but not implemented yet. Don’t mind Obed’s goated placeholder"}]...
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Title: Superorbital by @orivio | Stardance
Devlog Title: Superorbital by @orivio | Stardance
Devlogs:
First functions are going well so far! Gravity switching and wrench throwing work (mostly), and the black hole is coded in but not implemented yet. Don’t mind Obed’s goated placeholder
Lots of progress has been made! Wrench throwing has been fixed and is now omnidirectional. Another tutorial level has been added to introduce gravity switching. The main menu was reworked to look cooler too! New black hole sprite. Bugs with going between rooms have been fixed too, and you can no longer spam antigrav to skip rooms (now antigrav gets turned off when you enter a new room). Things are going swimmingly, dearest friends!
Wow, it’s been FOREVER since I’ve gotten to update this. Summer’s been busy, and Obed’s put a lot of work into Superorbital. He re-did the tileset, animated a new character, and polished a lot of the levels. I’ve been bugtesting and I also started on a full cosmetic restructure of every level to make it look less geometric and more natural. After we polish what we have so far, I hope to add the black holes and finish the game up! The Halfway Mark Has Been Attained (kind of)
LET’S GOOO! Obed has successfully started to implement black holes, and we’re starting on the level set for them! I also finished up the final level restructures, they’re looking amazing now. Also here’s Obed’s rework of the title screen I forgot to post before.
Superorbital Devlog #5 Progress: first OST has been made! it was originally called Space Parade, but we immediately renamed it to Quest of the Anomaly. it’ll be used for the intro cutscene some progress with gravity and timescale implementation with black holes work done on options menu and keybind settings. all inputs are bindable, and there are also presets based on the controls of Celeste and Hollow Knight (more to be added, maybe) Things we’re trying to do soon: there’s this annoying bug where sometimes you randomly dash without ANY input at all. after bugtesting, Obed found that godot genuinely thinks someone is inputting the dash keybind… for some reason. Obed’s been trying really hard to fix it new sprites for Sad Guy. instead of a colored stickman, we’re going to add a cool astronaut robot thing Robot Assistant to help with tutorial, instead of text just appearing on screen. it’ll follow you around and help. it’ll also give you the ability to move the camera to look ahead in the level, similar to Terraria’s binoculars intro cutscene. this’ll give more details about the story game icon and stardance banner
SUPERORBITAL Devlog #6 Gameplay/Story: Initial dialogue has been finished. Robo-Guy appears to give tutorial dialogue throughout the game. There is full dialogue for every section that we have made so far. Wrench has been re-implemented for the learn_wrench section of the game WIP black hole redesign Music and Art: I made a new, fairly crappy black hole for the game icon. Hoping to redo it with a drawing tablet once this project gets shipped (so exciting!!!) OST tracks 2 (Lone Traveler) and 3 (Martian Overture) have been finished AND implemented into the game! That’s right, we have a working (though messy) system to implement music! Things to do: Polish icon and banner Hopefully polish and re-organize code (It’s really messy right now, and very clearly the product of summertime boredom, lol) Sad Guy sprites Redesign of other sprites (new tiles, some proportional fixing for Robo-Guy and Sad Guy) Cutscene system and intro implementation
SUPERORBITAL Devlog # 7 Gameplay/Story: There are dialogues for every section that we’ve made so far. Almost every section of the Alpha is finished so far! New black hole implementation Overall polishing for many bugs Music and Art: New spritework for the Assistant Polished state-based animation bugs Things to do: Implement intro cutscene Implement final cutscene Dialogue polishing Tileset partial redesign
SUPERORBITAL DEVLOG #8 Gameplay/Story: Lots of level polishing has been added New obstacles Started work on intro/final cutscene Music/Art: New black hole shader!!! It looks so cool Some new sprites in the tileset to make it look nicer Overall more decoration Things to do: Level polishing, tileset shading Add intro/final cutscene (full implementation) File organization Bugfixing for black holes Developer Note: You might notice that some bits of the attached recording are really weird/buggy looking. Part of that is cuz I accidentally did some work in the wrong branch that was meant to fix some things (like the music and some other issues), and this is on another branch. Hopefully we can resolve any conflicts and fix things up soon!
SUPERORBITAL DEVLOG #9: Bugs bugs bugs!!!! Gameplay/Story: We’ve been working on a lot of bug fixing, ranging from removing tiny skips/deaths to entire game-crashing bugs Music/Art: We added sound effects for collisions, wrench throwing, etc Music has a new system in the level directory and has been readded Todo/Dev Notes: We’re getting ready to ship soon! The plan is to finish up with bugfixing, playtest a bit, and then ship before the 20th! We have to figure out how to fix a bug where you get wiped out of existence when in antigrav and colliding We have to implement the cutscenes UI fixes/polishing coming soon!
SUPERORBITAL DEVLOG #10: The End? You can watch a full playthrough of the intro segment here: https://youtu.be/-zq8ps87daI After a plethora of bugfixing (see attached for a few examples lol), we did it! The Alpha, as far as we can tell, is done! Gameplay/Story: Intro and outro cutscene have been implemented, though not polished fully yet. Lots of level redesign. Levels have been shifted to reduce the difficulty curve and also introduce dash/antigrav earlier. Sad Guy and Assistant now have actual names: Vitri and G.R.A.V. Music/Art: Old intro song, which ended up scrapped, is now in the credits Buzzsaw texture Dev Note: This was such an exciting intro to full game development! The game is really fun to play in my opinion. Even though it’s buggy and unpolished in some aspects, we’ve got a ton of time to work on that in the future. Enjoy it once it’s shipped!!
SUPERORBITAL Mini Devlog # 10.5: Just clearing out the last hour and a half I got from working on the trailer. We’re gonna be shipping in just a few minutes! Here are a few clips used in the trailer:
Ships:
SUPERORBITAL: The Quest of the Anomaly After months of hard work, Obe Dot and I finally present to you SUPERORBITAL. What on earth is a SUPERORBITAL? SUPERORBITAL is a 2D platformer where you play as Vitri, the only human born without gravity. After years of being ostracized by society, Vitri sets out on a mission to change things for the better. He decides to take a gamble on a popular story that’s been spreading about all planets having tangible gravity cores at their centers, and decides to find one for himself. Accompanied only by his robot assistant, G.R.A.V. (Great Robot Assistant of Vitri), Vitri flies out into deep space and lands on a planet named Zeta-C5, where he uses special abilities, such as turning gravity on and off, to explore and make his way towards the planet’s core. Difficult obstacles and even unexpected foes block his way, but he’s got to get through no matter what. Dev Messages: orivio: SUPERORBITAL has been a really fun introduction to Godot! Though challenging at times, designing the levels around our unique mechanics was pretty fun, and I think overall the game turned out pretty great! Obviously it is only an alpha release, so I plan on working together with Obe Dot to polish it a ton, in terms of artwork, music, story, etc. Expect lots more content to come! Obe Dot: Developing this game has been an amazing experience. This is my first big gamedev project, and I’ve learned so much. I really hope to work more on this project in the future, while also improving my art and programming skills. Much appreciation to Hack Club for creating this event! Try out the game on our itch, or watch the provided gameplay footage and/or trailer! Trailer: https://www.youtube.com/watch?v=5WPKXYqy1FI Gameplay: https://youtu.be/-zq8ps87daI?si=sUK4_9BedT1OdXU8...
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SuperOrbital by @obedot | Stardance
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obedot
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183.0
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2657
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T00:50:05Z", "hours": 183.0, "multiplier": 14.57, "payout": 2657, "blessing": "neutral", "text": "SUPERORBITAL: The Quest of the Anomaly After months of hard work, @orivio and I finally present to you SUPERORBITAL. What on earth is a SUPERORBITAL? SUPERORBITAL is a 2D platformer where you play as Vitri, the only human born without gravity. After years of being ostracized by society, Vitri sets out on a mission to change things for the better. He decides to take a gamble on a popular story that’s been spreading about all planets having tangible gravity cores at their centers, and decides to find one for himself. Accompanied only by his robot assistant, G.R.A.V. (Great Robot Assistant of Vitri), Vitri flies out into deep space and lands on a planet named Zeta-C5, where he uses special abilities, such as turning gravity on and off, to explore and make his way towards the planet’s core. Difficult obstacles and even unexpected foes block his way, but he’s got to get through no matter what. Dev Messages: orivio: SUPERORBITAL has been a really fun introduction to Godot! Though challenging at times, designing the levels around our unique mechanics was pretty fun, and I think overall the game turned out pretty great! Obviously it is only an alpha release, so I plan on working together with Obe Dot to polish it a ton, in terms of artwork, music, story, etc. Expect lots more content to come! Obe Dot: Developing this game has been an amazing experience. This is my first big gamedev project, and I’ve learned so much. I really hope to work more on this project in the future, while also improving my art and programming skills. Much appreciation to Hack Club for creating this event! Try out the game on our itch, or watch the provided gameplay footage and/or trailer! Trailer: https://www.youtube.com/watch?v=5WPKXYqy1FI Gameplay: https://youtu.be/-zq8ps87daI?si=sUK4_9BedT1OdXU8", "repo": "https://github.com/orivio/super_orbital", "demo": "https://obedh.itch.io/superorbital"}]...
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[{"post_id": 72452, "ts": "202 [{"post_id": 72452, "ts": "2026-09-23T00:34:22Z", "hours": 3.1192, "text": "Finished Up the GitHub Readme, Game Trailer, and Itch.io page! I did all the last remaining steps to finishing the game before shipping. I made a trailer of about 1 minute, and wrote a section of the GitHub Readme about the making of SuperOrbital. I’m going to ship now!"}, {"post_id": 71290, "ts": "2026-09-20T16:09:42Z", "hours": 4.3556, "text": "FINALLY fixed an annoying physics bug, improved the intro cutscene, and made the black holes look better I’m very happy to say that the dash/platform bug I was experiencing previously has now been solved. The player used to clip out of bounds if you dashed into a moving platform, but now, the player will get teleported back to where they were before. I also did some work on the intro cutscene, and while it isn’t yet finalized, I think it looks much better. Also, I made the center of the black hole a perfect circle now."}, {"post_id": 69415, "ts": "2026-09-17T00:28:27Z", "hours": 4.0075, "text": "THE FINISHING TOUCHES Yo yo yo, I am very close to shipping my game. I only have a little bit more to do. I’ve been working on improving the cutscenes, for example, making the colors look better and improving the perspective. I still have more work to do though, of course. Next up, I’m going to polish some of the movement mechanics some more, and then I’ll get some friends to playtest it."}, {"post_id": 65675, "ts": "2026-09-10T23:59:06Z", "hours": 9.0878, "text": "Greatly Improved Sound and Level Design I found it suprisingly easy to make good sound effects for my game. I dropped a rock on the ground and recorded it, and now, that’s the sound that plays when the player lands on rocky terrain after falling. I took a screwdriver and hit it against a bunch of things until I found something that sounded good. It’s a fun process! I also worked more on level design, by balancing everything so that the progression felt natural. I am almost finished with the final level, which I hope will challenging but fun."}, {"post_id": 63535, "ts": "2026-09-07T13:31:33Z", "hours": 1.2772, "text": "Added checkpoints to the levels If you find that the game is too challenging, you can turn on checkpoints in the settings menu. This lets you respawn at the nearest checkpoint after dying, instead of starting the whole level over again. I hope that this option can make my game playable by more people of different skill levels."}, {"post_id": 63220, "ts": "2026-09-06T22:04:35Z", "hours": 5.6608, "text": "Redesigned Old Levels to Work Better With New Player Movement With player movement out of the way, I can get to making even better levels. This one in particular, which you can see below, is a level I’m quite proud of. I took inspiration from Hollow Knight’s Path of Pain a little bit. I don’t have much left to do, but I definitely want to add some better sound effects."}, {"post_id": 62481, "ts": "2026-09-05T21:00:44Z", "hours": 5.6092, "text": "Finishing the Movement and Experimenting with Dynamic Lighting I finally got all the movement mechanics down. I still might refine the black holes a little bit, but first I want to redesign some of the earlier levels. My teammate suggested dynamic lighting for our game, and while it looks cool, it seems to difficult to set up completely for our Stardance release."}, {"post_id": 61134, "ts": "2026-09-03T21:52:29Z", "hours": 2.725, "text": "Greatly improved the Level Select screen by making animated level buttons I used Godot’s Tweens to make the level select buttons rotate and pop when you select them. The effect isn’t perfect yet, but it’s getting there. What do think of the effect?"}, {"post_id": 60806, "ts": "2026-09-03T12:28:16Z", "hours": 0.8911, "text": "Fixed a Tricky Level Transition Bug I was experiencing this frustrating bug where, if you try to run back and forth between levels too fast, you can fall off the map. I expanded the camera boundaries to see what was happening better, and slowed down the game a bit using Godot’s awesome tools. I solved the bug by reordering the level transition code. On the first slide, you can see the original bug, and on the third slide, you can see the fixed version."}, {"post_id": 60543, "ts": "2026-09-02T23:03:33Z", "hours": 1.2192, "text": "Refined the Gravity Switch Shockwave Even More It made the shockwave effect go by faster, and be properly centered on the player. This makes the shockwave feel just right when playing the game, and gives the gravity switch the perfect amount of impact."}, {"post_id": 60497, "ts": "2026-09-02T21:24:04Z", "hours": 7.9831, "text": "Improved Game Juice and Improved Visual Effects Game Juice I started working on adding the little details to the movement that make the game way more fun to play. I added a few freeze frames when starting a dash, which was inspired by Celeste. I also added a bit of camera shake to give the player even more feedback on their movement. Visual Effects This part was really satisfying. I made a shockwave warp effect around the player when they perform a gravity switch, which looks great. Then I made the black holes look better by distorting the background. Frustrating Bugs I’ve been having a lot of movement bugs that are tricky and inconsistent to replicate, and I can’t figure them out yet. Next Steps I still need to get the AnimationTree to work, but that should really be quite easy. I still have to redesign some levels."}, {"post_id": 59189, "ts": "2026-08-31T20:47:27Z", "hours": 4.8492, "text": "Added more to the opening cutscene I don’t want to give away the intro until the game is ready, but I’ll share parts of what I made. This first frame took me the longest, over 2 hours. I planned to animate the guy standing up and walking, but I now realize that that’s probably not feasible. I think it will look great anyway though. I might improve some little parts of the drawing. Creating a cutscene manager in Godot I set up an AnimationPlayer to direct the cutscene, and it’s actually quite easy. I do need to align my crossfades correctly and sync everything with the music."}, {"post_id": 58502, "ts": "2026-08-30T22:41:57Z", "hours": 6.7444, "text": "Created a rough draft of the intro cutscene, and composed music for it The intro cutscene/storyboard I used libresprite to make a basic idea of what the intro cutscene should look like. I still have more to add, and as you can tell, the text is practically illegible. Yeah, libresprite doesn’t have a text tool. But I’ll fix it soon and it’ll look awesome. The intro music I made this song using FamiStudio with the EPSM expansion and FamiStudio’s default instrument pack. This let me use the instruments I wanted while still sounding retro-ish. My brother helped me work on the song, because he’s way better at music than I am. I still need to revise the song more, this is more of a first draft. Any feedback would be appreciated lol"}, {"post_id": 57575, "ts": "2026-08-29T19:17:53Z", "hours": 2.8072, "text": "Redoing the Player Movement I remade the player movement system from scratch, because my previous implementation just wasn’t working. It was buggy, and the movement didn’t feel good to play. My new movement system is not entirely complete, but it already feels much better. For one thing, the variable jump height is much smoother, and stopping a jump midair doesn’t feel as abrupt. I added coyote time, jump buffering, air friction, and faster falling for game juice. I still need to fine tune the settings, and get some more people to playtest the movement. There are more movement mechanics I need to add, such as dashing, but I want to get the basic movement completely down first."}, {"post_id": 56888, "ts": "2026-08-28T21:33:33Z", "hours": 3.1403, "text": "Started refactoring the player movement script. I’m starting from scratch, so I only have basic horizontal movement yet. I added an input sequence recorder to make it easier to replicate bugs, so you can record a sequence of inputs and then play them back again."}, {"post_id": 56307, "ts": "2026-08-28T01:19:58Z", "hours": 3.0025, "text": "Fully refactored the level manager. After a few hours, I have finally cleaned up all the code for level transitions. Now, the code is easier to understand and maintain, and adding new levels takes significantly less time and effort. I added comments on all the related code to make it even easier to read. I also fixed a few bugs in the process. For example, trying to open the menu during a level transition used to put the game in a glitched state, but I fixed that now. I moved towards a cleaner architecture where the scene root (play.tscn) manages the game state, and the pause menu asks the play scene to open the menu, instead of just going ahead and doing it. It’s possible that this refactor may have broken some other aspects of the game, so I’ll have to look over everything later, but right now, it seems to be working fine."}, {"post_id": 54818, "ts": "2026-08-25T23:28:18Z", "hours": 1.6025, "text": "Polished the levels even more, added new art assets, and fixed some minor tile inconsistencies. I also drew this boulder, which currently doesn’t look that great, but I’ll improve it later and add it somewhere where it fits in the game. I showed this game to my grandma, and she was able to figure out the controls pretty quickly, so I see that as a win."}, {"post_id": 54128, "ts": "2026-08-24T23:06:45Z", "hours": 4.1431, "text": "Greatly improved the facility’s tileset by adding details and more background elements."}, {"post_id": 47770, "ts": "2026-08-15T22:44:25Z", "hours": 5.9028, "text": "Well, I tried to refactor the entire world system, but I gave up. It was just taking way too long. I guess I’ll just have to deal with the spaghetti code for now. I did finish the level select screen, and I think it looks pretty good. I just have to rename some of the levels because they are named very generic things."}, {"post_id": 47113, "ts": "2026-08-14T19:20:03Z", "hours": 9.8889, "text": "I’m redoing the level system to clean up the spaghetti code situation. My teammate redesigned one of the characters, and I added it to the game."}, {"post_id": 44826, "ts": "2026-08-10T21:02:18Z", "hours": 9.2131, "text": "I’m bettering my backgrounds, bettering my visuals, bettering my levels!"}, {"post_id": 43535, "ts": "2026-08-08T21:13:55Z", "hours": 5.8183, "text": "Added some more levels to my platformer game, and pretty much done-iffied the player sprite and sound effects"}, {"post_id": 39099, "ts": "2026-08-01T20:07:54Z", "hours": 9.0683, "text": "I’ve added a few more challenging levels. I also almost finished up the sprite work on the protagonist."}, {"post_id": 36431, "ts": "2026-07-28T15:36:26Z", "hours": 3.005, "text": "Made new run, idle, and jump animations and added the final layer"}, {"post_id": 35254, "ts": "2026-07-26T15:39:00Z", "hours": 1.1678, "text": "Added some great audio settings"}, {"post_id": 35153, "ts": "2026-07-26T12:07:00Z", "hours": 9.5392, "text": "Added a save file system"}, {"post_id": 32506, "ts": "2026-07-21T18:48:48Z", "hours": 10.2469, "text": "I added input control remapping for my platformer game. We also added more dialogue."}, {"post_id": 31328, "ts": "2026-07-19T17:03:06Z", "hours": 9.1842, "text": "I tried adding a parallax effect, but it didn’t turn out how I wanted. I fixed a bug with the camera scale not being a whole number ratio. I’m starting to add the last few mechanics to the game, which involve Black Holes."}, {"post_id": 27351, "ts": "2026-07-12T20:49:33Z", "hours": 6.6386, "text": "I just finished a new tileset for my 2d platformer."}, {"post_id": 20330, "ts": "2026-07-01T22:08:11Z", "hours": 6.9336, "text": "I made better running and jumping animations for my 2D platformer."}, {"post_id": 15865, "ts": "2026-06-25T19:51:18Z", "hours": 7.995, "text": "I made this cool background for my game’s menu. I learned about shaders from the book “The Book of Shaders” by Patricio Gonzalez Vivo and Jen Lowe, and some of my shaders were inspired by the content in that book. The star effect was inspired by this very helpful reddit post: https://www.reddit.com/r/godot/comments/1m0czqd/starry_background_in_this_many_lines_of_shader/"}, {"post_id": 12686, "ts": "2026-06-20T18:43:02Z", "hours": 2.7389, "text": "I added another level with a lot of spikes, platforms and timing!"}, {"post_id": 12003, "ts": "2026-06-19T16:14:06Z", "hours": 1.7231, "text": "I added a level that teaches you the jump cutting mechanic in my 2D platformer game. I’m also experimenting with new character sprites."}, {"post_id": 11513, "ts": "2026-06-18T20:06:11Z", "hours": 4.5739, "text": "I added Jump Cutting, Jump Buffering, and Death to my platformer"}, {"post_id": 5261, "ts": "2026-06-08T23:43:38Z", "hours": 6.7183, "text": "Setting up basic movement and levels for my platformer (guys I KNOW the sprites look bad)"}]...
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Title: SuperOrbital by @obedot | Stardance
Devlog Title: SuperOrbital by @obedot | Stardance
Devlogs:
Setting up basic movement and levels for my platformer (guys I KNOW the sprites look bad)
I added Jump Cutting, Jump Buffering, and Death to my platformer
I added a level that teaches you the jump cutting mechanic in my 2D platformer game. I’m also experimenting with new character sprites.
I added another level with a lot of spikes, platforms and timing!
I made this cool background for my game’s menu. I learned about shaders from the book “The Book of Shaders” by Patricio Gonzalez Vivo and Jen Lowe, and some of my shaders were inspired by the content in that book. The star effect was inspired by this very helpful reddit post: https://www.reddit.com/r/godot/comments/1m0czqd/starry_background_in_this_many_lines_of_shader/
I made better running and jumping animations for my 2D platformer.
I just finished a new tileset for my 2d platformer.
I tried adding a parallax effect, but it didn’t turn out how I wanted. I fixed a bug with the camera scale not being a whole number ratio. I’m starting to add the last few mechanics to the game, which involve Black Holes.
I added input control remapping for my platformer game. We also added more dialogue.
Added a save file system
Added some great audio settings
Made new run, idle, and jump animations and added the final layer
I’ve added a few more challenging levels. I also almost finished up the sprite work on the protagonist.
Added some more levels to my platformer game, and pretty much done-iffied the player sprite and sound effects
I’m bettering my backgrounds, bettering my visuals, bettering my levels!
I’m redoing the level system to clean up the spaghetti code situation. My teammate redesigned one of the characters, and I added it to the game.
Well, I tried to refactor the entire world system, but I gave up. It was just taking way too long. I guess I’ll just have to deal with the spaghetti code for now. I did finish the level select screen, and I think it looks pretty good. I just have to rename some of the levels because they are named very generic things.
Greatly improved the facility’s tileset by adding details and more background elements.
Polished the levels even more, added new art assets, and fixed some minor tile inconsistencies. I also drew this boulder, which currently doesn’t look that great, but I’ll improve it later and add it somewhere where it fits in the game. I showed this game to my grandma, and she was able to figure out the controls pretty quickly, so I see that as a win.
Fully refactored the level manager. After a few hours, I have finally cleaned up all the code for level transitions. Now, the code is easier to understand and maintain, and adding new levels takes significantly less time and effort. I added comments on all the related code to make it even easier to read. I also fixed a few bugs in the process. For example, trying to open the menu during a level transition used to put the game in a glitched state, but I fixed that now. I moved towards a cleaner architecture where the scene root (play.tscn) manages the game state, and the pause menu asks the play scene to open the menu, instead of just going ahead and doing it. It’s possible that this refactor may have broken some other aspects of the game, so I’ll have to look over everything later, but right now, it seems to be working fine.
Started refactoring the player movement script. I’m starting from scratch, so I only have basic horizontal movement yet. I added an input sequence recorder to make it easier to replicate bugs, so you can record a sequence of inputs and then play them back again.
Redoing the Player Movement I remade the player movement system from scratch, because my previous implementation just wasn’t working. It was buggy, and the movement didn’t feel good to play. My new movement system is not entirely complete, but it already feels much better. For one thing, the variable jump height is much smoother, and stopping a jump midair doesn’t feel as abrupt. I added coyote time, jump buffering, air friction, and faster falling for game juice. I still need to fine tune the settings, and get some more people to playtest the movement. There are more movement mechanics I need to add, such as dashing, but I want to get the basic movement completely down first.
Created a rough draft of the intro cutscene, and composed music for it The intro cutscene/storyboard I used libresprite to make a basic idea of what the intro cutscene should look like. I still have more to add, and as you can tell, the text is practically illegible. Yeah, libresprite doesn’t have a text tool. But I’ll fix it soon and it’ll look awesome. The intro music I made this song using FamiStudio with the EPSM expansion and FamiStudio’s default instrument pack. This let me use the instruments I wanted while still sounding retro-ish. My brother helped me work on the song, because he’s way better at music than I am. I still need to revise the song more, this is more of a first draft. Any feedback would be appreciated lol
Added more to the opening cutscene I don’t want to give away the intro until the game is ready, but I’ll share parts of what I made. This first frame took me the longest, over 2 hours. I planned to animate the guy standing up and walking, but I now realize that that’s probably not feasible. I think it will look great anyway though. I might improve some little parts of the drawing. Creating a cutscene manager in Godot I set up an AnimationPlayer to direct the cutscene, and it’s actually quite easy. I do need to align my crossfades correctly and sync everything with the music.
Improved Game Juice and Improved Visual Effects Game Juice I started working on adding the little details to the movement that make the game way more fun to play. I added a few freeze frames when starting a dash, which was inspired by Celeste. I also added a bit of camera shake to give the player even more feedback on their movement. Visual Effects This part was really satisfying. I made a shockwave warp effect around the player when they perform a gravity switch, which looks great. Then I made the black holes look better by distorting the background. Frustrating Bugs I’ve been having a lot of movement bugs that are tricky and inconsistent to replicate, and I can’t figure them out yet. Next Steps I still need to get the AnimationTree to work, but that should really be quite easy. I still have to redesign some levels.
Refined the Gravity Switch Shockwave Even More It made the shockwave effect go by faster, and be properly centered on the player. This makes the shockwave feel just right when playing the game, and gives the gravity switch the perfect amount of impact.
Fixed a Tricky Level Transition Bug I was experiencing this frustrating bug where, if you try to run back and forth between levels too fast, you can fall off the map. I expanded the camera boundaries to see what was happening better, and slowed down the game a bit using Godot’s awesome tools. I solved the bug by reordering the level transition code. On the first slide, you can see the original bug, and on the third slide, you can see the fixed version.
Greatly improved the Level Select screen by making animated level buttons I used Godot’s Tweens to make the level select buttons rotate and pop when you select them. The effect isn’t perfect yet, but it’s getting there. What do think of the effect?
Finishing the Movement and Experimenting with Dynamic Lighting I finally got all the movement mechanics down. I still might refine the black holes a little bit, but first I want to redesign some of the earlier levels. My teammate suggested dynamic lighting for our game, and while it looks cool, it seems to difficult to set up completely for our Stardance release.
Redesigned Old Levels to Work Better With New Player Movement With player movement out of the way, I can get to making even better levels. This one in particular, which you can see below, is a level I’m quite proud of. I took inspiration from Hollow Knight’s Path of Pain a little bit. I don’t have much left to do, but I definitely want to add some better sound effects.
Added checkpoints to the levels If you find that the game is too challenging, you can turn on checkpoints in the settings menu. This lets you respawn at the nearest checkpoint after dying, instead of starting the whole level over again. I hope that this option can make my game playable by more people of different skill levels.
Greatly Improved Sound and Level Design I found it suprisingly easy to make good sound effects for my game. I dropped a rock on the ground and recorded it, and now, that’s the sound that plays when the player lands on rocky terrain after falling. I took a screwdriver and hit it against a bunch of things until I found something that sounded good. It’s a fun process! I also worked more on level design, by balancing everything so that the progression felt natural. I am almost finished with the final level, which I hope will challenging but fun.
THE FINISHING TOUCHES Yo yo yo, I am very close to shipping my game. I only have a little bit more to do. I’ve been working on improving the cutscenes, for example, making the colors look better and improving the perspective. I still have more work to do though, of course. Next up, I’m going to polish some of the movement mechanics some more, and then I’ll get some friends to playtest it.
FINALLY fixed an annoying physics bug, improved the intro cutscene, and made the black holes look better I’m very happy to say that the dash/platform bug I was experiencing previously has now been solved. The player used to clip out of bounds if you dashed into a moving platform, but now, the player will get teleported back to where they were before. I also did some work on the intro cutscene, and while it isn’t yet finalized, I think it looks much better. Also, I made the center of the black hole a perfect circle now.
Finished Up the GitHub Readme, Game Trailer, and Itch.io page! I did all the last remaining steps to finishing the game before shipping. I made a trailer of about 1 minute, and wrote a section of the GitHub Readme about the making of SuperOrbital. I’m going to ship now!
Ships:
SUPERORBITAL: The Quest of the Anomaly After months of hard work, @orivio and I finally present to you SUPERORBITAL. What on earth is a SUPERORBITAL? SUPERORBITAL is a 2D platformer where you play as Vitri, the only human born without gravity. After years of being ostracized by society, Vitri sets out on a mission to change things for the better. He decides to take a gamble on a popular story that’s been spreading about all planets having tangible gravity cores at their centers, and decides to find one for himself. Accompanied only by his robot assistant, G.R.A.V. (Great Robot Assistant of Vitri), Vitri flies out into deep space and lands on a planet named Zeta-C5, where he uses special abilities, such as turning gravity on and off, to explore and make his way towards the planet’s core. Difficult obstacles and even unexpected foes block his way, but he’s got to get through no matter what. Dev Messages: orivio: SUPERORBITAL has been a really fun introduction to Godot! Though challenging at times, designing the levels around our unique mechanics was pretty fun, and I think overall the game turned out pretty great! Obviously it is only an alpha release, so I plan on working together with Obe Dot to polish it a ton, in terms of artwork, music, story, etc. Expect lots more content to come! Obe Dot: Developing this game has been an amazing experience. This is my first big gamedev project, and I’ve learned so much. I really hope to work more on this project in the future, while also improving my art and programming skills. Much appreciation to Hack Club for creating this event! Try out the game on our itch, or watch the provided gameplay footage and/or trailer! Trailer: https://www.youtube.com/watch?v=5WPKXYqy1FI Gameplay: https://youtu.be/-zq8ps87daI?si=sUK4_9BedT1OdXU8...
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1793004680.9033916
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1793091080.9033916
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16965
|
My Website by @Luke42 | Stardance
|
Luke42
|
1
|
9.0
|
55
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T00:48:39Z", "hours": 9.0, "multiplier": 6.34, "payout": 55, "blessing": "neutral", "text": "I’ve been wanting to make a website for myself for awhile without AI, so without further ado, here it is! I designed this like a command line because I thought it would be cool. I don’t have that much experience in frontend web dev, so I learned a lot over the course of making this. This was fully made on HC spaces on my school chromebook during my free time in school lol Sorry for the massive devlog I didn’t know which program I wanted to ship this to and I picked this 6 hrs in I hope you guys like it!", "repo": "https://github.com/GoatTech-42/my-website/", "demo": "https://lukeevanson.com"}]...
|
[{"post_id": 72455, "ts": "202 [{"post_id": 72455, "ts": "2026-09-23T00:38:59Z", "hours": 0.3314, "text": "Just finished up the project and finalized readme and stuff and added secret commands disclaimer thingy in help command"}, {"post_id": 72392, "ts": "2026-09-22T20:17:10Z", "hours": 1.0061, "text": "FIXED CUSTOM CURSOR and also like added more comments for code readibility and stuff and also did a ton of fixes i know you cant see the custom cursor but im coding this on a school chromebook in school so the screenshot tool is buns for instance i fixed css styles that i broke and stuff"}, {"post_id": 72274, "ts": "2026-09-22T15:47:42Z", "hours": 0.8889, "text": "I removed the glow effect cause my friend said it looked ai generated, I added up and down command history, and added the sources thingy"}, {"post_id": 71885, "ts": "2026-09-21T18:11:33Z", "hours": 6.4519, "text": "Ok so basically, I did almost the whole site. For the first hour, I got the background set up and the CSS border and container created. I also imported the custom cmd terminal font. I also worked for like forever on making the colors change based on the seasons and particles (this is worked on progressively throughout the project). The second hour, I created the heading and the placeholders for the typing area, along with starting on the typing input blinking underscore thingy. The third hour, I finished the blinking caret underscore thing and started sending inputs to the javascript. I also created the output field. The 4th hour, I created the typing animation for the output box with a JS function and CSS. The 5th hour, I got a ton of commands working, and found some random website with a good css glow effect. The last bit of time I spent quite a bit getting some games working because I’m addicted, and a little more CSS. (sorry I lowk was working on this just for a new website’s sake but decided to submit it)"}]...
|
Title: My Website by @Luke42 | Stardance
Devlogs: Title: My Website by @Luke42 | Stardance
Devlogs:
Ok so basically, I did almost the whole site. For the first hour, I got the background set up and the CSS border and container created. I also imported the custom cmd terminal font. I also worked for like forever on making the colors change based on the seasons and particles (this is worked on progressively throughout the project). The second hour, I created the heading and the placeholders for the typing area, along with starting on the typing input blinking underscore thingy. The third hour, I finished the blinking caret underscore thing and started sending inputs to the javascript. I also created the output field. The 4th hour, I created the typing animation for the output box with a JS function and CSS. The 5th hour, I got a ton of commands working, and found some random website with a good css glow effect. The last bit of time I spent quite a bit getting some games working because I’m addicted, and a little more CSS. (sorry I lowk was working on this just for a new website’s sake but decided to submit it)
I removed the glow effect cause my friend said it looked ai generated, I added up and down command history, and added the sources thingy
FIXED CUSTOM CURSOR and also like added more comments for code readibility and stuff and also did a ton of fixes i know you cant see the custom cursor but im coding this on a school chromebook in school so the screenshot tool is buns for instance i fixed css styles that i broke and stuff
Just finished up the project and finalized readme and stuff and added secret commands disclaimer thingy in help command
Ships:
I’ve been wanting to make a website for myself for awhile without AI, so without further ado, here it is! I designed this like a command line because I thought it would be cool. I don’t have that much experience in frontend web dev, so I learned a lot over the course of making this. This was fully made on HC spaces on my school chromebook during my free time in school lol Sorry for the massive devlog I didn’t know which program I wanted to ship this to and I picked this 6 hrs in I hope you guys like it!...
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1793008181.8676512
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1793094581.8676512
|
|
16010
|
A simple pygame creation by @CharlesTang | Stardan A simple pygame creation by @CharlesTang | Stardance...
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CharlesTang
|
1
|
27.07
|
35
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T23:57:44Z", "hours": 26.0, "multiplier": 1.36, "payout": 35, "blessing": "neutral", "text": "What we have here is a simple little game you can play with one, or two players. It is made with pygame, so it isn’t fancy, but thats all part of the process. While designing, I found this philosophy useful: “Keep it simple, Stupid” I think this project is very important because it taught me github, and how to use A*. This is the first of many programming projects I will attempt to create, and I worked all summer on this. It doesn’t really matter if it doesn’t do bad, I improved at programming, thats what matters.", "repo": "https://github.com/Tupolev114/Square_game", "demo": "https://github.com/Tupolev114/Square_game/releases/tag/V1.5"}]...
|
[{"post_id": 78500, "ts": "202 [{"post_id": 78500, "ts": "2026-10-11T00:17:25Z", "hours": 1.0694, "text": "Chapter II: Square Game Reborn has officially started! based on some feedback given by others, I decided to take square game to the next level by added more UI, visual effects, and increase Playability. Hope you all enjoy! Square Game reborn is essentially just the original square game, but better."}, {"post_id": 71264, "ts": "2026-09-20T15:26:57Z", "hours": 2.0075, "text": "Houston we have landed! Its been a great journey and I learned how to use github, its not a complex project but I like it."}, {"post_id": 62236, "ts": "2026-09-05T14:39:50Z", "hours": 8.1878, "text": "Release 1.3 is out! No more lag and I fixed many bugs, website also updated."}, {"post_id": 48985, "ts": "2026-08-17T15:58:18Z", "hours": 4.6469, "text": "Release 1.2 is officially out! I added shields, and cooldown displays for UI, as well as fixed dashing. Stay tuned for 1.3, where the PvE mode will feel more human!"}, {"post_id": 44140, "ts": "2026-08-09T18:19:45Z", "hours": 2.2258, "text": "After many weeks, I now have a reliable, working navigation system for PvE. it even works on diagonals (red squares were for debugging)"}, {"post_id": 41603, "ts": "2026-08-05T22:08:15Z", "hours": 3.2619, "text": "Houston, I now officially have a website to play the game on! It took me a while to figure out Github and everything else but I learned that patience is more important than knowing Github. Overall it was a learning experience."}, {"post_id": 37576, "ts": "2026-07-30T12:24:43Z", "hours": 0.8433, "text": "I learned A* with the help of AI and made a semi-working A* algorithm. Its not perfect but its getting somewhere"}, {"post_id": 36047, "ts": "2026-07-27T21:27:26Z", "hours": 3.0744, "text": "I spent a bit of time debugging, and made some progress on A*, but there are still things that need to be fixed"}, {"post_id": 35225, "ts": "2026-07-26T15:01:54Z", "hours": 1.5647, "text": "Devlog #1: Houston we are ready for liftoff! I got my documents verified and time tracked, so now I will work on A* for PvE mode."}]...
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Title: A simple pygame creation by @CharlesTang | Title: A simple pygame creation by @CharlesTang | Stardance
Devlogs:
Devlog #1: Houston we are ready for liftoff! I got my documents verified and time tracked, so now I will work on A* for PvE mode.
I spent a bit of time debugging, and made some progress on A*, but there are still things that need to be fixed
I learned A* with the help of AI and made a semi-working A* algorithm. Its not perfect but its getting somewhere
Houston, I now officially have a website to play the game on! It took me a while to figure out Github and everything else but I learned that patience is more important than knowing Github. Overall it was a learning experience.
After many weeks, I now have a reliable, working navigation system for PvE. it even works on diagonals (red squares were for debugging)
Release 1.2 is officially out! I added shields, and cooldown displays for UI, as well as fixed dashing. Stay tuned for 1.3, where the PvE mode will feel more human!
Release 1.3 is out! No more lag and I fixed many bugs, website also updated.
Houston we have landed! Its been a great journey and I learned how to use github, its not a complex project but I like it.
Chapter II: Square Game Reborn has officially started! based on some feedback given by others, I decided to take square game to the next level by added more UI, visual effects, and increase Playability. Hope you all enjoy! Square Game reborn is essentially just the original square game, but better.
Ships:
What we have here is a simple little game you can play with one, or two players. It is made with pygame, so it isn’t fancy, but thats all part of the process. While designing, I found this philosophy useful: “Keep it simple, Stupid” I think this project is very important because it taught me github, and how to use A*. This is the first of many programming projects I will attempt to create, and I worked all summer on this. It doesn’t really matter if it doesn’t do bad, I improved at programming, thats what matters....
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1793004619.8620746
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1793091019.8620746
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|
64921
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Dice Game by @ldhaq_6 | Stardance
|
ldhaq_6
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T23:21:20Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built the classic Dice Game using Java. It is text based, and lets you play against a computer and gable fake Money! Enjoy!", "repo": "https://github.com/Qbot6768/DiceGame", "demo": "https://onecompiler.com/java/4542ua2yz"}]...
|
[{"post_id": 72436, "ts": "202 [{"post_id": 72436, "ts": "2026-09-22T22:59:09Z", "hours": 0.6542, "text": "Just finished the DiceGame.java now moving on to Commands.java, which will be the hub for accessing everything."}, {"post_id": 72425, "ts": "2026-09-22T22:16:22Z", "hours": 0.3467, "text": "Currently have set up scanner and the dice rolling, and giving the user an option to forfeit, double their bet, or keep their bet the same based on the first roll."}]...
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Title: Dice Game by @ldhaq_6 | Stardance
Devlogs: Title: Dice Game by @ldhaq_6 | Stardance
Devlogs:
Currently have set up scanner and the dice rolling, and giving the user an option to forfeit, double their bet, or keep their bet the same based on the first roll.
Just finished the DiceGame.java now moving on to Commands.java, which will be the hub for accessing everything.
Ships:
I built the classic Dice Game using Java. It is text based, and lets you play against a computer and gable fake Money! Enjoy!...
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1792965125.4218562
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1793051525.4218562
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46834
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Website for my Mom by @idrinkgrass | Stardance
|
idrinkgrass
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1
|
5.0
|
7
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T22:58:35Z", "hours": 5.0, "multiplier": 1.37, "payout": 7, "blessing": "neutral", "text": "Hello, I made a website for my Mom, because she asked me to. It was hard making it look good because I’m not very good at coding even more with CSS. Another way I struggled is school taking away 3/4ths of my time so I didn’t have much time to work on this ╥_╥ . I’m proud that I still finished this project even with school taking away most of my time and still finding time to do it after school and sometimes during class 😭 . There isn’t much that you need to know before testing out my project but the red and blue things at the top right corner are buttons to my moms stuff. I hope that I get at least 15 stardust so I can afford the campfire shirt in the stardance shop 😭 .", "repo": "https://github.com/iDrinkGrass/Website-for-my-Mom", "demo": "https://idrinkgrass.github.io/Website-for-my-Mom/"}]...
|
[{"post_id": 72431, "ts": "202 [{"post_id": 72431, "ts": "2026-09-22T22:47:38Z", "hours": 0.3581, "text": "Read me I added the read me because when I was abt to press ship it said that 21 min would be lost if i didn’t because of the time I spent on the read me so yeah, I added the readme."}, {"post_id": 72404, "ts": "2026-09-22T21:02:10Z", "hours": 0.6017, "text": "I’m currently in art class writing this dev log Hi, i’m in art class writing this devlog rn 😭, I think if i add anymore to this website I won’t finish it in time before stardance ends. So i’m going to ship after I finish my readme and stuff. I hope that I get enough stardust to get the Campfire shirt (I alr have 50 stardust from my WebOS) ps. Try Barch Linux on my Hack Club or Github. New stuff! I moved the Contact Me section to the top right corner, and fixed the Experiences Titles."}, {"post_id": 70442, "ts": "2026-09-19T06:25:00Z", "hours": 1.2197, "text": "I lwk locked in after school Hello, for those who don’t already know I am making a website for my mom so no this is not me 😭. Last dev log I said that school and extracurriculars have been taking up WAY TO MUCH TIME. But, I decided that I have to LOCK IN before stardance ends. So I went to the study hall after school (For like 4 hours ) and added a bunch of new stuff, (Not a lot 😭) hope you like it! New Stuff Contact Me I added a Contact Me section with buttons that take you to my mom’s Linkedin or email. Experiences Section I made a section with all of my mom’s stuff in her portfolio. :D Tab title and icon Exactly what you think it is… Also ty to @Blxm for helping me after school."}, {"post_id": 69921, "ts": "2026-09-18T02:21:14Z", "hours": 2.9394, "text": "Devlog #1 Started a website for my mom Hi, I haven’t made much progress because school and extracurriculars have been TAKING AWAY 4/5THS OF MY TIME , but I hope I can finish this website before stardance ends. I’m trying to make this website good enough so I can get 14 more stardust to get one of those shirts in the shop (I need this ). I am going to try to put a lot more effort and put a lot more of my time into this website so I hope I can make this good."}]...
|
Title: Website for my Mom by @idrinkgrass | Starda Title: Website for my Mom by @idrinkgrass | Stardance
Devlogs:
Devlog #1 Started a website for my mom Hi, I haven’t made much progress because school and extracurriculars have been TAKING AWAY 4/5THS OF MY TIME , but I hope I can finish this website before stardance ends. I’m trying to make this website good enough so I can get 14 more stardust to get one of those shirts in the shop (I need this ). I am going to try to put a lot more effort and put a lot more of my time into this website so I hope I can make this good.
I lwk locked in after school Hello, for those who don’t already know I am making a website for my mom so no this is not me 😭. Last dev log I said that school and extracurriculars have been taking up WAY TO MUCH TIME. But, I decided that I have to LOCK IN before stardance ends. So I went to the study hall after school (For like 4 hours ) and added a bunch of new stuff, (Not a lot 😭) hope you like it! New Stuff Contact Me I added a Contact Me section with buttons that take you to my mom’s Linkedin or email. Experiences Section I made a section with all of my mom’s stuff in her portfolio. :D Tab title and icon Exactly what you think it is… Also ty to @Blxm for helping me after school.
I’m currently in art class writing this dev log Hi, i’m in art class writing this devlog rn 😭, I think if i add anymore to this website I won’t finish it in time before stardance ends. So i’m going to ship after I finish my readme and stuff. I hope that I get enough stardust to get the Campfire shirt (I alr have 50 stardust from my WebOS) ps. Try Barch Linux on my Hack Club or Github. New stuff! I moved the Contact Me section to the top right corner, and fixed the Experiences Titles.
Read me I added the read me because when I was abt to press ship it said that 21 min would be lost if i didn’t because of the time I spent on the read me so yeah, I added the readme.
Ships:
Hello, I made a website for my Mom, because she asked me to. It was hard making it look good because I’m not very good at coding even more with CSS. Another way I struggled is school taking away 3/4ths of my time so I didn’t have much time to work on this ╥_╥ . I’m proud that I still finished this project even with school taking away most of my time and still finding time to do it after school and sometimes during class 😭 . There isn’t much that you need to know before testing out my project but the red and blue things at the top right corner are buttons to my moms stuff. I hope that I get at least 15 stardust so I can afford the campfire shirt in the stardance shop 😭 ....
|
1793004447.578549
|
1793090847.578549
|
|
44314
|
Cami by @barfpile | Stardance
|
barfpile
|
2
|
35.49
|
530
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T22:22:29Z", "hours": 23.0, "multiplier": 17.33, "payout": 392, "blessing": "neutral", "text": "Welcome to Cami! It’s been a difficult 30 hour journey and I’m tryna get me Factorio to wrap up this awesome summer. :P Warning: The client is AI-Generated, it is not the project, simply a tool so you guys don’t have to make raw http requests with python. None of the rest of the project is AI-Generated.", "repo": "https://github.com/fries-git/Cami", "demo": "https://fries.hackclub.app/demo"}, {"ship_num": 2, "ts": "2026-08-11T05:46:34Z", "hours": 10.0, "multiplier": 14.13, "payout": 138, "blessing": "neutral", "text": "Cami is a full authentication backend. I made this for use in my own projects, and as a way to learn web stuff with flask. It was challenging just getting it all working. Combining Flask and TinyDB (things I’m not too familiar with) to make this come together. To use, register an account on the homepage, then click around and see what you can do! THE CLIENT USED IS AI: I do not know how to do frontend html work, and that is not the project. The project is the backend python.", "repo": "https://github.com/fries-git/Cami", "demo": "https://fries.hackclub.app/demo"}]...
|
[{"post_id": 76876, "ts": "202 [{"post_id": 76876, "ts": "2026-10-04T22:06:07Z", "hours": 1.0306, "text": "Fixes/Tweaks Might as well just get some time out here, I’ve literally been working on livechatting and misc fixes. I’ve been so stressed and tired and distracted I don’t remember working on this at all. I’ve moved primarily to working on Phantom, tryna get me a blahaj and balatroooooooo also its been 12 days please ship me my items 😭 Live Chatting Decentralized? Check Ability to change servername dynamically? Check Editing/Deleting messages? Check we’re so goated :)"}, {"post_id": 75357, "ts": "2026-09-29T20:49:47Z", "hours": 1.46, "text": "Well it was fun! (Its going for another week after i blow all my stardust.) Hello stardancers. Its 9-29-26. I’m not going to be able to make another ship and get it rated. Thank you everyone so much for the support on this project, and thanks for running Stardance! Mainly just working on live chatting, a decentralizable chatting service similar to discord, which will be picked up on phantom.hackclub.com. For anyone wondering what I got out of Stardance: 1 domain Outpost Badge (will make a project with that too!) Factorio Pico-8"}, {"post_id": 72426, "ts": "2026-09-22T22:21:17Z", "hours": 0.2506, "text": "AI generated a client so people can actually use it. Once again, I truthfully, have not used AI in this project for anything but front end, which I do not know how to do. Over the course of testing I have mainly used raw HTTP requests."}, {"post_id": 72420, "ts": "2026-09-22T22:02:45Z", "hours": 2.6606, "text": "A lot… I JUST BROKE 30 HOURS ON THIS PROJECT SERVER-SIDE CODING OMG!!! :D Well Cami has been rolling along reallllllllly quickly. Things I’ve added/worked on: Playlists/More Music Stuff Fixing up the post search api Remake of ws chat server Fries have been implemented Fries transfer is working Fries daily claiming is working So many fixes (many things didnt quite properly handle errors and so they have been fixed) Changes to your user info are being locked behind fries. (PFP Decor is locked but pfp, bio, and more will be locked, basically everything but password changes) Image/Music uploading will likely be locked behind fries, or you will have to pay fries to upgrade the amount of stuff you can store. More PFP Decor has been added to my personal instance but that doesnt affect here. Server logs are prettier. More info attached to the user queries. Thanks for reading and sticking with this shitshow of a project."}, {"post_id": 71293, "ts": "2026-09-20T16:11:07Z", "hours": 1.9511, "text": "Music Server/New Chat Server Hello! I’ve lately been working on a music server. Users can upload any sort of audio file, mp3, ogg, it should support mp4 but i haven’t tested, and it converts it to an ogg file. The ogg file has a roughly 75% file size to the original MP3 while keeping the same quality. I’ve also been working on things like metadata storage, playlists, and more. On top of music, I’ve started a full rework of the live chatting system. It’s been going well so far, but I’m changing up how it works a little. It’s going to be closer to IRC + DMs, there will be no locked channels, no way to create custom channels anymore. Hopefully I can also drag some more people in, and make it much simpler to use, and on top of this make it super easy to link to Discord and such. So yeah! It’s been going well, I’m still alive, I’m running out of time to ship… and uh yeah! Have fun coding!"}, {"post_id": 69922, "ts": "2026-09-18T02:21:37Z", "hours": 1.1539, "text": "Fixes, Simultaneous DB Editing, and JSONifying. Quick one since its like 11pm, I’ve been working on a lot of fixes. I, since the start of this project, haven’t closed DBs. Think about that. I am an intelligent human being. I’ve also been working on getting searching working (image) for the social api, and making sure everything works with that. On top of this, everything is still getting organized, and made to have very similar responses, so as a dev less work has to be done for you to support it. I also kinda started on a python library, but eh, we’ll see how it goes I suppose. Also have been working on some security, nothing commited, to try to make it harder to hack ig. Gn stardance! (im sick)"}, {"post_id": 68332, "ts": "2026-09-14T23:16:24Z", "hours": 0.4742, "text": "Multiplayer Im in the midst of making an extendable WS based multiplayer server, and figured I’d test it with a cool game somebody I know made! It’s a W.I.P. but works pretty well and everything server side is done lol."}, {"post_id": 66929, "ts": "2026-09-12T22:02:14Z", "hours": 0.4564, "text": "Im back Been working on the project a bit. Mainly just working on docs and helping people understand the API in a more sort of private environment. Should push a ship eventually, and its gonna be super awesome for everyone! :D Also maybe I did a devlog but i added timestamps to posts and stuff and made the total requests needed to do everything muuuuuuuch smaller, and made a smaller cache of data needed."}, {"post_id": 62232, "ts": "2026-09-05T14:31:16Z", "hours": 0.9633, "text": "LATEST UPDATES Auth Securely, Auth Silly <3 Normalizing Returns I’ve been doing a lot of work on simply normalizing some returns. Some of them were just slightly different like “The token is invalid” vs. “Invalid Token”, so those were condensed into “invalid token”, on top of this whenever i return a message i wrap it like: {\"cmd\":\"success\",\"message\":\"<original message>\" . On top of this I also went through and changed some of the codes. DB Fixes Next thing I need to fix is any DB access needs to be routed through the helper funcs and properly closed. If you change your name, half the project still thinks only the original exists, while the other half, the correct half, only sees the new name. The reason is I have broken the project up into like 5 python files, 2 of which are both trying to simultaneously access the DB. Which, in-case you were wondering, is not good. Less Requests Something else I’ve been working on to prevent clients having to make like 3 requests for one thing, and to prevent the server from having to handle those, is to whenever a message is saved to the DB say from the social endpoint, when I send it back down, I attach the username and display name to it. This takes >2 http requests, get the messages then the usernames and user info, down to just 1. (Until you grab user pfps, which should be just grabbed once and cached.) Because this is really all I did I like… don’t have pictures? So… Enjoy the little 88x31 I made Also this is probably the longest devlog I’ve ever made, but I’m bored, and since I just got 6 months of Spotify premium as a gift, I’m letting the weird AI DJ thing just play whatever it feels like. It does, however, keep going back to the dark ages of 2024. Let me forget that year of music listening…"}, {"post_id": 60382, "ts": "2026-09-02T17:53:50Z", "hours": 1.9931, "text": "Fixes and Usage Well hey! It’s been a hot minute right? Lately I have been working on a lot more fixes, mainly on things like the social endpoint, and the image endpoint. Not terribly visible portions right now, but majorly important! I also got a used RPI5 which is now hosting it. That means, no more Nest downtime issues resetting my code! Yay! Notable Changes: The social posting endpoint returns the whole message object instead of just the ID. Files have been reorganized to be much cleaner Tons of little crashes and issues have been cleaned up, there are still more. I’ve started in on beautifying the logs!"}, {"post_id": 55320, "ts": "2026-08-27T02:04:33Z", "hours": 0.3108, "text": "Quick Devlog for the reroll Started just adding more pfp decor, had some people make me some. Yippee! Quick update: that’s not mine and I didnt get permission to use it, its the one i had for testing first because I got it from somewhere else real easily. It has since been removed, in favor for other ones I do have permission to use."}, {"post_id": 54861, "ts": "2026-08-26T01:43:17Z", "hours": 0.7211, "text": "Fixes and Continuity So basically this was just fixing a lot of weird things. For example, this being the main thing, the pfps stored whenever a user uploads them, get stored as 128x128. But the empty pfp, was 256x256. On top of this in some websocket things i was using \"msg\":\"content\" or \"message\":\"content\" interchangeably, but this has since been normalized. In all its just been a productive time, I’ve added a bunch, started working on a python library, and just gotten ready for ship 2!"}, {"post_id": 53675, "ts": "2026-08-24T10:50:24Z", "hours": 0.9739, "text": "Fixes and new paint Pretty much everything I have worked on this devlog simply involves fixes. “Oh, I’m not handling invalid json on a route, oops!” Or: “Oh usernames can be >32 chars because i messed up my if statement.” (I learned this one when someone with the entire bee movie script as their name appeared on my users route.) While it was all fixes I worked on, on top of this, due to wanting to commit roughly once every hour to keep people updated, I rewrote the empty path so it looks better. Link still points to the github repo. Auth Securely, Auth Silly."}, {"post_id": 53089, "ts": "2026-08-23T14:50:20Z", "hours": 1.5633, "text": "PFP Decor / Display Names ALSO I HIT 20 HOURS These have been wip and were quite simple to implement, display name is just another value in the TINYDB database for users, and so is the profile decor. I got it from another app so I can’t really commit it because its not mine, however it works! There’s no way to set it yourself I just hand edited the DB. Also, users can now edit their username! I know that was a massive complaint in the first ship. Past that really all I changed was paths. Before i had paths like /getuser?user=fries which was dumb. I figured out how to, with flask, make it /user/fries and it gives the same information. Much cleaner."}, {"post_id": 50019, "ts": "2026-08-19T01:27:36Z", "hours": 2.4608, "text": "More Livechat and Currency Livechat: So I’ve done a lot more on livechat, you can create channels now (properly,) delete messages, almost have it so you can edit them, and typing indicators are almost done. Currency: I’ve started figuring out how users should get currency, and what it should go towards. Right now, the main idea is get it daily by posting/using livechat, then spend it on customization like user color, or upgrading max bio length."}, {"post_id": 49218, "ts": "2026-08-17T21:28:23Z", "hours": 0.6536, "text": "More public channels and locking!"}, {"post_id": 48867, "ts": "2026-08-17T13:00:31Z", "hours": 2.4442, "text": "Live Chat Fixed! I fully fixed and implemented the livechat. It supports the creation of channels with passwords, message history, joining channels, sending to channels you’ve joined. If all users leave the channel, unless its a keep-alive channel, mostly predefined channels with no passwords like general and off-topic, the database for message history gets wiped, and the channel is up for grabs again! I dont have any pictures really, I did it last night on a different PC, so enjoy an 88x31!"}, {"post_id": 48487, "ts": "2026-08-16T21:10:31Z", "hours": 0.4981, "text": "Live Chat Live chat is working in its most basic form! I did censor the usernames, solely because they used their real name lol. Color coding different users, the same person is censored with the same color across pics."}, {"post_id": 47555, "ts": "2026-08-15T15:07:11Z", "hours": 1.2475, "text": "GIFS Gifs have been added to the image api. (I can finally new line again!) Images you go: https://images.barfpile.dev/getimage/filename gifs you go: https://images.barfpile.dev/getgif/filename.gif (you can remove the .gif at the end and it will work fine everywhere but discord. You can also use getimage on a gif, but again, will work anywhere but discord.) (Attached gif was added by someone, idk who, while I was testing gifs lol. I am going to add basically metadata so you can get https://images.barfpile.dev/getmeta/filename and retrieve things like timestamp uploaded, filename, and who uploaded it.)"}, {"post_id": 47174, "ts": "2026-08-14T21:26:35Z", "hours": 1.8294, "text": "Images and livechat - I made an image api! You can upload infinite files, compressed to be 1/3 of their size ofc. Also started implementing live ws chatting with infinite channels that can be password locked. https://server/getimage?filename=testimage"}, {"post_id": 45027, "ts": "2026-08-11T05:44:27Z", "hours": 0.6342, "text": "Ship Time! I just added an AI test client, I am not disclosing this as AI usage in the project, as this really isnt the project, and is only meant so users (like me) with virtually 0 front end design knowledge, can just use this, now, in the web. THE CLIENT YOU SEE IS AI PLEASE DO NOT JUDGE AGAINST THIS AS NONE OF THE SERVER CODE (the true project) IS AI"}, {"post_id": 44750, "ts": "2026-08-10T18:39:05Z", "hours": 0.6975, "text": "PFPS Got a little sidetracked ya know just casually implemented pfps. no big deal. https://fries.hackclub.app/userpfp?user=fries"}, {"post_id": 44453, "ts": "2026-08-10T06:37:50Z", "hours": 0.6025, "text": "#SSE Approach - This took so long, its not done, and quite frankly I’m so tired. Why did I chose sse? Compatibility with old hardware and, like most of my projects, learning and goofing around. This has the added benefit of making this all exclusively http, and being able to get integrated into my system of endpoints i already have."}, {"post_id": 44433, "ts": "2026-08-10T05:52:03Z", "hours": 0.8692, "text": "Rewrites and Backtracking Really nothing has been done. I spent a decent chunk of time trying to work with WS and just toughing it out, but I couldn’t get done what I wanted to get done. So I’ve made the bold, stupid, late-night decision, to switch to using SSE for the live chat. Partially so it can be more integrated into my already made systems, however, mainly just because I wanna learn something new. Enjoy this picture of timestamps from me trying to learn Flask’s SSE."}, {"post_id": 44373, "ts": "2026-08-10T02:48:38Z", "hours": 0.325, "text": "quick one, added some more info to the live chat object, namely cmd and channel, this is in preparation for the channels system."}, {"post_id": 44359, "ts": "2026-08-10T02:05:52Z", "hours": 1.9847, "text": "Live Chat and More Worked on quite a bit this devlog. I finished up all the endpoints I would need, cleaned up the server code, made an init file to run it, and started on a live chatting system using websockets. It’s going to support an infinite amount of channels each able to be locked behind a password. However, except for maybe one general chat, no chat history is likely to be stored at this time, simply because infinite chats with no restrictions being stored, is going to eat through storage like mad. However for now it works. I was originally debating that each channel would basically have its own encryption, and then i realized… that’s dumb. I don’t need to do that, and here we are."}, {"post_id": 42866, "ts": "2026-08-07T20:28:48Z", "hours": 0.3258, "text": "Social I worked on the social endpoint, and the reason it says it only took 17 minutes, is I switched to Zed, realized it doesn’t have Hackatime support, and switched back when already basically done lol. I made a little slop coded tool before I actually attempt to make something, even though any sort of interface to use it isn’t part of the project really. Basically, its just a simple endpoint you can post to and get to post and read messages in a sort of twitter-esque environment."}, {"post_id": 42291, "ts": "2026-08-06T22:36:37Z", "hours": 0.345, "text": "Added a little thing telling you what port it was on, and then started it up! https://fries.hackclub.app/"}, {"post_id": 41943, "ts": "2026-08-06T14:02:19Z", "hours": 1.3444, "text": "It works! (Also I learned you can do markdown here) https://fries.hackclub.app/ Yesterday I did a good bit of work on actually making it work lol. I did a lot of work out and about just on GitHub’s website, so when I came back there was a lot needed to get everything working. Mainly when I refactored some of the code into functions in a different file, I completely broke the login. But a little more in-depth about Cami. When you post {\"username\":\"<str>\",\"password\":\"<str>\"} to either register or login, you get back a token. This token is based off your user-id and gets refreshed every time you login (also supposed to be after a day just unimplemented right now.) You then use this to authenticate with (the only commands that need it right now) /changepass or /updatebio. You can also, as shown in the image below, run /GET on /user?user=(username or user id). That’s pretty much the full run down honestly. Passwords are currently hashed with SHA256, although I need to find a better option as I was able to brute force reverse my 8 letter password on the web in <1 minute. :("}, {"post_id": 41495, "ts": "2026-08-05T18:53:11Z", "hours": 2.6375, "text": "Cami - Cami is a silly goofy authentication program for use in my other projects. It currently supports: POST/register - Registering an Account POST/login - Logging in to get a token POST/updatebio - Updating your bio GET/getuser - Getting user information from name or ID (returns fries [currency] bio and account #) I am currently working on: POST/changepass - Changing password Implementing this into a chat system that’s websocket based Adding little games and things This was all done with primarily Flask (for the server), hashlib (for hashing passwords), and tinydb (for storage). It is meant to be lightweight, easy to integrate into other systems, and a fun project in general!"}]...
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Title: Cami by @barfpile | Stardance
Devlogs:
Cam Title: Cami by @barfpile | Stardance
Devlogs:
Cami - Cami is a silly goofy authentication program for use in my other projects. It currently supports: POST/register - Registering an Account POST/login - Logging in to get a token POST/updatebio - Updating your bio GET/getuser - Getting user information from name or ID (returns fries [currency] bio and account #) I am currently working on: POST/changepass - Changing password Implementing this into a chat system that’s websocket based Adding little games and things This was all done with primarily Flask (for the server), hashlib (for hashing passwords), and tinydb (for storage). It is meant to be lightweight, easy to integrate into other systems, and a fun project in general!
It works! (Also I learned you can do markdown here) https://fries.hackclub.app/ Yesterday I did a good bit of work on actually making it work lol. I did a lot of work out and about just on GitHub’s website, so when I came back there was a lot needed to get everything working. Mainly when I refactored some of the code into functions in a different file, I completely broke the login. But a little more in-depth about Cami. When you post {"username":"<str>","password":"<str>"} to either register or login, you get back a token. This token is based off your user-id and gets refreshed every time you login (also supposed to be after a day just unimplemented right now.) You then use this to authenticate with (the only commands that need it right now) /changepass or /updatebio. You can also, as shown in the image below, run /GET on /user?user=(username or user id). That’s pretty much the full run down honestly. Passwords are currently hashed with SHA256, although I need to find a better option as I was able to brute force reverse my 8 letter password on the web in <1 minute. :(
Added a little thing telling you what port it was on, and then started it up! https://fries.hackclub.app/
Social I worked on the social endpoint, and the reason it says it only took 17 minutes, is I switched to Zed, realized it doesn’t have Hackatime support, and switched back when already basically done lol. I made a little slop coded tool before I actually attempt to make something, even though any sort of interface to use it isn’t part of the project really. Basically, its just a simple endpoint you can post to and get to post and read messages in a sort of twitter-esque environment.
Live Chat and More Worked on quite a bit this devlog. I finished up all the endpoints I would need, cleaned up the server code, made an init file to run it, and started on a live chatting system using websockets. It’s going to support an infinite amount of channels each able to be locked behind a password. However, except for maybe one general chat, no chat history is likely to be stored at this time, simply because infinite chats with no restrictions being stored, is going to eat through storage like mad. However for now it works. I was originally debating that each channel would basically have its own encryption, and then i realized… that’s dumb. I don’t need to do that, and here we are.
quick one, added some more info to the live chat object, namely cmd and channel, this is in preparation for the channels system.
Rewrites and Backtracking Really nothing has been done. I spent a decent chunk of time trying to work with WS and just toughing it out, but I couldn’t get done what I wanted to get done. So I’ve made the bold, stupid, late-night decision, to switch to using SSE for the live chat. Partially so it can be more integrated into my already made systems, however, mainly just because I wanna learn something new. Enjoy this picture of timestamps from me trying to learn Flask’s SSE.
#SSE Approach - This took so long, its not done, and quite frankly I’m so tired. Why did I chose sse? Compatibility with old hardware and, like most of my projects, learning and goofing around. This has the added benefit of making this all exclusively http, and being able to get integrated into my system of endpoints i already have.
PFPS Got a little sidetracked ya know just casually implemented pfps. no big deal. https://fries.hackclub.app/userpfp?user=fries
Ship Time! I just added an AI test client, I am not disclosing this as AI usage in the project, as this really isnt the project, and is only meant so users (like me) with virtually 0 front end design knowledge, can just use this, now, in the web. THE CLIENT YOU SEE IS AI PLEASE DO NOT JUDGE AGAINST THIS AS NONE OF THE SERVER CODE (the true project) IS AI
Images and livechat - I made an image api! You can upload infinite files, compressed to be 1/3 of their size ofc. Also started implementing live ws chatting with infinite channels that can be password locked. https://server/getimage?filename=testimage
GIFS Gifs have been added to the image api. (I can finally new line again!) Images you go: https://images.barfpile.dev/getimage/filename gifs you go: https://images.barfpile.dev/getgif/filename.gif (you can remove the .gif at the end and it will work fine everywhere but discord. You can also use getimage on a gif, but again, will work anywhere but discord.) (Attached gif was added by someone, idk who, while I was testing gifs lol. I am going to add basically metadata so you can get https://images.barfpile.dev/getmeta/filename and retrieve things like timestamp uploaded, filename, and who uploaded it.)
Live Chat Live chat is working in its most basic form! I did censor the usernames, solely because they used their real name lol. Color coding different users, the same person is censored with the same color across pics.
Live Chat Fixed! I fully fixed and implemented the livechat. It supports the creation of channels with passwords, message history, joining channels, sending to channels you’ve joined. If all users leave the channel, unless its a keep-alive channel, mostly predefined channels with no passwords like general and off-topic, the database for message history gets wiped, and the channel is up for grabs again! I dont have any pictures really, I did it last night on a different PC, so enjoy an 88x31!
More public channels and locking!
More Livechat and Currency Livechat: So I’ve done a lot more on livechat, you can create channels now (properly,) delete messages, almost have it so you can edit them, and typing indicators are almost done. Currency: I’ve started figuring out how users should get currency, and what it should go towards. Right now, the main idea is get it daily by posting/using livechat, then spend it on customization like user color, or upgrading max bio length.
PFP Decor / Display Names ALSO I HIT 20 HOURS These have been wip and were quite simple to implement, display name is just another value in the TINYDB database for users, and so is the profile decor. I got it from another app so I can’t really commit it because its not mine, however it works! There’s no way to set it yourself I just hand edited the DB. Also, users can now edit their username! I know that was a massive complaint in the first ship. Past that really all I changed was paths. Before i had paths like /getuser?user=fries which was dumb. I figured out how to, with flask, make it /user/fries and it gives the same information. Much cleaner.
Fixes and new paint Pretty much everything I have worked on this devlog simply involves fixes. “Oh, I’m not handling invalid json on a route, oops!” Or: “Oh usernames can be >32 chars because i messed up my if statement.” (I learned this one when someone with the entire bee movie script as their name appeared on my users route.) While it was all fixes I worked on, on top of this, due to wanting to commit roughly once every hour to keep people updated, I rewrote the empty path so it looks better. Link still points to the github repo. Auth Securely, Auth Silly.
Fixes and Continuity So basically this was just fixing a lot of weird things. For example, this being the main thing, the pfps stored whenever a user uploads them, get stored as 128x128. But the empty pfp, was 256x256. On top of this in some websocket things i was using "msg":"content" or "message":"content" interchangeably, but this has since been normalized. In all its just been a productive time, I’ve added a bunch, started working on a python library, and just gotten ready for ship 2!
Quick Devlog for the reroll Started just adding more pfp decor, had some people make me some. Yippee! Quick update: that’s not mine and I didnt get permission to use it, its the one i had for testing first because I got it from somewhere else real easily. It has since been removed, in favor for other ones I do have permission to use.
Fixes and Usage Well hey! It’s been a hot minute right? Lately I have been working on a lot more fixes, mainly on things like the social endpoint, and the image endpoint. Not terribly visible portions right now, but majorly important! I also got a used RPI5 which is now hosting it. That means, no more Nest downtime issues resetting my code! Yay! Notable Changes: The social posting endpoint returns the whole message object instead of just the ID. Files have been reorganized to be much cleaner Tons of little crashes and issues have been cleaned up, there are still more. I’ve started in on beautifying the logs!
LATEST UPDATES Auth Securely, Auth Silly <3 Normalizing Returns I’ve been doing a lot of work on simply normalizing some returns. Some of them were just slightly different like “The token is invalid” vs. “Invalid Token”, so those were condensed into “invalid token”, on top of this whenever i return a message i wrap it like: {"cmd":"success","message":"<original message>" . On top of this I also went through and changed some of the codes. DB Fixes Next thing I need to fix is any DB access needs to be routed through the helper funcs and properly closed. If you change your name, half the project still thinks only the original exists, while the other half, the correct half, only sees the new name. The reason is I have broken the project up into like 5 python files, 2 of which are both trying to simultaneously access the DB. Which, in-case you were wondering, is not good. Less Requests Something else I’ve been working on to prevent clients having to make like 3 requests for one thing, and to prevent the server from having to handle those, is to whenever a message is saved to the DB say from the social endpoint, when I send it back down, I attach the username and display name to it. This takes >2 http requests, get the messages then the usernames and user info, down to just 1. (Until you grab user pfps, which should be just grabbed once and cached.) Because this is really all I did I like… don’t have pictures? So… Enjoy the little 88x31 I made Also this is probably the longest devlog I’ve ever made, but I’m bored, and since I just got 6 months of Spotify premium as a gift, I’m letting the weird AI DJ thing just play whatever it feels like. It does, however, keep going back to the dark ages of 2024. Let me forget that year of music listening…
Im back Been working on the project a bit. Mainly just working on docs and helping people understand the API in a more sort of private environment. Should push a ship eventually, and its gonna be super awesome for everyone! :D Also maybe I did a devlog but i added timestamps to posts and stuff and made the total requests needed to do everything muuuuuuuch smaller, and made a smaller cache of data needed.
Multiplayer Im in the midst of making an extendable WS based multiplayer server, and figured I’d test it with a cool game somebody I know made! It’s a W.I.P. but works pretty well and everything server side is done lol.
Fixes, Simultaneous DB Editing, and JSONifying. Quick one since its like 11pm, I’ve been working on a lot of fixes. I, since the start of this project, haven’t closed DBs. Think about that. I am an intelligent human being. I’ve also been working on getting searching working (image) for the social api, and making sure everything works with that. On top of this, everything is still getting organized, and made to have very similar responses, so as a dev less work has to be done for you to support it. I also kinda started on a python library, but eh, we’ll see how it goes I suppose. Also have been working on some security, nothing commited, to try to make it harder to hack ig. Gn stardance! (im sick)
Music Server/New Chat Server Hello! I’ve lately been working on a music server. Users can upload any sort of audio file, mp3, ogg, it should support mp4 but i haven’t tested, and it converts it to an ogg file. The ogg file has a roughly 75% file size to the original MP3 while keeping the same quality. I’ve also been working on things like metadata storage, playlists, and more. On top of music, I’ve started a full rework of the live chatting system. It’s been going well so far, but I’m changing up how it works a little. It’s going to be closer to IRC + DMs, there will be no locked channels, no way to create custom channels anymore. Hopefully I can also drag some more people in, and make it much simpler to use, and on top of this make it super easy to link to Discord and such. So yeah! It’s been going well, I’m still alive, I’m running out of time to ship… and uh yeah! Have fun coding!
A lot… I JUST BROKE 30 HOURS ON THIS PROJECT SERVER-SIDE CODING OMG!!! :D Well Cami has been rolling along reallllllllly quickly. Things I’ve added/worked on: Playlists/More Music Stuff Fixing up the post search api Remake of ws chat server Fries have been implemented Fries transfer is working Fries daily claiming is working So many fixes (many things didnt quite properly handle errors and so they have been fixed) Changes to your user info are being locked behind fries. (PFP Decor is locked but pfp, bio, and more will be locked, basically everything but password changes) Image/Music uploading will likely be locked behind fries, or you will have to pay fries to upgrade the amount of stuff you can store. More PFP Decor has been added to my personal instance but that doesnt affect here. Server logs are prettier. More info attached to the user queries. Thanks for reading and sticking with this shitshow of a project.
AI generated a client so people can actually use it. Once again, I truthfully, have not used AI in this project for anything but front end, which I do not know how to do. Over the course of testing I have mainly used raw HTTP requests.
Well it was fun! (Its going for another week after i blow all my stardust.) Hello stardancers. Its 9-29-26. I’m not going to be able to make another ship and get it rated. Thank you everyone so much for the support on this project, and thanks for running Stardance! Mainly just working on live chatting, a decentralizable chatting service similar to discord, which will be picked up on phantom.hackclub.com. For anyone wondering what I got out of Stardance: 1 domain Outpost Badge (will make a project with that too!) Factorio Pico-8
Fixes/Tweaks Might as well just get some time out here, I’ve literally been working on livechatting and misc fixes. I’ve been so stressed and tired and distracted I don’t remember working on this at all. I’ve moved primarily to working on Phantom, tryna get me a blahaj and balatroooooooo also its been 12 days please ship me my items 😭 Live Chatting Decentralized? Check Ability to change servername dynamically? Check Editing/Deleting messages? Check we’re so goated :)
Ships:
Cami is a full authentication backend. I made this for use in my own projects, and as a way to learn web stuff with flask. It was challenging just getting it all working. Combining Flask and TinyDB (things I’m not too familiar with) to make this come together. To use, register an account on the homepage, then click around and see what you can do! THE CLIENT USED IS AI: I do not know how to do frontend html work, and that is not the project. The project is the backend python.
Welcome to Cami! It’s been a difficult 30 hour journey and I’m tryna get me Factorio to wrap up this awesome summer. :P Warning: The client is AI-Generated, it is not the project, simply a tool so you guys don’t have to make raw http requests with python. None of the rest of the project is AI-Generated....
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