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37233
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Drowned Fish by @cauadev | Stardance
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cauadev
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1
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80.29
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1155
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T15:31:11Z", "hours": 80.0, "multiplier": 14.43, "payout": 1155, "blessing": "neutral", "text": "Hello guys! Drowned-Fish A simple 2D troll game made with Love2D. The name is a thing as impossible as you beating this game. It has 26 levels, uncountable traps and lots and lots of teasing voicelines meant specifically to annoy you. Controls WASD - Move P - Pause/unpause Struggles (Only the main ones) Creative block at level design (especially for the last sectors). Physics, because I thought Bump.lua would do the job well, but discovered (too late to switch for something like love.physics ) that it doesn’t work well with moving objects (basically a lot of my game), so it still has some physics quirks, although I did my best to fix a lot of them. Making my game pretty (I’m a dev, not an artist) Voicelines (like finding them on my phone to transfer to the project or changing their volume because they were too low. Also, they’re kind of bad quality Drowned-Fish Initiative uses cheap speakers). UI, because Love2D, although being awesome, doesn’t have helpers for UI, so all UI logic had to be hand written Implementing specific props, such as lasers, moveable props, spinning platforms and boosters I’m proud of… Having a whole game to call mine Overcoming all topics mentioned in Struggles Learning: Game dev, a new language (Lua), a framework (Love2D) and some unexpected things (like discovering Tiled existence or how AppImage works under the hood) Download You can download it at the GitHub releases page . It’s officially supported for Windows and Linux at the x86_64 architecture. If your system isn’t supported, you can: Download the universal .love build, along with a Love2D runtime (they’re available at the official Love2D page ) and open the build with Love2D Skip this project and rate another project instead (don’t rate it if you can’t play it first, please)", "repo": "https://github.com/Br-Zueira/Drowned-Fish", "demo": "https://github.com/Br-Zueira/Drowned-Fish/releases/tag/v1.0.0"}]...
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[{"post_id": 75741, "ts": "202 [{"post_id": 75741, "ts": "2026-09-30T22:18:40Z", "hours": 0.2886, "text": "Hello! Struggles at shipping My game was rejected for using an old OpenGL version, but forcing it to use a newer OpenGL by default isn’t something I can easily change without forking Love2D (simply not doable for me). Also, it did work as intended on a variety of devices (old, new, Windows, Linux). And searching a bit, apparently Love2D automatically try using OpenGL 3.0 if it’s available on the device. So, if you’re a shipwright, please take this in consideration. Note -> Also, I want to say that during this midtime I changed my Chromebook setup from ChromeOS Crostini (Debian container) to bare metal Linux (I use Arch btw)"}, {"post_id": 71223, "ts": "2026-09-20T14:03:54Z", "hours": 1.4161, "text": "Hello guys! Finally shipping this thing! Made S5L5 and S5L6 (yeah, this one has 6 levels, although level 6 is just like an “ending”) and added new voicelines. Goodbye! See you guys again in my new projects! (check out Hello-Raylib, my current one, or Boilerplater, my Vscode extension)"}, {"post_id": 62373, "ts": "2026-09-05T18:19:55Z", "hours": 2.1108, "text": "Hello guys! New levels Finished Sector 5 Level 3 (S5L3) and did S5L4. Features of S5L4 Fake integer overflow at the level deaths counter, which explains the “broken” level Falling tiles (Can go up, down and custom directions, either moving at a fixed speed or suffering from a “gravity”) Struggles Level design: Solved by testing whatever came to my mind and seemed fun, even for a slight bit. Figuring out how to make the falling tiles without being a total pain: Solved by some default values, syntatic sugar and abstractions (variables with isUp = true are assumed to go only up, else and not EndX and EndY are assumed to go only down). Bye!"}, {"post_id": 59957, "ts": "2026-09-02T01:01:40Z", "hours": 1.8258, "text": "Hello guys! Progress I’ve done this silly cursor (with a frowned face!) that can follow a target! It has two options: Fixed time to reach target (with variable speed) and fixed speed (with variable time to reach target). It has a trigger collision (equals no collision with player) by default, but can be solid. It uses mostly of moveable props updating logic. Struggles Thinking about edge cases (like time being on 0 and division by 0 happening or cursor already being at target) and how to implement my ideas (like a variable speed based on time). This silly bug where cursor can crush you (even when having a trigger collision). Probably letting it as a troll feature. Wanted to draw cursor over everything else (solved it by adding a “layer” property at props, where cursor is at layer 999 while tiles are at -999 and default is 0. Also, player is still rendering at cursor front, but probably ignoring this, as it’s not an issue.) TODO Finishing the level (S5L3) and doing lots of troll shenanigans."}, {"post_id": 59182, "ts": "2026-08-31T20:34:32Z", "hours": 2.2239, "text": "Hello guys! What I’ve done (No, I’ll not face myself) Sector 5 levels 1 and 2, and the beginning of brainstorming for level 3. Level 1 messes up with controls. Level 2 takes it further and also messes with gravity. Level 3 is… I dunno, have to think (creative block is being a huge roadblock for this game). Struggles Creative block for levels (already said it) Being lazy (mostly because the creative block makes my brain want to avoid this project) Lack of free time (It’s better now, but was kind of an issue for me) TODO More levels (at least Level 3 to 5, but I thought of doing more) Maybe improving UX/UI (NOT A PROMISE) More voicelines (absolutely needed)"}, {"post_id": 55251, "ts": "2026-08-26T22:19:20Z", "hours": 1.0742, "text": "Hello, guys! Development Yesterday, I’ve done this level (S4L5). It’s officially the last level for Sector 4. The X thing rotates clockwise, then there are the traps I won’t tell (go play it by yourself to discover!) Struggles I really struggled with physics (the player often noclips through the walls or the spinning X thing), and decided it’ll be a feature/something explained in-game (the sector already messes with physics, such as gravity inversion, so it can be treated as a “colateral effect”). I added a death condition, which is being squished at axis X (didn’t solve, but now it’s there). Sector 5 You guys can be sure Sector 5 will be the silliest one. I plan to get very creative at this one, such as messing with controls, breaking the 4th wall, etc. Note Just discovered those awesome emojis, so I’ll definitively start using them. Also, just decided to use Markdown features simply because I can."}, {"post_id": 54641, "ts": "2026-08-25T17:49:56Z", "hours": 2.0483, "text": "Hello guys! On the last days, I’ve been doing sector 4 level 3 (the one at the picture) and 4! I struggled with gravity effects (spoiler: those levels mess up with gravity and Y-axis acceleration), and this was not that easy. Ended up having to do a trigger that doesn’t get deleted as soon as it gets trigged, so it can smoothly slow down player until velY gets to 0. Also, changed jump system in order to be able of jumping from the ceiling. TODO: S4L5 (maybe horizontal gravity?) and S5 (probably the last sector, and the hardest to code, as I want it to break the 4th wall and mess up with controls and UI). Bye!"}, {"post_id": 51329, "ts": "2026-08-20T22:26:49Z", "hours": 1.6053, "text": "Hello guys! In the last days, I’ve done these translucid tiles. They pulsate using sine waves, and gets brighter if player is close (had to learn easing functions just to make it smoother!). Not too much struggles (fortunately), except by the fact I first tried to use bump.lua collision checking (for some forbidden reason didn’t work), then went to euclidian distance formula (linear) and finally used an easing formula (as smooth as butter on hot knife). That’s it! (Also, some tiny patches that are probably smaller than this sentence so are not worth being mentioned.)"}, {"post_id": 49790, "ts": "2026-08-18T18:40:46Z", "hours": 2.57, "text": "Hello guys! Oh these days, I worked on these amazing particle systems. Also, did you notice a small delay between dying or touching a goal/sector gate and respawning or loading the new level? That’s the brand new freeze player option. The player becomes invisible, immortal and immoveable for a small amount of time (500ms to be more specific) to make it feel more smooth. At first, it caused me a simple yet huge headache involving voicelines that play right at the start of levels entered by a sector gate. Turns out it was that the sector gates kept detecting collision with frozen player (and consequently refiring logic) and bugging it all. Shout out to Claude for finding the bug root for me!"}, {"post_id": 48535, "ts": "2026-08-16T23:15:39Z", "hours": 2.7033, "text": "Hello guys! On the last days, I’ve been making this level (S4L2). The single thing that was a thorn at my side was the rotating moving platform at right. The individual tiles would incorrectly spin around rotation center because they wouldn’t keep a constant radius from center, causing a mess. The solution was to force the tiles to keep a constant radius from rotation center. Also, level design is being a real struggle for me: Lack of inspiration for cool, unique and with funny trolling. I’m open for suggestions!"}, {"post_id": 45346, "ts": "2026-08-11T18:53:24Z", "hours": 3.4861, "text": "Hello guys! In those days, I’ve been making those spinning platforms, and also S4L1 (this level). It’s probably not 100% finished, considering its still not troll. Struggle: Physics (Bump.lua really hates moving and rotating props) and figuring out how to actually make it rotate. Also, I’m struggling with ideas for the level."}, {"post_id": 43235, "ts": "2026-08-08T11:38:33Z", "hours": 4.205, "text": "Hello guys! In the last days, I added new assets, such as songs and backgrounds (one for each sector). I also finally added SFX! Then, I re-included and re-formulated death by crush (struggled with it, ended up having to use subtick system for it to work correctly). Finally, I did a logo/icon for the game."}, {"post_id": 41350, "ts": "2026-08-05T14:39:50Z", "hours": 5.0219, "text": "Hello guys! Yesterday, I made s3l5. I’ve also made s3l4 a bit easier. Also, I’ve made the laser seem a bit thicker and way more cool. Finally, I’ve done some bash scripts: bundle.sh = Bundles the game modules, assets, maps, libraries, main.lua (entry point) and conf.lua (Love2D configurations) into a .love file windows-package.sh = Merges the .love file with Love2D standalone .exe, puts it into a folder with Love2D dlls, game license and readme linux-x86_64-package.sh = Unpacks Love2D AppImage, changes variables and filenames, merges Love2D bin with the .love file, handles both Love2D and game license and game readme and packs it back into an AppImage using AppImageTool"}, {"post_id": 39807, "ts": "2026-08-03T01:25:25Z", "hours": 2.1606, "text": "Hello guys! Today, I’ve basically done those lasers and s3l4 (the level on the pic). Struggled with: alternating laser patterns based on lasers that started disabled. It was a single line of code (if isDisabled then return instance end) but lots of headaches and anger and unexpected behaviour. Also, it was kind of hard to figure out how to make these dynamic beans work out. Ended up basically taking advantage of table references (parent laser emitters coordinates) and “if isDisabled then return end” code guards."}, {"post_id": 39229, "ts": "2026-08-02T01:56:01Z", "hours": 3.1364, "text": "Hello guys! Today, I’ve made Sector 3 Level 3 (the background level). I’ve also done this pause menu. It even saves the volume and the muted state in a settings.json file. TODO: More levels, maybe a few brand new props and probably my first sound effects."}, {"post_id": 37947, "ts": "2026-07-31T00:06:18Z", "hours": 6.5086, "text": "Hey guys! On these days, I made sector 3 along with its two first levels. I also started making this terminal-style pause menu where you can adjust the audio channels. Finally, I enhanced the song playing (now it has better support to multiple tracks). Struggles: making a UI that is both functional and not completely awful simply with Love (pun intended). TODO: Put a volume changer (probably not a slider, more simple, like arrow keys) and a button to go back to hub."}, {"post_id": 36483, "ts": "2026-07-28T16:50:27Z", "hours": 1.8083, "text": "Hello guys! Yesterday and the day before, I made sector 2 level 4. I also added springs and speed boosters to the game. Save features: Unlocking levels gradually and saving least death count per sector, everything in save.json file and with temp json files to avoid corruption (atomic saving). The least death count is showed at sector hub over each sector gate. Struggles: boosting player’s velX (its zeroed after every frame to avoid sliding, but this also zeroed the boost. The solution was to create a different variable in player, called boostedX, that is managed diferently from velX and taken in account with velX to move player). And bump.lua’s bounce, which I had to replace with “self.velY = -self.velY”, and for some reason automatically ensured energy loss (realistic physics) even though I didn’t program it. And I’ll keep it this way because it’s good, realistic and, most important, fun. Bye!"}, {"post_id": 35973, "ts": "2026-07-27T19:22:49Z", "hours": 2.6047, "text": "Hello fellas! Yesterday and today, I added a saving system. It saves unlocked sectors and least death counts. This least death counts is showed in sector hub below sector number. I also made sector 2 level 3 (the level in the picture)."}, {"post_id": 35502, "ts": "2026-07-26T23:48:00Z", "hours": 4.0628, "text": "Hello, guys! On the last days, I did this sector hub! Also, I was finally able of patching the physics bugs involving moveables and player! Besides that, I added sector 2 level 2. Bye!"}, {"post_id": 34631, "ts": "2026-07-25T14:50:05Z", "hours": 4.7336, "text": "Hello, fellas! Yesterday, I did this new UI and also added a moveable prop class (until that, every moving prop was jury-rigging involving moversaws) and sector 2 level 1."}, {"post_id": 34000, "ts": "2026-07-24T12:09:06Z", "hours": 4.9647, "text": "Hello, guys! Yesterday, I did two brand new levels: 4 and 5 (this one). I also started organizing levels in “sectors” - Level groups. Besides that, I made improvements in mover saws, debugging (now the game supports level and sector flags) and even a separate test map if I ever need to test specific things. Issues: Collision. Yeah, that’s it. The fake saw in level 4 gave me looots of trouble, debugging and some unfixed bugs involving player on vertically moving objects. The ultimate “fix”? Slowing the saw. But it worked. That’s what matters."}, {"post_id": 33469, "ts": "2026-07-23T13:26:08Z", "hours": 4.6464, "text": "Hello guys! Yesterday and today, I added level 3, with portals. I also added a voiceline manager module and two brand new voicelines. Besides that, as you can see, I added some new visual improvements: A background, a font and a sprite for the player. Now the game went from 100% ugly to 99% ugly. It’s still an improvement, though, plus I want to replace these sprites later."}, {"post_id": 32972, "ts": "2026-07-22T14:01:01Z", "hours": 4.7653, "text": "Hello guys! Yesterday and today, I did the first two actual levels of the game (I discarded the old test map!) I also did some new obstacles, such as fake tiles and moving saws. Not only that, but a trigger class too. I added some helpers for audio and even a soundtrack (Thanks Imphenzia for the awesome and no copyright “Discovery of Planet X” soundtrack). Struggles: Crostini (ChromeOS Linux container) mysterious volume changes each time I opened it, making me think the problem were the voicelines and the soundtrack, collision quirks (like the saw from the gif getting stuck at the player and not killing or triggers being sticky instead of untoucheable) and Tiled/STI (mainly about tilesets). That’s it!"}, {"post_id": 32316, "ts": "2026-07-21T12:36:06Z", "hours": 4.3033, "text": "Hello guys! Yesterday, I moved the main logic from props to player itself (the deadly and the goal thing). Also, as you can see in this gif, I added some of the first troll items: a goal that moves when player is close and a spike that only appears when player is close. Besides that, I added a logic handler where you can have levelx__data.lua separate from the Tiled’s levelx.lua, where __data contains logic exclusive to that level. Finally, I used all my dubbing skills (100% of 0 is 0) to make some voice lines to the game. It’s a narrator that keeps teasing you."}, {"post_id": 31539, "ts": "2026-07-20T00:57:14Z", "hours": 2.9972, "text": "Hey guys! Today, I officially integrated Tiled to the game and added spawn points and “killable” (killer) props. Today’s struggles: nil values, killer props not killing and Tiled itself. TODO: a lot, probably more focused on organizing code and adding new props."}, {"post_id": 31211, "ts": "2026-07-19T12:56:11Z", "hours": 3.0753, "text": "Hey guys! Yesterday and today, I’ve made this simple setup. It has a player and a prop managment (the green platform is composed by individual tiles of 32x32px, where a tile is considered a prop). As you can see, it also has death system (with counting) and movement system. This is just the beginning!"}]...
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Title: Drowned Fish by @cauadev | Stardance
Devlo Title: Drowned Fish by @cauadev | Stardance
Devlogs:
Hey guys! Yesterday and today, I’ve made this simple setup. It has a player and a prop managment (the green platform is composed by individual tiles of 32x32px, where a tile is considered a prop). As you can see, it also has death system (with counting) and movement system. This is just the beginning!
Hey guys! Today, I officially integrated Tiled to the game and added spawn points and “killable” (killer) props. Today’s struggles: nil values, killer props not killing and Tiled itself. TODO: a lot, probably more focused on organizing code and adding new props.
Hello guys! Yesterday, I moved the main logic from props to player itself (the deadly and the goal thing). Also, as you can see in this gif, I added some of the first troll items: a goal that moves when player is close and a spike that only appears when player is close. Besides that, I added a logic handler where you can have levelx__data.lua separate from the Tiled’s levelx.lua, where __data contains logic exclusive to that level. Finally, I used all my dubbing skills (100% of 0 is 0) to make some voice lines to the game. It’s a narrator that keeps teasing you.
Hello guys! Yesterday and today, I did the first two actual levels of the game (I discarded the old test map!) I also did some new obstacles, such as fake tiles and moving saws. Not only that, but a trigger class too. I added some helpers for audio and even a soundtrack (Thanks Imphenzia for the awesome and no copyright “Discovery of Planet X” soundtrack). Struggles: Crostini (ChromeOS Linux container) mysterious volume changes each time I opened it, making me think the problem were the voicelines and the soundtrack, collision quirks (like the saw from the gif getting stuck at the player and not killing or triggers being sticky instead of untoucheable) and Tiled/STI (mainly about tilesets). That’s it!
Hello guys! Yesterday and today, I added level 3, with portals. I also added a voiceline manager module and two brand new voicelines. Besides that, as you can see, I added some new visual improvements: A background, a font and a sprite for the player. Now the game went from 100% ugly to 99% ugly. It’s still an improvement, though, plus I want to replace these sprites later.
Hello, guys! Yesterday, I did two brand new levels: 4 and 5 (this one). I also started organizing levels in “sectors” - Level groups. Besides that, I made improvements in mover saws, debugging (now the game supports level and sector flags) and even a separate test map if I ever need to test specific things. Issues: Collision. Yeah, that’s it. The fake saw in level 4 gave me looots of trouble, debugging and some unfixed bugs involving player on vertically moving objects. The ultimate “fix”? Slowing the saw. But it worked. That’s what matters.
Hello, fellas! Yesterday, I did this new UI and also added a moveable prop class (until that, every moving prop was jury-rigging involving moversaws) and sector 2 level 1.
Hello, guys! On the last days, I did this sector hub! Also, I was finally able of patching the physics bugs involving moveables and player! Besides that, I added sector 2 level 2. Bye!
Hello fellas! Yesterday and today, I added a saving system. It saves unlocked sectors and least death counts. This least death counts is showed in sector hub below sector number. I also made sector 2 level 3 (the level in the picture).
Hello guys! Yesterday and the day before, I made sector 2 level 4. I also added springs and speed boosters to the game. Save features: Unlocking levels gradually and saving least death count per sector, everything in save.json file and with temp json files to avoid corruption (atomic saving). The least death count is showed at sector hub over each sector gate. Struggles: boosting player’s velX (its zeroed after every frame to avoid sliding, but this also zeroed the boost. The solution was to create a different variable in player, called boostedX, that is managed diferently from velX and taken in account with velX to move player). And bump.lua’s bounce, which I had to replace with “self.velY = -self.velY”, and for some reason automatically ensured energy loss (realistic physics) even though I didn’t program it. And I’ll keep it this way because it’s good, realistic and, most important, fun. Bye!
Hey guys! On these days, I made sector 3 along with its two first levels. I also started making this terminal-style pause menu where you can adjust the audio channels. Finally, I enhanced the song playing (now it has better support to multiple tracks). Struggles: making a UI that is both functional and not completely awful simply with Love (pun intended). TODO: Put a volume changer (probably not a slider, more simple, like arrow keys) and a button to go back to hub.
Hello guys! Today, I’ve made Sector 3 Level 3 (the background level). I’ve also done this pause menu. It even saves the volume and the muted state in a settings.json file. TODO: More levels, maybe a few brand new props and probably my first sound effects.
Hello guys! Today, I’ve basically done those lasers and s3l4 (the level on the pic). Struggled with: alternating laser patterns based on lasers that started disabled. It was a single line of code (if isDisabled then return instance end) but lots of headaches and anger and unexpected behaviour. Also, it was kind of hard to figure out how to make these dynamic beans work out. Ended up basically taking advantage of table references (parent laser emitters coordinates) and “if isDisabled then return end” code guards.
Hello guys! Yesterday, I made s3l5. I’ve also made s3l4 a bit easier. Also, I’ve made the laser seem a bit thicker and way more cool. Finally, I’ve done some bash scripts: bundle.sh = Bundles the game modules, assets, maps, libraries, main.lua (entry point) and conf.lua (Love2D configurations) into a .love file windows-package.sh = Merges the .love file with Love2D standalone .exe, puts it into a folder with Love2D dlls, game license and readme linux-x86_64-package.sh = Unpacks Love2D AppImage, changes variables and filenames, merges Love2D bin with the .love file, handles both Love2D and game license and game readme and packs it back into an AppImage using AppImageTool
Hello guys! In the last days, I added new assets, such as songs and backgrounds (one for each sector). I also finally added SFX! Then, I re-included and re-formulated death by crush (struggled with it, ended up having to use subtick system for it to work correctly). Finally, I did a logo/icon for the game.
Hello guys! In those days, I’ve been making those spinning platforms, and also S4L1 (this level). It’s probably not 100% finished, considering its still not troll. Struggle: Physics (Bump.lua really hates moving and rotating props) and figuring out how to actually make it rotate. Also, I’m struggling with ideas for the level.
Hello guys! On the last days, I’ve been making this level (S4L2). The single thing that was a thorn at my side was the rotating moving platform at right. The individual tiles would incorrectly spin around rotation center because they wouldn’t keep a constant radius from center, causing a mess. The solution was to force the tiles to keep a constant radius from rotation center. Also, level design is being a real struggle for me: Lack of inspiration for cool, unique and with funny trolling. I’m open for suggestions!
Hello guys! Oh these days, I worked on these amazing particle systems. Also, did you notice a small delay between dying or touching a goal/sector gate and respawning or loading the new level? That’s the brand new freeze player option. The player becomes invisible, immortal and immoveable for a small amount of time (500ms to be more specific) to make it feel more smooth. At first, it caused me a simple yet huge headache involving voicelines that play right at the start of levels entered by a sector gate. Turns out it was that the sector gates kept detecting collision with frozen player (and consequently refiring logic) and bugging it all. Shout out to Claude for finding the bug root for me!
Hello guys! In the last days, I’ve done these translucid tiles. They pulsate using sine waves, and gets brighter if player is close (had to learn easing functions just to make it smoother!). Not too much struggles (fortunately), except by the fact I first tried to use bump.lua collision checking (for some forbidden reason didn’t work), then went to euclidian distance formula (linear) and finally used an easing formula (as smooth as butter on hot knife). That’s it! (Also, some tiny patches that are probably smaller than this sentence so are not worth being mentioned.)
Hello guys! On the last days, I’ve been doing sector 4 level 3 (the one at the picture) and 4! I struggled with gravity effects (spoiler: those levels mess up with gravity and Y-axis acceleration), and this was not that easy. Ended up having to do a trigger that doesn’t get deleted as soon as it gets trigged, so it can smoothly slow down player until velY gets to 0. Also, changed jump system in order to be able of jumping from the ceiling. TODO: S4L5 (maybe horizontal gravity?) and S5 (probably the last sector, and the hardest to code, as I want it to break the 4th wall and mess up with controls and UI). Bye!
Hello, guys! Development Yesterday, I’ve done this level (S4L5). It’s officially the last level for Sector 4. The X thing rotates clockwise, then there are the traps I won’t tell (go play it by yourself to discover!) Struggles I really struggled with physics (the player often noclips through the walls or the spinning X thing), and decided it’ll be a feature/something explained in-game (the sector already messes with physics, such as gravity inversion, so it can be treated as a “colateral effect”). I added a death condition, which is being squished at axis X (didn’t solve, but now it’s there). Sector 5 You guys can be sure Sector 5 will be the silliest one. I plan to get very creative at this one, such as messing with controls, breaking the 4th wall, etc. Note Just discovered those awesome emojis, so I’ll definitively start using them. Also, just decided to use Markdown features simply because I can.
Hello guys! What I’ve done (No, I’ll not face myself) Sector 5 levels 1 and 2, and the beginning of brainstorming for level 3. Level 1 messes up with controls. Level 2 takes it further and also messes with gravity. Level 3 is… I dunno, have to think (creative block is being a huge roadblock for this game). Struggles Creative block for levels (already said it) Being lazy (mostly because the creative block makes my brain want to avoid this project) Lack of free time (It’s better now, but was kind of an issue for me) TODO More levels (at least Level 3 to 5, but I thought of doing more) Maybe improving UX/UI (NOT A PROMISE) More voicelines (absolutely needed)
Hello guys! Progress I’ve done this silly cursor (with a frowned face!) that can follow a target! It has two options: Fixed time to reach target (with variable speed) and fixed speed (with variable time to reach target). It has a trigger collision (equals no collision with player) by default, but can be solid. It uses mostly of moveable props updating logic. Struggles Thinking about edge cases (like time being on 0 and division by 0 happening or cursor already being at target) and how to implement my ideas (like a variable speed based on time). This silly bug where cursor can crush you (even when having a trigger collision). Probably letting it as a troll feature. Wanted to draw cursor over everything else (solved it by adding a “layer” property at props, where cursor is at layer 999 while tiles are at -999 and default is 0. Also, player is still rendering at cursor front, but probably ignoring this, as it’s not an issue.) TODO Finishing the level (S5L3) and doing lots of troll shenanigans.
Hello guys! New levels Finished Sector 5 Level 3 (S5L3) and did S5L4. Features of S5L4 Fake integer overflow at the level deaths counter, which explains the “broken” level Falling tiles (Can go up, down and custom directions, either moving at a fixed speed or suffering from a “gravity”) Struggles Level design: Solved by testing whatever came to my mind and seemed fun, even for a slight bit. Figuring out how to make the falling tiles without being a total pain: Solved by some default values, syntatic sugar and abstractions (variables with isUp = true are assumed to go only up, else and not EndX and EndY are assumed to go only down). Bye!
Hello guys! Finally shipping this thing! Made S5L5 and S5L6 (yeah, this one has 6 levels, although level 6 is just like an “ending”) and added new voicelines. Goodbye! See you guys again in my new projects! (check out Hello-Raylib, my current one, or Boilerplater, my Vscode extension)
Hello! Struggles at shipping My game was rejected for using an old OpenGL version, but forcing it to use a newer OpenGL by default isn’t something I can easily change without forking Love2D (simply not doable for me). Also, it did work as intended on a variety of devices (old, new, Windows, Linux). And searching a bit, apparently Love2D automatically try using OpenGL 3.0 if it’s available on the device. So, if you’re a shipwright, please take this in consideration. Note -> Also, I want to say that during this midtime I changed my Chromebook setup from ChromeOS Crostini (Debian container) to bare metal Linux (I use Arch btw)
Ships:
Hello guys! Drowned-Fish A simple 2D troll game made with Love2D. The name is a thing as impossible as you beating this game. It has 26 levels, uncountable traps and lots and lots of teasing voicelines meant specifically to annoy you. Controls WASD - Move P - Pause/unpause Struggles (Only the main ones) Creative block at level design (especially for the last sectors). Physics, because I thought Bump.lua would do the job well, but discovered (too late to switch for something like love.physics ) that it doesn’t work well with moving objects (basically a lot of my game), so it still has some physics quirks, although I did my best to fix a lot of them. Making my game pretty (I’m a dev, not an artist) Voicelines (like finding them on my phone to transfer to the project or changing their volume because they were too low. Also, they’re kind of bad quality Drowned-Fish Initiative uses cheap speakers). UI, because Love2D, although being awesome, doesn’t have helpers for UI, so all UI logic had to be hand written Implementing specific props, such as lasers, moveable props, spinning platforms and boosters I’m proud of… Having a whole game to call mine Overcoming all topics mentioned in Struggles Learning: Game dev, a new language (Lua), a framework (Love2D) and some unexpected things (like discovering Tiled existence or how AppImage works under the hood) Download You can download it at the GitHub releases page . It’s officially supported for Windows and Linux at the x86_64 architecture. If your system isn’t supported, you can: Download the universal .love build, along with a Love2D runtime (they’re available at the official Love2D page ) and open the build with Love2D Skip this project and rate another project instead (don’t rate it if you can’t play it first, please)...
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1793008192.4110355
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1793094592.4110355
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25808
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Goose Games by @Gabl | Stardance
|
Gabl
|
2
|
19.0
|
143
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T15:04:43Z", "hours": 13.0, "multiplier": 11.17, "payout": 143, "blessing": "neutral", "text": "Goose Games ship 2 This is a fairly simple WarioWare game, where you have to manage to beat 5 minigames to win. The Game currently features 7 Minigames: Platformer - eat the 3 Breads as fast as possible Clicker - eat all of the 6 Breads in time Click-Smasher - Honk at the human enough times in the timeframe Flappy-Goose - Reach a random score of points Don’t-Click - you don’t. Honk-Correctly - Hit the green area to honk correctly Jump - jump over a random amount of obstacles I added so much to the game since last ship, but here are some things I remember off the top of my head: WarioWare Music and SFX Settings Screen actually working lol 4 new minigames randomisation - for example in minigames but also in which order you get minigames Popup Text at the beginning of the minigame tons of bug fixes prob more Thanks for playing, hope you have fun!", "repo": "https://github.com/gabl18/WarioWare", "demo": "https://gabl18.itch.io/goose-games"}, {"ship_num": 2, "ts": "2026-06-28T20:07:08Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Goose Games You are a simple Goose that has a big appetite for Bread and annoying people. A simple WarioWare like game with fast paced minigames. Controls: WASD or Arrows to Move Space to jump Mouseclick The Game currently features 3 Minigames: Platformer - eat the 3 Breads as fast as possible Clicker - eat all of the 6 Breads in time Click-Smasher - Honk at the human enough times in the timeframe All art assets have been created by me - yes, even the font. I still have many plans to extend the games size, polish everthing, add more randomness and make more art. Created for Stardance Hackclub - Make a WarioWare Game. Thanks for playing, hope you have fun!", "repo": "https://github.com/gabl18/WarioWare", "demo": "https://gabl18.itch.io/goose-games"}]...
|
[{"post_id": 71248, "ts": "202 [{"post_id": 71248, "ts": "2026-09-20T14:59:28Z", "hours": 0.5531, "text": "Last Devlog before ship!Fixed some errors and bugs, such as the faulty hitbox for the 7th minigame and the intervention screen always showing the wrong level lol.Then also updated the readme and everything regarding the itch page."}, {"post_id": 70288, "ts": "2026-09-18T21:33:21Z", "hours": 2.8886, "text": "Fixing Stuff and more! Since last time I firstly added some sound effects to better indicate if you failed or not- for example if you fail the HONK CORRECTLY! Minigame its a different honk to when you win, or same for the new minigame I added- yes I added a new minigame: JUMP! : Here you must jump over some items I drew, had a lot of fun to draw these again, also drew some new Backgrounds and so on. I also added the actual controls and code for the settings to actually work, and also added credits there haha. Lastly I fixed a really annoying bug, that was driving me insane - the music wouldn’t Always work in the browser for whatever reason. After some digging the solution was surprisingly easy, just had to change the Default Playback type for audio in the project settings. I am glad that works now. Not much to go untill the second ship, Maybe I’ll add another minigame, or just ship it in the next devlog - we’ll see."}, {"post_id": 69548, "ts": "2026-09-17T08:53:27Z", "hours": 1.3675, "text": "Yippie, added another game- HONK CORRECTLY! In this game you just need to honk at the right moment to win. Seems pretty simple, but took me some time to get done."}, {"post_id": 69070, "ts": "2026-09-16T10:03:53Z", "hours": 0.3117, "text": "Last Devlog bugged I don’t know why but the last devlog bugged out and I sent it off before I finished writing it. Now I have made some really minor fixes to make this devlog but am still wondering how to fix others. But here are new features I added since the actual last devlog: Music: implemented actual warioware music, which did fit perfectly. It works perfect in godot, but I don’t know why, it doesn’t in the browser all the time - I have no idea how to fix that. Randomisation: Minigames now come in a random order and some minigames have variation - such as don’t press (length), annoy the human (click amount) and flappy goose (points amount). Oh, and you can’t get the same minigame back to back. Better Organisation: Changed the organisation of folders, scenes, etc. to be better bc it was a full nightmare before. Took longer than expected because it messed all the dependencies up - but I think it works now. New Minigame: Don’t Click - or else…. Also made some new art for this minigame which turned out great once again imo! Thanks for checking this devlog out, idk why that before happened but well yeah."}, {"post_id": 69054, "ts": "2026-09-16T09:36:39Z", "hours": 2.2619, "text": "More randomisation!"}, {"post_id": 67228, "ts": "2026-09-13T08:59:38Z", "hours": 3.22, "text": "Finally continued working on the game!! Made a flappy bird-like game - which took me way too long because I had many difficulties spawning in the chimneys. And also drawing the sprites took quite some time but I think it was definitely worth it - I am really happy with them"}, {"post_id": 20844, "ts": "2026-07-02T15:39:25Z", "hours": 2.1719, "text": "Made a lil explanation Text pop up before each minigame starting wich gave me a huge headache and still doesn’t really work like intended, also I have no idea why the quality is so bad or why I can’t adjust the size and its just bigger in some scenes and smaller in others. But I am waay too dumb to figure anything out it seems, have definitely wasted too much time on this text popup, might actually quit this, bc I am hella down cause nothing seems to work right I am trying to do ):"}, {"post_id": 17866, "ts": "2026-06-28T20:05:30Z", "hours": 1.8047, "text": "Added a new Game - “Annoy a human”: Just spam the goose enough times in the timeframe! Aditionally created tons of art and different Geese - lol, had much fun drawing these."}, {"post_id": 16200, "ts": "2026-06-26T10:13:25Z", "hours": 3.7047, "text": "Have pretty much finished the guide and implemented some of my own art already - not without its issues, had a bit of difficulties following the guide since I didn’t always know what it wanted me to do lol. But got everything done in the end. Before shipping for the first time I still gotta decide what theme this game should have, what the protagonist should be and add one or two more minigames. - should play some warioware for inspiration haha."}]...
|
Title: Goose Games by @Gabl | Stardance
Devlogs:
Title: Goose Games by @Gabl | Stardance
Devlogs:
Have pretty much finished the guide and implemented some of my own art already - not without its issues, had a bit of difficulties following the guide since I didn’t always know what it wanted me to do lol. But got everything done in the end. Before shipping for the first time I still gotta decide what theme this game should have, what the protagonist should be and add one or two more minigames. - should play some warioware for inspiration haha.
Added a new Game - “Annoy a human”: Just spam the goose enough times in the timeframe! Aditionally created tons of art and different Geese - lol, had much fun drawing these.
Made a lil explanation Text pop up before each minigame starting wich gave me a huge headache and still doesn’t really work like intended, also I have no idea why the quality is so bad or why I can’t adjust the size and its just bigger in some scenes and smaller in others. But I am waay too dumb to figure anything out it seems, have definitely wasted too much time on this text popup, might actually quit this, bc I am hella down cause nothing seems to work right I am trying to do ):
Finally continued working on the game!! Made a flappy bird-like game - which took me way too long because I had many difficulties spawning in the chimneys. And also drawing the sprites took quite some time but I think it was definitely worth it - I am really happy with them
More randomisation!
Last Devlog bugged I don’t know why but the last devlog bugged out and I sent it off before I finished writing it. Now I have made some really minor fixes to make this devlog but am still wondering how to fix others. But here are new features I added since the actual last devlog: Music: implemented actual warioware music, which did fit perfectly. It works perfect in godot, but I don’t know why, it doesn’t in the browser all the time - I have no idea how to fix that. Randomisation: Minigames now come in a random order and some minigames have variation - such as don’t press (length), annoy the human (click amount) and flappy goose (points amount). Oh, and you can’t get the same minigame back to back. Better Organisation: Changed the organisation of folders, scenes, etc. to be better bc it was a full nightmare before. Took longer than expected because it messed all the dependencies up - but I think it works now. New Minigame: Don’t Click - or else…. Also made some new art for this minigame which turned out great once again imo! Thanks for checking this devlog out, idk why that before happened but well yeah.
Yippie, added another game- HONK CORRECTLY! In this game you just need to honk at the right moment to win. Seems pretty simple, but took me some time to get done.
Fixing Stuff and more! Since last time I firstly added some sound effects to better indicate if you failed or not- for example if you fail the HONK CORRECTLY! Minigame its a different honk to when you win, or same for the new minigame I added- yes I added a new minigame: JUMP! : Here you must jump over some items I drew, had a lot of fun to draw these again, also drew some new Backgrounds and so on. I also added the actual controls and code for the settings to actually work, and also added credits there haha. Lastly I fixed a really annoying bug, that was driving me insane - the music wouldn’t Always work in the browser for whatever reason. After some digging the solution was surprisingly easy, just had to change the Default Playback type for audio in the project settings. I am glad that works now. Not much to go untill the second ship, Maybe I’ll add another minigame, or just ship it in the next devlog - we’ll see.
Last Devlog before ship!Fixed some errors and bugs, such as the faulty hitbox for the 7th minigame and the intervention screen always showing the wrong level lol.Then also updated the readme and everything regarding the itch page.
Ships:
Goose Games You are a simple Goose that has a big appetite for Bread and annoying people. A simple WarioWare like game with fast paced minigames. Controls: WASD or Arrows to Move Space to jump Mouseclick The Game currently features 3 Minigames: Platformer - eat the 3 Breads as fast as possible Clicker - eat all of the 6 Breads in time Click-Smasher - Honk at the human enough times in the timeframe All art assets have been created by me - yes, even the font. I still have many plans to extend the games size, polish everthing, add more randomness and make more art. Created for Stardance Hackclub - Make a WarioWare Game. Thanks for playing, hope you have fun!
Goose Games ship 2 This is a fairly simple WarioWare game, where you have to manage to beat 5 minigames to win. The Game currently features 7 Minigames: Platformer - eat the 3 Breads as fast as possible Clicker - eat all of the 6 Breads in time Click-Smasher - Honk at the human enough times in the timeframe Flappy-Goose - Reach a random score of points Don’t-Click - you don’t. Honk-Correctly - Hit the green area to honk correctly Jump - jump over a random amount of obstacles I added so much to the game since last ship, but here are some things I remember off the top of my head: WarioWare Music and SFX Settings Screen actually working lol 4 new minigames randomisation - for example in minigames but also in which order you get minigames Popup Text at the beginning of the minigame tons of bug fixes prob more Thanks for playing, hope you have fun!...
|
1792983138.8614907
|
1793069538.8614907
|
|
61277
|
CopterCode by @BodaSatvikChandra | Stardance
|
BodaSatvikChandra
|
1
|
7.82
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T14:56:54Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built CopterCode, an AI-assisted parametric drone design and computational screening platform. You give it a mission (like “heavy payload lift” or “racing”), and it generates deterministically bounded, 3D-printable OpenSCAD drone frames while running structural and thrust-to-weight physics checks. The biggest challenge was moving away from a loose generative script and turning it into a real engineering tool. I had to completely refactor the codebase to eradicate “magic numbers,” implement strict Pydantic schemas, and build a “fail-closed” state machine so the pipeline permanently halts if a design is unsafe. Getting the Streamlit cloud deployment perfectly synced with my modular GitHub structure and dependencies was a great final hurdle. I’m most proud of the strict engineering governance I added, especially the Hardcode Audit and the explicit safety boundaries. To test it out, open the live app, try clicking the “Racing Drone” or “1kg Payload Lift” presets (or type your own prompt), and click Run Pipeline to watch the physics engine generate the exact geometry and specs!", "repo": "https://github.com/chandrasatvik423-ui/CopterCode", "demo": "https://youtu.be/yRjAsONN0Dg"}]...
|
[{"post_id": 71249, "ts": "202 [{"post_id": 71249, "ts": "2026-09-20T15:00:07Z", "hours": 3.8161, "text": "“Spent these hours doing a massive architectural refactor of CopterCode to eradicate all hardcoded ‘magic numbers’ and implement strict Pydantic schemas. I also properly structured the GitHub repository into modular directories (config/, schemas/, docs/) and debugged a Plotly deployment issue on Streamlit Cloud by setting up a strict requirements.txt. The live app is now fully operational and shipped!”"}, {"post_id": 67664, "ts": "2026-09-13T20:24:21Z", "hours": 2.4447, "text": "Just locked in a massive refactor on my Astro-Forge drone generator, finally tearing out all the hardcoded “ghost variables” to wire up a mathematically honest, end-to-end physics solver. Now, when you prompt it with something like “high speed racing drone,” the system automatically provisions actual hardware from a JSON database (like Emax motors and F7 stacks), iteratively calculates the exact volumetric frame mass instead of guessing, and runs a structural solver that sweeps arm dimensions until it guarantees a 1.5+ safety factor against real motor thrust. From there, it headlessly auto-generates the OpenSCAD geometry and spits out a full Markdown Assembly Manual complete with an itemized BoM, material cost, and print time. The whole pipeline is now wrapped in a clean CLI and fully protected by automated pytest invariants, making it incredibly satisfying to watch the system catch AI hallucinations and cleanly route to the correct aerodynamic topology!"}, {"post_id": 67154, "ts": "2026-09-13T07:04:48Z", "hours": 0.56, "text": "The Astro-Forge v5.0 pipeline is complete! I upgraded the Python command center to feature an interactive CLI. The system now interviews the user about their mission profile and target environment, dynamically piping those inputs into the local Phi-3 LLM.I successfully tested it by requesting a “Supersonic Drone” for Earth’s atmosphere. The script generated the physics-audited OpenSCAD geometry (with a new minimum-size failsafe for the center chassis), automatically drafted a Markdown assembly manual with fabrication stats, and rendered a brand-new 3D aerodynamic snap-on canopy to protect the flight controller"}, {"post_id": 66620, "ts": "2026-09-12T13:53:56Z", "hours": 0.6169, "text": "I upgraded the AI-to-Hardware pipeline by injecting a custom Python physics module and a CLI dashboard (using the Rich library). To test the fail-safes, I intentionally prompted the local Phi-3 model to design a massive 387mm drone for a Martian environment, requesting paper-thin 2mm arms.The AI extracted the JSON, but my physics engine intercepted the data before generation. It calculated the aerodynamic drag forces, flagged the 2mm arms as a structural failure, and automatically overrode the dimension to a safe 6.0mm minimum. The script then printed the telemetry to my custom dashboard and automatically launched the corrected 3D blueprint in OpenSCAD."}, {"post_id": 66546, "ts": "2026-09-12T12:01:00Z", "hours": 0.4114, "text": "The AI-to-Hardware pipeline is officially live! I built a Python command center that connects to a local Phi-3 LLM. Instead of manually coding dimensions, I can now use natural language prompts to design a frame. I asked the AI for a compact 120mm chassis inspired by Ejen Ali, accommodating a custom 25x25mm PCB. The AI successfully parsed the prompt, extracted the structural specs into JSON, and instantly triggered my backend generator to create the 3D"}]...
|
Title: CopterCode by @BodaSatvikChandra | Stardanc Title: CopterCode by @BodaSatvikChandra | Stardance
Devlogs:
The AI-to-Hardware pipeline is officially live! I built a Python command center that connects to a local Phi-3 LLM. Instead of manually coding dimensions, I can now use natural language prompts to design a frame. I asked the AI for a compact 120mm chassis inspired by Ejen Ali, accommodating a custom 25x25mm PCB. The AI successfully parsed the prompt, extracted the structural specs into JSON, and instantly triggered my backend generator to create the 3D
I upgraded the AI-to-Hardware pipeline by injecting a custom Python physics module and a CLI dashboard (using the Rich library). To test the fail-safes, I intentionally prompted the local Phi-3 model to design a massive 387mm drone for a Martian environment, requesting paper-thin 2mm arms.The AI extracted the JSON, but my physics engine intercepted the data before generation. It calculated the aerodynamic drag forces, flagged the 2mm arms as a structural failure, and automatically overrode the dimension to a safe 6.0mm minimum. The script then printed the telemetry to my custom dashboard and automatically launched the corrected 3D blueprint in OpenSCAD.
The Astro-Forge v5.0 pipeline is complete! I upgraded the Python command center to feature an interactive CLI. The system now interviews the user about their mission profile and target environment, dynamically piping those inputs into the local Phi-3 LLM.I successfully tested it by requesting a “Supersonic Drone” for Earth’s atmosphere. The script generated the physics-audited OpenSCAD geometry (with a new minimum-size failsafe for the center chassis), automatically drafted a Markdown assembly manual with fabrication stats, and rendered a brand-new 3D aerodynamic snap-on canopy to protect the flight controller
Just locked in a massive refactor on my Astro-Forge drone generator, finally tearing out all the hardcoded “ghost variables” to wire up a mathematically honest, end-to-end physics solver. Now, when you prompt it with something like “high speed racing drone,” the system automatically provisions actual hardware from a JSON database (like Emax motors and F7 stacks), iteratively calculates the exact volumetric frame mass instead of guessing, and runs a structural solver that sweeps arm dimensions until it guarantees a 1.5+ safety factor against real motor thrust. From there, it headlessly auto-generates the OpenSCAD geometry and spits out a full Markdown Assembly Manual complete with an itemized BoM, material cost, and print time. The whole pipeline is now wrapped in a clean CLI and fully protected by automated pytest invariants, making it incredibly satisfying to watch the system catch AI hallucinations and cleanly route to the correct aerodynamic topology!
“Spent these hours doing a massive architectural refactor of CopterCode to eradicate all hardcoded ‘magic numbers’ and implement strict Pydantic schemas. I also properly structured the GitHub repository into modular directories (config/, schemas/, docs/) and debugged a Plotly deployment issue on Streamlit Cloud by setting up a strict requirements.txt. The live app is now fully operational and shipped!”
Ships:
I built CopterCode, an AI-assisted parametric drone design and computational screening platform. You give it a mission (like “heavy payload lift” or “racing”), and it generates deterministically bounded, 3D-printable OpenSCAD drone frames while running structural and thrust-to-weight physics checks. The biggest challenge was moving away from a loose generative script and turning it into a real engineering tool. I had to completely refactor the codebase to eradicate “magic numbers,” implement strict Pydantic schemas, and build a “fail-closed” state machine so the pipeline permanently halts if a design is unsafe. Getting the Streamlit cloud deployment perfectly synced with my modular GitHub structure and dependencies was a great final hurdle. I’m most proud of the strict engineering governance I added, especially the Hardcode Audit and the explicit safety boundaries. To test it out, open the live app, try clicking the “Racing Drone” or “1kg Payload Lift” presets (or type your own prompt), and click Run Pipeline to watch the physics engine generate the exact geometry and specs!...
|
1793055325.3028996
|
1793141725.3028996
|
|
38078
|
ISS OVERHEAD by @Gingembre | Stardance
|
Gingembre
|
1
|
18.0
|
172
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T14:39:20Z", "hours": 18.0, "multiplier": 9.72, "payout": 172, "blessing": "neutral", "text": "I made an app that tells users when the International Space Station flies over them. It contains a lot of cool features like it being able to tell how high the ISS will be in the sky during the next pass. I am proud of this project because it is my first application and I learned a lot coding it.", "repo": "https://github.com/Gingembre3005/ISS_Overhead", "demo": "https://github.com/Gingembre3005/ISS_Overhead/releases/tag/V1.0.0"}]...
|
[{"post_id": 70670, "ts": "202 [{"post_id": 70670, "ts": "2026-09-19T15:49:10Z", "hours": 6.3675, "text": "I have polished the app to get it ready for shipping. This means I completely reworked the UI by displaying numbers in a “Digital Clock” style and the text with a more space like font. You can see a fail I had when trying to display text with the “Digital Clock” font on the third picture : ). I also added notifications to let the user know when the ISS flies over him. And to top it off, now you can see the ISS crossing the background when you are on the app!"}, {"post_id": 65028, "ts": "2026-09-09T20:37:33Z", "hours": 3.325, "text": "In the last few days I have been working on getting the app to calculate at what time the ISS is going to fly over the user again. Now that this is done, I feel like all the core features are done. Do you maybe have an idea of a feature or something that would be interesting to see in the finished app? Let me know in the comments! I’d be more than happy to hear your ideas : )"}, {"post_id": 61754, "ts": "2026-09-04T20:14:05Z", "hours": 3.1083, "text": "My app is finally working! The main thing I want it to do is send the user a notification when the International Space Station flies over them. Right now it can tell the user if the ISS is in his field of view by calculating its position over the horizon. If the amount of degrees over the horizon is positive, then the user should be able to see the ISS (if we neglect the sunlight, weather and so on…)."}, {"post_id": 56838, "ts": "2026-08-28T19:45:11Z", "hours": 4.8992, "text": "This summer I started working on my first mobile app. Since I am very interested in astronomy, I decided to build an app that gives you a notification when the ISS flies over you. Right now I only have two windows, one of which is used to get the user’s location."}]...
|
Title: ISS OVERHEAD by @Gingembre | Stardance
Dev Title: ISS OVERHEAD by @Gingembre | Stardance
Devlogs:
This summer I started working on my first mobile app. Since I am very interested in astronomy, I decided to build an app that gives you a notification when the ISS flies over you. Right now I only have two windows, one of which is used to get the user’s location.
My app is finally working! The main thing I want it to do is send the user a notification when the International Space Station flies over them. Right now it can tell the user if the ISS is in his field of view by calculating its position over the horizon. If the amount of degrees over the horizon is positive, then the user should be able to see the ISS (if we neglect the sunlight, weather and so on…).
In the last few days I have been working on getting the app to calculate at what time the ISS is going to fly over the user again. Now that this is done, I feel like all the core features are done. Do you maybe have an idea of a feature or something that would be interesting to see in the finished app? Let me know in the comments! I’d be more than happy to hear your ideas : )
I have polished the app to get it ready for shipping. This means I completely reworked the UI by displaying numbers in a “Digital Clock” style and the text with a more space like font. You can see a fail I had when trying to display text with the “Digital Clock” font on the third picture : ). I also added notifications to let the user know when the ISS flies over him. And to top it off, now you can see the ISS crossing the background when you are on the app!
Ships:
I made an app that tells users when the International Space Station flies over them. It contains a lot of cool features like it being able to tell how high the ISS will be in the sky during the next pass. I am proud of this project because it is my first application and I learned a lot coding it....
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1793004763.0102959
|
1793091163.0102959
|
|
58752
|
cool personal site by @dakshsharma | Stardance
|
dakshsharma
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T14:22:34Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made a cool personal site! You can go to my github or linkedin by clicking the button(this js was so hard to do). I like the css. I was learning all of these for the first time really in this project!", "repo": "https://github.com/DakshSharma304/cool-personal-site", "demo": "https://dakshs.vercel.app"}]...
|
[{"post_id": 70948, "ts": "202 [{"post_id": 70948, "ts": "2026-09-20T02:52:12Z", "hours": 3.185, "text": "very cool personal site!!! you can click on the buttons AND THEY TAKE YOU TO THE WEBPAGE!!!(like github button to my github profile) very aura graphics future plans to add like mechanism where i can write text and post updates heehee link dakshs.vercel.app"}]...
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Title: cool personal site by @dakshsharma | Starda Title: cool personal site by @dakshsharma | Stardance
Devlogs:
very cool personal site!!! you can click on the buttons AND THEY TAKE YOU TO THE WEBPAGE!!!(like github button to my github profile) very aura graphics future plans to add like mechanism where i can write text and post updates heehee link dakshs.vercel.app
Ships:
Made a cool personal site! You can go to my github or linkedin by clicking the button(this js was so hard to do). I like the css. I was learning all of these for the first time really in this project!...
|
1793008126.8507667
|
1793094526.8507667
|
|
63929
|
My own site! by @mahfuzrahman16 | Stardance
|
mahfuzrahman16
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T14:20:13Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Built my first Personal Site using HTML & CSS and I am pretty proud of it as I am new to coding Used HTML for the structure CSS for styling Used Vs Code’s Auto Complete feature and auto suggestions (idk if it count as AI usage)", "repo": "https://github.com/mahfuzrx/stardance-portfolio-web", "demo": "https://mahfuzrx.github.io/stardance-portfolio-web/"}]...
|
[{"post_id": 70962, "ts": "202 [{"post_id": 70962, "ts": "2026-09-20T03:38:47Z", "hours": 1.2886, "text": "Hey! I was working on a portfolio website from the past 1 hour, it is complete now I’m new to this coding stuff, but i was interested in this from a long time"}]...
|
Title: My own site! by @mahfuzrahman16 | Stardance Title: My own site! by @mahfuzrahman16 | Stardance
Devlogs:
Hey! I was working on a portfolio website from the past 1 hour, it is complete now I’m new to this coding stuff, but i was interested in this from a long time
Ships:
Built my first Personal Site using HTML & CSS and I am pretty proud of it as I am new to coding Used HTML for the structure CSS for styling Used Vs Code’s Auto Complete feature and auto suggestions (idk if it count as AI usage)...
|
1793058851.6686883
|
1793145251.6686883
|
|
44109
|
Cozy Farm by @Irtaza | Stardance
|
Irtaza
|
1
|
18.0
|
264
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T14:13:05Z", "hours": 18.0, "multiplier": 14.58, "payout": 264, "blessing": "neutral", "text": "I made a cozy farming simulation game! Raise chickens, collect eggs, and sell them for money! And repeat. You can also hire workers to collect eggs for you! And expand your farm using the money you make!", "repo": "https://github.com/Irtaza2009/Cozy-Farm", "demo": "https://irtaza.itch.io/cozy-farm"}]...
|
[{"post_id": 71217, "ts": "202 [{"post_id": 71217, "ts": "2026-09-20T13:57:58Z", "hours": 0.3767, "text": "Decided to finally ship the game! And updated the itch.io page! Also manually updated the index.html build file produced by Unity to remove the footer and make the fullscreen button an overlay. BTW, the game looks best in full screen, so try it in full screen when playing it!"}, {"post_id": 65797, "ts": "2026-09-11T05:29:35Z", "hours": 2.1333, "text": "I added bridges between islands! I also tried to play around with colliders and physics shapes in the Unity Sprite Editor, and I tried to automate the boundary colliders of a tilemap, but it didn’t work. I guess I will have to manually place objects around the islands to make a boundary… Also, I have disabled boat movement for now. I am thinking of just adding bridges between the islands…"}, {"post_id": 61567, "ts": "2026-09-04T15:25:33Z", "hours": 1.4067, "text": "I added a player which you can control to move around the island. And made a boat controller and manager, and now you can board, and control the boat and sail! Also a text pops up when you go near the boat, telling the player to press enter to board ship."}, {"post_id": 60242, "ts": "2026-09-02T14:19:04Z", "hours": 1.6783, "text": "Created a new home island! Also added some objects like rocks and weeds in the water, and improved the water animations. And added an animated docked boat! I am planning for this to be the main scene of the game, and then you use the boat to get to the chicken farm and other farms that I might add in the future. Will add sailing in the boat next!"}, {"post_id": 58816, "ts": "2026-08-31T12:17:59Z", "hours": 1.2, "text": "Added icons to the left menu for eggs, coins and chickens!! Also updated the shapes of the chicken, worker and hen house colliders, (so they aren’t exactly the size of the characters, but a bit smaller)"}, {"post_id": 57283, "ts": "2026-08-29T12:06:20Z", "hours": 3.5225, "text": "Made an auto controller for the worker rabbit. Now you can hire the worker, and it can auto-collect eggs. It detects and moves towards an egg (only up, down, left or right movement. No diagonal, as it didn’t look good), and collects it on collision. Also, when there is no egg nearby, it can randomly choose between wandering or idle behaviour/animations! Also revamped the shop UI to make space for the hire button, and changed the button sizes and layout."}, {"post_id": 44473, "ts": "2026-08-10T07:50:50Z", "hours": 3.1283, "text": "I added a worker (rabbit), with 4 idle animations and 4 move animations! It ignores collisions with chickens and eggs, and has a sorting layer script so it can appear behind or in front of other sprites correctly. Will make it move automatically in the next update so you don’t have to control it, and also make it auto-collect eggs."}, {"post_id": 42895, "ts": "2026-08-07T21:02:29Z", "hours": 2.9161, "text": "Added zoom functionality! Now you can zoom in or out using the scroll wheel or pinching. And added some islands spelling out “IRT” (just for fun!). Also made the tutorial only load on the player’s first time playing. I also found out that eggs weren’t spawning on the expanded island, so I fixed that by updating the boundaries I had hard-coded."}, {"post_id": 41163, "ts": "2026-08-05T06:11:23Z", "hours": 1.7208, "text": "Started working on making an interactive tutorial! Made 4 steps: it teaches the player how to collect eggs, open the shop, sell the eggs, and get more chickens."}]...
|
Title: Cozy Farm by @Irtaza | Stardance
Devlogs:
Title: Cozy Farm by @Irtaza | Stardance
Devlogs:
Started working on making an interactive tutorial! Made 4 steps: it teaches the player how to collect eggs, open the shop, sell the eggs, and get more chickens.
Added zoom functionality! Now you can zoom in or out using the scroll wheel or pinching. And added some islands spelling out “IRT” (just for fun!). Also made the tutorial only load on the player’s first time playing. I also found out that eggs weren’t spawning on the expanded island, so I fixed that by updating the boundaries I had hard-coded.
I added a worker (rabbit), with 4 idle animations and 4 move animations! It ignores collisions with chickens and eggs, and has a sorting layer script so it can appear behind or in front of other sprites correctly. Will make it move automatically in the next update so you don’t have to control it, and also make it auto-collect eggs.
Made an auto controller for the worker rabbit. Now you can hire the worker, and it can auto-collect eggs. It detects and moves towards an egg (only up, down, left or right movement. No diagonal, as it didn’t look good), and collects it on collision. Also, when there is no egg nearby, it can randomly choose between wandering or idle behaviour/animations! Also revamped the shop UI to make space for the hire button, and changed the button sizes and layout.
Added icons to the left menu for eggs, coins and chickens!! Also updated the shapes of the chicken, worker and hen house colliders, (so they aren’t exactly the size of the characters, but a bit smaller)
Created a new home island! Also added some objects like rocks and weeds in the water, and improved the water animations. And added an animated docked boat! I am planning for this to be the main scene of the game, and then you use the boat to get to the chicken farm and other farms that I might add in the future. Will add sailing in the boat next!
I added a player which you can control to move around the island. And made a boat controller and manager, and now you can board, and control the boat and sail! Also a text pops up when you go near the boat, telling the player to press enter to board ship.
I added bridges between islands! I also tried to play around with colliders and physics shapes in the Unity Sprite Editor, and I tried to automate the boundary colliders of a tilemap, but it didn’t work. I guess I will have to manually place objects around the islands to make a boundary… Also, I have disabled boat movement for now. I am thinking of just adding bridges between the islands…
Decided to finally ship the game! And updated the itch.io page! Also manually updated the index.html build file produced by Unity to remove the footer and make the fullscreen button an overlay. BTW, the game looks best in full screen, so try it in full screen when playing it!
Ships:
I made a cozy farming simulation game! Raise chickens, collect eggs, and sell them for money! And repeat. You can also hire workers to collect eggs for you! And expand your farm using the money you make!...
|
1793004653.1387322
|
1793091053.1387322
|
|
21735
|
DeskInfo by @mbr | Stardance
|
mbr
|
1
|
18.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T14:03:42Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a tool that sits on your desk and gives useful information to the user such as the time or climate. It also can show a joke or a motivational quote. On top of that, if you connect it to Hackatime through its API you can get stats about your last 7 days coding. It was an overall quite challenging as I’m a rookie, but it has helped me to learn and improve my skills. I’m actually quite proud of how it turned out but I know it could have been better.", "repo": "https://github.com/marcbr23/Desk-Dock", "demo": ""}]...
|
[{"post_id": 71118, "ts": "202 [{"post_id": 71118, "ts": "2026-09-20T10:07:40Z", "hours": 7.3481, "text": "Finally finished my project! I know it has small issues, but I believe that it is a solid hardware project. Features: Time Current, tomorrow’s and in two days climate. (Including interior temperature and humidity with the DHT11). Joke Screen Quote Screen Last 7 days coding info with hackatime’s API. (Most worked on project, most used language and total time.)"}, {"post_id": 19307, "ts": "2026-06-30T16:03:12Z", "hours": 6.6283, "text": "I spent too much time trying to solve an issue. Everything worked well until I added a new API. Then, the most important API, the weather one, stopped working, I spent a lot of time tinkering with AI to try to optimize it. It turned out that renewing and changing the API key solved it 😢. But anyways, from errors, we learn. I also changed the potentiometer to change the screen with a joystick. I’m very close to finishing the code so I’ll leave the breakdown of what’s next below. What’s next? Polishing the overall looks. Designing the case to fit the joystick. Getting the joystick screen change to work consistently. Making the UI more attractive."}, {"post_id": 17286, "ts": "2026-06-28T00:30:10Z", "hours": 1.7053, "text": "3D modeling and advancements. Some new advancements on the project, added a news screen to the dock (it works poorly) and started designing a case. The first prototype failed so new adjustments must be made."}, {"post_id": 16345, "ts": "2026-06-26T16:23:31Z", "hours": 2.6006, "text": "First desk dock DevLog This is the first DevLog about my desk dock posted in Stardance. I will explain what features it has as well as what i’ll be trying to do in the future. The project currently uses a potentiometer, a DHT11 and a CYD ESP32. I used a website called Lopaka to generate the more complex graphics. If you have any implementation ideas, please leave them in the comments, thanks. Current features: Main Page with hour and basic weather info. More detailed weather page. Basic 3-day forecast. Page that has a random joke. Future upgrades: Custom 3D printed case. Some more features. General looks polishing."}]...
|
Title: DeskInfo by @mbr | Stardance
Devlogs:
Firs Title: DeskInfo by @mbr | Stardance
Devlogs:
First desk dock DevLog This is the first DevLog about my desk dock posted in Stardance. I will explain what features it has as well as what i’ll be trying to do in the future. The project currently uses a potentiometer, a DHT11 and a CYD ESP32. I used a website called Lopaka to generate the more complex graphics. If you have any implementation ideas, please leave them in the comments, thanks. Current features: Main Page with hour and basic weather info. More detailed weather page. Basic 3-day forecast. Page that has a random joke. Future upgrades: Custom 3D printed case. Some more features. General looks polishing.
3D modeling and advancements. Some new advancements on the project, added a news screen to the dock (it works poorly) and started designing a case. The first prototype failed so new adjustments must be made.
I spent too much time trying to solve an issue. Everything worked well until I added a new API. Then, the most important API, the weather one, stopped working, I spent a lot of time tinkering with AI to try to optimize it. It turned out that renewing and changing the API key solved it 😢. But anyways, from errors, we learn. I also changed the potentiometer to change the screen with a joystick. I’m very close to finishing the code so I’ll leave the breakdown of what’s next below. What’s next? Polishing the overall looks. Designing the case to fit the joystick. Getting the joystick screen change to work consistently. Making the UI more attractive.
Finally finished my project! I know it has small issues, but I believe that it is a solid hardware project. Features: Time Current, tomorrow’s and in two days climate. (Including interior temperature and humidity with the DHT11). Joke Screen Quote Screen Last 7 days coding info with hackatime’s API. (Most worked on project, most used language and total time.)
Ships:
I made a tool that sits on your desk and gives useful information to the user such as the time or climate. It also can show a joke or a motivational quote. On top of that, if you connect it to Hackatime through its API you can get stats about your last 7 days coding. It was an overall quite challenging as I’m a rookie, but it has helped me to learn and improve my skills. I’m actually quite proud of how it turned out but I know it could have been better....
|
1793004678.430899
|
1793091078.430899
|
|
64070
|
404 Not Found by @dubbyy | Stardance
|
dubbyy
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T14:02:41Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a super secret personal website, I said pretty much everything in the devlog but I also added a gallery section to fit the guidelines happy stardancing :>", "repo": "https://github.com/dubbyy1/not-found", "demo": "http://super-secret.dubbyy.com/"}]...
|
[{"post_id": 71211, "ts": "202 [{"post_id": 71211, "ts": "2026-09-20T13:38:10Z", "hours": 1.0203, "text": "Devlog I created a very small personal website for the mission. I tried to make it unique and also finish in under an hour, I think it turned out pretty well I already knew how to make websites but I did learn how to create a seamless infinite animation which was cool ok bye nothing to see here :)"}]...
|
Title: 404 Not Found by @dubbyy | Stardance
Devlo Title: 404 Not Found by @dubbyy | Stardance
Devlogs:
Devlog I created a very small personal website for the mission. I tried to make it unique and also finish in under an hour, I think it turned out pretty well I already knew how to make websites but I did learn how to create a seamless infinite animation which was cool ok bye nothing to see here :)
Ships:
I made a super secret personal website, I said pretty much everything in the devlog but I also added a gallery section to fit the guidelines happy stardancing :>...
|
1793058872.2684693
|
1793145272.2684693
|
|
53811
|
Glitch Runner by @thapar_smayan | Stardance
|
thapar_smayan
|
1
|
26.0
|
60
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T13:47:21Z", "hours": 26.0, "multiplier": 2.32, "payout": 60, "blessing": "neutral", "text": "I made an endless 2D runner game. You navigate through obstacles, speed surges and gravity flips as the difficulty increases. I have added 3 characters. Making the sprites on piskel, understanding godot and itch was challenging. I am proud of myself for escaping my comfort zone and making a full game. If you’re trying it out please read the ReadMe and have fun!", "repo": "https://github.com/thaparsmayan2011-ctrl/Glitch-Runner-2D", "demo": "https://kaazmo.itch.io/glitchrunner2d"}]...
|
[{"post_id": 71213, "ts": "202 [{"post_id": 71213, "ts": "2026-09-20T13:43:26Z", "hours": 3.4481, "text": "I have finished making the game, I’ve added the git repo and readme. Music and character selection menus are done. I’m gonna ship now."}, {"post_id": 70085, "ts": "2026-09-18T13:02:12Z", "hours": 6.0464, "text": "I have added 2 more characters, and I’ve added the bg music(mr blue sky). All thats left now is to polish the menus."}, {"post_id": 65807, "ts": "2026-09-11T05:59:22Z", "hours": 2.4708, "text": "I have started making the sprites on piskel. I have made the player sprite and another glitched player. Check it out:)"}, {"post_id": 61678, "ts": "2026-09-04T18:26:20Z", "hours": 6.2344, "text": "I am currently working on the final gimmicks of glitch runner. I have added a speed surge and gravity flip gimmick. I’ve also added a sound mute toggle option. Right now I am facing issues in the UI and the timing of the gimmicks. I am aiming to finish this project by next week. First I’ll refine the current features and then I’ll add the sprites and all. Please suggest some fun gimmicks for my game, I’m open to criticism(:"}, {"post_id": 58784, "ts": "2026-08-31T11:09:38Z", "hours": 4.5114, "text": "I have refined the game mechanics and graphics. Rn I’m having a bit of trouble with the graphics part of godot, but i’ll figure it out. I have started to code the glitch mechanics and I’ll be refining it for some more time, I’m aiming to make atleast 3 more skills and then i’ll make the final sprites."}, {"post_id": 54670, "ts": "2026-08-25T18:23:10Z", "hours": 3.1483, "text": "I’m starting a new Stardance project: Glitch Runner. It’s a 2D endless runner game made in Godot. In this game you run through a glitchy digital world and survive for as long as you can while the game gets harder and the rules shift with every change. So far, I’ve set up the core gameplay: player movement, gravity, jumping, scrolling ground, moving obstacles, obstacle spawning, and a score that increases over time."}]...
|
Title: Glitch Runner by @thapar_smayan | Stardance Title: Glitch Runner by @thapar_smayan | Stardance
Devlogs:
I’m starting a new Stardance project: Glitch Runner. It’s a 2D endless runner game made in Godot. In this game you run through a glitchy digital world and survive for as long as you can while the game gets harder and the rules shift with every change. So far, I’ve set up the core gameplay: player movement, gravity, jumping, scrolling ground, moving obstacles, obstacle spawning, and a score that increases over time.
I have refined the game mechanics and graphics. Rn I’m having a bit of trouble with the graphics part of godot, but i’ll figure it out. I have started to code the glitch mechanics and I’ll be refining it for some more time, I’m aiming to make atleast 3 more skills and then i’ll make the final sprites.
I am currently working on the final gimmicks of glitch runner. I have added a speed surge and gravity flip gimmick. I’ve also added a sound mute toggle option. Right now I am facing issues in the UI and the timing of the gimmicks. I am aiming to finish this project by next week. First I’ll refine the current features and then I’ll add the sprites and all. Please suggest some fun gimmicks for my game, I’m open to criticism(:
I have started making the sprites on piskel. I have made the player sprite and another glitched player. Check it out:)
I have added 2 more characters, and I’ve added the bg music(mr blue sky). All thats left now is to polish the menus.
I have finished making the game, I’ve added the git repo and readme. Music and character selection menus are done. I’m gonna ship now.
Ships:
I made an endless 2D runner game. You navigate through obstacles, speed surges and gravity flips as the difficulty increases. I have added 3 characters. Making the sprites on piskel, understanding godot and itch was challenging. I am proud of myself for escaping my comfort zone and making a full game. If you’re trying it out please read the ReadMe and have fun!...
|
1793008111.493003
|
1793094511.493003
|
|
41548
|
Market Lab by @GoldenClarinet | Stardance
|
GoldenClarinet
|
1
|
132.14
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T13:44:17Z", "hours": 130.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "MarketLab is a python tool to exploring BINANCE financial data. With MarketLab, you can create and manage database of market data such as the OHLCV, calculated indicators such as SMA, RSI etc… The most challenging part was to rebuilt the core of the project. I am very proud of MarketLab because it is my very first and my most complex python project yet.", "repo": "https://github.com/Cla1tra2algo/Market-Lab", "demo": "https://pypi.org/project/the-marketlab-project/"}]...
|
[{"post_id": 74089, "ts": "202 [{"post_id": 74089, "ts": "2026-09-26T17:22:31Z", "hours": 0.6122, "text": "After Ship DevLog #2: I changed manually the README to reduce the part of AI code"}, {"post_id": 72266, "ts": "2026-09-22T15:30:09Z", "hours": 1.5233, "text": "After DevLog #1 : I have edited parts of the README and fixed a bug when window selection. Thanks for reading 😄"}, {"post_id": 71199, "ts": "2026-09-20T13:09:32Z", "hours": 6.0994, "text": "Final DevLog (#33) : Great Great Great New !! The first version of MarketLab is finished !! You can now install it, if you have python with a simple pip install the-marketlab-project and import it under the name of marketlab ! Thanks for reading ad for all the support you gave me 😄 ✌️ ! Special thanks to @dapsvi , @jinjin , @preyas_21 and @MathBty for liking DevLog #33 !"}, {"post_id": 64930, "ts": "2026-09-09T17:27:42Z", "hours": 1.0522, "text": "DevLog #32 : Newfeature ! : I finally fixed the bug that misplaced and made calcultation over wrong data to update indicators. Thes next step is to add the update for the events. Thanks for reading 😄 PS : Special thanks to @kingkev for liking DevLog #31 and following and thank to @No1Michael for liking DevLog #30 !"}, {"post_id": 63039, "ts": "2026-09-06T16:40:05Z", "hours": 0.3269, "text": "DevLog #31 : New feature (not perfect yet) ! I am fixing the issues on the indicator update (see DevLog #30). The indicator is now updated over te whole set of new data and a misplacement has been corrected. But some problems remains: the indicator is updated with what seems to be the first value of the whole set of data and it is also calculated with the very first values (that normally cannot be done: if you are calculating a SMA100, the 99 firsts values cannot be calculated) Thanks for reading 😄"}, {"post_id": 62995, "ts": "2026-09-06T15:44:46Z", "hours": 1.2817, "text": "DevLog #30 : New feature (not perfect yet) ! You can now update the calculated indicators, but an issue just showed up: there are three misplacement of the new values of the indicator. I am working on fixing that. Thanks for reading 🫡 PS : Special thanks to @bali0531 , @lakshaykhatri780 and @jinjin for liking DevLog #29 !"}, {"post_id": 62088, "ts": "2026-09-05T10:32:14Z", "hours": 4.7581, "text": "DevLog #29 : New feature ! You can now update the data available on Binance API. I am also working on calculating indicators and avents over these new data. Thanks for reading 😄 PS: If you know how the 3D Printing Credits available in the shop can be used, I will be grateful if you tell me in the comments!"}, {"post_id": 58871, "ts": "2026-08-31T13:24:47Z", "hours": 8.6258, "text": "DevLog #28 : I finalized the sync of all the part of the system that manage events calculation with the new core of MarketLab. I also started the README. I am currently working on updating all the data after a break in your work on MarketLab. Thanks for reading ✌️! PS: Special thanks again to @bali0531 for liking DevLog #27 ! PS 2: I do not have special image to illustrate the work I have donne these last 8 hours, sorry 🙇♂️"}, {"post_id": 57267, "ts": "2026-08-29T11:33:25Z", "hours": 2.5878, "text": "DevLog #27 : I finalized the sync of all the part of the system that manage indicators calculation with the new core of MarketLab. The next step is to do the same with the events part. Thanks for reading 😆 PS: Special thanks to @bali0531 for liking DevLog #26 !"}, {"post_id": 56754, "ts": "2026-08-28T17:15:42Z", "hours": 10.6694, "text": "DevLog #26 : I keep on modifying the core of MarketLab. I do not have anything special but I need to do this DevLog to log my hours. Thanks fore reading 😄"}, {"post_id": 54023, "ts": "2026-08-24T19:26:44Z", "hours": 8.7467, "text": "DevLog #25 : New feature ! While trying to calculate an indicator, if an existing one has the same name, MaketLab will ask if you want to replace the existing one, rename the indicator you want to calculate or simply cancel the calculations. I am working on the same system but with MarketLab looking on the parameters of calculated indicators. Thanks for reading ✌️!"}, {"post_id": 53139, "ts": "2026-08-23T16:00:46Z", "hours": 8.6025, "text": "DevLog #24 : I standardized indicator definition and metadata to set the rules the user must follow to create indicator that can be accepted by MarkLab. The user must define these metadata to use its own custom indicators : the name of the indicator, the number of parameters nb that the user can choose, the recommended parameters r , the function of the indicator f , the type t of the indicator ( general_app or custom ) and the forced parameters fp . The next step is to do the same with the events. Thanks for reading 🙌!"}, {"post_id": 51812, "ts": "2026-08-21T17:32:26Z", "hours": 8.0319, "text": "DevLog #23 : I keep on working on redefining the structure of the code. All the sqlite3 operations are now performed by the class MarketLabDataBase . Redefining the structure af the code will take a long time (8 hours for one step) but it is one of the final steps of the project and it will hopefully improve the complexity grade of my project. Thanks for reading 😆!"}, {"post_id": 51280, "ts": "2026-08-20T20:27:26Z", "hours": 3.5481, "text": "DevLog #22 : I started working on redefining the structure of the code to strengthen robustness and clarify the architecture. I asked Codex to make me a check list of all the modifications to operate. Thanks for reading 😁 PS : Special thanks to @Aaravkatiyar for liking and commenting DevLog #21 and following ! (You are the GOAT!)"}, {"post_id": 51044, "ts": "2026-08-20T15:07:02Z", "hours": 8.0183, "text": "DevLog #21 : New functionality ! You can now download data from a specific date range. I added this feature to prevent long downloads ( ~ 5 minutes for the whole history with a time frame of 15m and 15 times longer for a timeframe of 1m ). I am now working on computing series with incompatible indicators with general_application . Thanks for reading ✌️! PS : Special thanks to @alyaanmughal for liking DevLog #18, @Aaravkatiyar for liking DevLog #20 and @Sreeni for following me !"}, {"post_id": 49474, "ts": "2026-08-18T10:20:12Z", "hours": 3.0044, "text": "DevLog #20 : New design ! I redesign the main menu by moving 🧩 Manage Custom Indicators and Events , 🗑️ Delete a Column and 📁 Open or Create a Database in the ⚙️ Settings . Small change but it improves the user experience and the understanding of the main menu. Thanks for reading 😄!"}, {"post_id": 48927, "ts": "2026-08-17T14:20:06Z", "hours": 2.0031, "text": "DevLog #19 : New functionality ! You can now compute series of the same indicator but with different windows (EMA 20; EMA 30; EMA 40 …). It only work for the functions compatible with general_application for now but I am working to extend this feature to the custom indicator functions. Thanks for reading 🙌!"}, {"post_id": 48352, "ts": "2026-08-16T17:43:53Z", "hours": 4.1689, "text": "DevLog #18 : New indicator and new event ! The filter_savgol applies a Savitzky-Golay filter (filter that works on polynomial regression) and peak_detection . This led me to add a system that allows the use of indicators and events functions that do not comply with the functions general_application and general_event_application (functions that simplify the création of custom indicators and events). The next steps are the packaging and the writing of the README. Thanks for reading 🙌!"}, {"post_id": 47705, "ts": "2026-08-15T19:53:16Z", "hours": 7.8397, "text": "DevLog #17 : New functionality ! You can now create a file containing your own custom indicators and events . I also created a function called general_event_application which simplifies the creation of new events. Thanks for reading 😄 PS : Special thanks to @bali0531 for liking DevLog #16 !"}, {"post_id": 44678, "ts": "2026-08-10T16:24:41Z", "hours": 3.4011, "text": "DevLog #16 : New functionality ! You can now calculate statistics of an event to show up in function of two parameters. In The example, the event is a cross between the close and the SMA 100 in function of the volume and the the volume of the quote. I am coming to the end of the project, the next steps are to allowing the user create its own indicators and events. Thanks for reading 🙌 ! PS : Special thanks to @MathBty and @dhruvalya for liking DevLog #15 !"}, {"post_id": 43280, "ts": "2026-08-08T13:27:43Z", "hours": 2.3211, "text": "DevLog #15 : New functionality ! You can now search a file already created to make returning to work easier on an existing file. Thank for reading 😄 ! PS : Special thanks to @Gerafftes for liking DevLog #14 !"}, {"post_id": 42185, "ts": "2026-08-06T20:01:07Z", "hours": 1.8761, "text": "DevLog #14 : New fonctionality ! You can now plot a Status with indicators directly with the interface. In the example, Close, SMA 100, SMA 50 and Cross(SMA 100, SMA 50) are plotted on the same graph. The next step is to calculate Stats and plot it too. Thanks for reading 🫡"}, {"post_id": 41992, "ts": "2026-08-06T15:11:05Z", "hours": 5.2839, "text": "DevLog #13 : New functionalities ! You can now plot any indicators already calculated directly with the interface. The next step is to plot status (like “cross”) and stats. I also added 4 functional indicators in the indicator dict of the interface (ATR, VWMA, Amplitude and Relative). The Indicator Dict is able to contain recommended parameters for each indicator and they are printed when entering parameters to calculate indicators. Thanks for reading 🫡. PS : Special thanks to @Jinan (again!), @CoolDuck and @MathBty for liking DevLog #12, @PAPER_01 for liking my first DevLog. Thanks again to @jinan for the amazing comment about DevLog #12 and @yeshwingadde for following !"}, {"post_id": 41322, "ts": "2026-08-05T13:45:46Z", "hours": 2.9131, "text": "DevLog #12 : Bugs fixed ! I added in the code verifications for each user entry to prevent incorrect type of entries and reduce program crash. I also added the option Continue after an action. Hope you like the new logo. Thanks for reading 🙌! PS: Special thanks to @shi , @Jinan and @f for liking DevLog #11. Thank again to @f for the nice comment about DevLog #11!"}, {"post_id": 41198, "ts": "2026-08-05T08:37:29Z", "hours": 4.0861, "text": "DevLog #11 : New functionality ! You can now calculate indicators directly with the interface and delete it. I also added an History to remember the actions that have been done. Hope you like the new design with emojis. I am still taking ideas from you. Thanks for reading 😁"}, {"post_id": 40775, "ts": "2026-08-04T14:59:09Z", "hours": 1.1947, "text": "DevLog #10 : New functionality ! I have started to build a terminal-based user interface to make Market Lab much easier to use. Here is a preview of the first functionality : Download Data to download every candles of the selected symbol and interval. I am also continuing to work on the heat map feature (look at DevLog #9). If you have advice about the design or whatever of the interface, I will be very happy to listen to it. Thanks for reading 🫶 !"}, {"post_id": 40616, "ts": "2026-08-04T08:41:34Z", "hours": 1.0947, "text": "DevLog #9 : New functionality ! The probability for an event occurring can now be calculated and plotted. In the example, the probability of a crossover/crossunder based on trading volume is shown in red or in blue. The next step is to calculate the probability of an event to show up based on two variables and visualize the results using heatmaps. Thanks for reading 🙌. PS : Special thanks to @jinan , @logannavaia and @Epicninja3 for liking the DevLog #8. Thanks again to @Epicninja3 and @logannavaia for following this project !"}, {"post_id": 40386, "ts": "2026-08-03T21:08:16Z", "hours": 1.6072, "text": "DevLog #8 : New event ! The event “under_over” allows us to detect a moment in time where a variable is under or over another. Here the example shows the moment when the SMA 50 is either under or over the SMA 100. I keep on working on the function that allows to compute the probability of an event to show up based on different variables. Thanks for reading 🤠 PS : special thanks to @f for liking the DevLog #7 and the very encouraging comment !"}, {"post_id": 40269, "ts": "2026-08-03T18:04:16Z", "hours": 0.4303, "text": "DevLog #7 : Following the DevLog #6. Triangular labels can now be plotted on the graph at the location of each event. In the example, the event is the crossover between two EMAs. The next step is to compute the probability for an event to show up based on different variables such as the volume, the number of trades etc. Thanks for reading ✌️ ! PS : special thanks to @benvelzul for following this project !"}, {"post_id": 40182, "ts": "2026-08-03T16:13:51Z", "hours": 1.2819, "text": "DevLog #6 : New event ! The event « cross » allows us to detect a moment in time when two values cross each other. Here, the example shows the moment when two SMAs cross one another. This event is shown by the second graph which ocilliates between 1 and -1 for a crossover and a crossunder. The next step is to plot labels directly on the graph for each « cross ». Thanks for reading 😄"}, {"post_id": 39966, "ts": "2026-08-03T09:35:00Z", "hours": 0.3058, "text": "DevLog #5 : New indicator ! I have juste finished implementing the Commodity Chanel Index (cci). This indicator show how much the deviation of the price form its average (SMA) is important relatively to the mean deviation of the price (MD). The math formula is a bit complexe so I joined it below. The typical price (TP) is the average of the high (H), low (L) and close (C) of the same candle. Thanks for reading this DevLog 🫡"}, {"post_id": 39947, "ts": "2026-08-03T08:48:30Z", "hours": 0.485, "text": "DevLog #4 : New indicator ! I have just finished implementing the Stochastic Oscillator (or %K). It is a simple indicator which calculate the “position” of the close of the the last candle over n candles. Here is the math formula: %K = 100 * (Close-Low)/(High-Low) with Close the close of the last candle ; Low the lowest point over n candles ; High the highest point over n candles. The timeframe is still 12h because the calculations are much more faster than those for a 1h timeframe ( logically 12 time faster). Thanks for reading this DevLog 🙌"}, {"post_id": 39921, "ts": "2026-08-03T07:32:41Z", "hours": 1.06, "text": "DevLog #3 : I have just finished implementing the RSI calculation. This is the RSI 14 close of the BTC on a 12h timeframe. I have more than 10 indicators now !"}, {"post_id": 39612, "ts": "2026-08-02T18:27:40Z", "hours": 0.6106, "text": "DevLog #2 : New Indicator ! Here is the ATR 14 of BTC since the 17/08/2017 computed on a 12h time frame. Thanks for reading 😆!"}, {"post_id": 39559, "ts": "2026-08-02T16:27:33Z", "hours": 12.2767, "text": "DevLog #1 : Very first DevLog ! I started Market Lab one week ago and heard about StarDance Challenge one month ago. But I got the idea to participate only yesterday so I have about ten hour that won’t count 😥. I already established the data extraction from BINANCE API. I keep on tracking errors and creating new functions to calculate indicators. Thanks for reading 🫡!"}]...
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Title: Market Lab by @GoldenClarinet | Stardance
Title: Market Lab by @GoldenClarinet | Stardance
Devlogs:
DevLog #1 : Very first DevLog ! I started Market Lab one week ago and heard about StarDance Challenge one month ago. But I got the idea to participate only yesterday so I have about ten hour that won’t count 😥. I already established the data extraction from BINANCE API. I keep on tracking errors and creating new functions to calculate indicators. Thanks for reading 🫡!
DevLog #2 : New Indicator ! Here is the ATR 14 of BTC since the 17/08/2017 computed on a 12h time frame. Thanks for reading 😆!
DevLog #3 : I have just finished implementing the RSI calculation. This is the RSI 14 close of the BTC on a 12h timeframe. I have more than 10 indicators now !
DevLog #4 : New indicator ! I have just finished implementing the Stochastic Oscillator (or %K). It is a simple indicator which calculate the “position” of the close of the the last candle over n candles. Here is the math formula: %K = 100 * (Close-Low)/(High-Low) with Close the close of the last candle ; Low the lowest point over n candles ; High the highest point over n candles. The timeframe is still 12h because the calculations are much more faster than those for a 1h timeframe ( logically 12 time faster). Thanks for reading this DevLog 🙌
DevLog #5 : New indicator ! I have juste finished implementing the Commodity Chanel Index (cci). This indicator show how much the deviation of the price form its average (SMA) is important relatively to the mean deviation of the price (MD). The math formula is a bit complexe so I joined it below. The typical price (TP) is the average of the high (H), low (L) and close (C) of the same candle. Thanks for reading this DevLog 🫡
DevLog #6 : New event ! The event « cross » allows us to detect a moment in time when two values cross each other. Here, the example shows the moment when two SMAs cross one another. This event is shown by the second graph which ocilliates between 1 and -1 for a crossover and a crossunder. The next step is to plot labels directly on the graph for each « cross ». Thanks for reading 😄
DevLog #7 : Following the DevLog #6. Triangular labels can now be plotted on the graph at the location of each event. In the example, the event is the crossover between two EMAs. The next step is to compute the probability for an event to show up based on different variables such as the volume, the number of trades etc. Thanks for reading ✌️ ! PS : special thanks to @benvelzul for following this project !
DevLog #8 : New event ! The event “under_over” allows us to detect a moment in time where a variable is under or over another. Here the example shows the moment when the SMA 50 is either under or over the SMA 100. I keep on working on the function that allows to compute the probability of an event to show up based on different variables. Thanks for reading 🤠 PS : special thanks to @f for liking the DevLog #7 and the very encouraging comment !
DevLog #9 : New functionality ! The probability for an event occurring can now be calculated and plotted. In the example, the probability of a crossover/crossunder based on trading volume is shown in red or in blue. The next step is to calculate the probability of an event to show up based on two variables and visualize the results using heatmaps. Thanks for reading 🙌. PS : Special thanks to @jinan , @logannavaia and @Epicninja3 for liking the DevLog #8. Thanks again to @Epicninja3 and @logannavaia for following this project !
DevLog #10 : New functionality ! I have started to build a terminal-based user interface to make Market Lab much easier to use. Here is a preview of the first functionality : Download Data to download every candles of the selected symbol and interval. I am also continuing to work on the heat map feature (look at DevLog #9). If you have advice about the design or whatever of the interface, I will be very happy to listen to it. Thanks for reading 🫶 !
DevLog #11 : New functionality ! You can now calculate indicators directly with the interface and delete it. I also added an History to remember the actions that have been done. Hope you like the new design with emojis. I am still taking ideas from you. Thanks for reading 😁
DevLog #12 : Bugs fixed ! I added in the code verifications for each user entry to prevent incorrect type of entries and reduce program crash. I also added the option Continue after an action. Hope you like the new logo. Thanks for reading 🙌! PS: Special thanks to @shi , @Jinan and @f for liking DevLog #11. Thank again to @f for the nice comment about DevLog #11!
DevLog #13 : New functionalities ! You can now plot any indicators already calculated directly with the interface. The next step is to plot status (like “cross”) and stats. I also added 4 functional indicators in the indicator dict of the interface (ATR, VWMA, Amplitude and Relative). The Indicator Dict is able to contain recommended parameters for each indicator and they are printed when entering parameters to calculate indicators. Thanks for reading 🫡. PS : Special thanks to @Jinan (again!), @CoolDuck and @MathBty for liking DevLog #12, @PAPER_01 for liking my first DevLog. Thanks again to @jinan for the amazing comment about DevLog #12 and @yeshwingadde for following !
DevLog #14 : New fonctionality ! You can now plot a Status with indicators directly with the interface. In the example, Close, SMA 100, SMA 50 and Cross(SMA 100, SMA 50) are plotted on the same graph. The next step is to calculate Stats and plot it too. Thanks for reading 🫡
DevLog #15 : New functionality ! You can now search a file already created to make returning to work easier on an existing file. Thank for reading 😄 ! PS : Special thanks to @Gerafftes for liking DevLog #14 !
DevLog #16 : New functionality ! You can now calculate statistics of an event to show up in function of two parameters. In The example, the event is a cross between the close and the SMA 100 in function of the volume and the the volume of the quote. I am coming to the end of the project, the next steps are to allowing the user create its own indicators and events. Thanks for reading 🙌 ! PS : Special thanks to @MathBty and @dhruvalya for liking DevLog #15 !
DevLog #17 : New functionality ! You can now create a file containing your own custom indicators and events . I also created a function called general_event_application which simplifies the creation of new events. Thanks for reading 😄 PS : Special thanks to @bali0531 for liking DevLog #16 !
DevLog #18 : New indicator and new event ! The filter_savgol applies a Savitzky-Golay filter (filter that works on polynomial regression) and peak_detection . This led me to add a system that allows the use of indicators and events functions that do not comply with the functions general_application and general_event_application (functions that simplify the création of custom indicators and events). The next steps are the packaging and the writing of the README. Thanks for reading 🙌!
DevLog #19 : New functionality ! You can now compute series of the same indicator but with different windows (EMA 20; EMA 30; EMA 40 …). It only work for the functions compatible with general_application for now but I am working to extend this feature to the custom indicator functions. Thanks for reading 🙌!
DevLog #20 : New design ! I redesign the main menu by moving 🧩 Manage Custom Indicators and Events , 🗑️ Delete a Column and 📁 Open or Create a Database in the ⚙️ Settings . Small change but it improves the user experience and the understanding of the main menu. Thanks for reading 😄!
DevLog #21 : New functionality ! You can now download data from a specific date range. I added this feature to prevent long downloads ( ~ 5 minutes for the whole history with a time frame of 15m and 15 times longer for a timeframe of 1m ). I am now working on computing series with incompatible indicators with general_application . Thanks for reading ✌️! PS : Special thanks to @alyaanmughal for liking DevLog #18, @Aaravkatiyar for liking DevLog #20 and @Sreeni for following me !
DevLog #22 : I started working on redefining the structure of the code to strengthen robustness and clarify the architecture. I asked Codex to make me a check list of all the modifications to operate. Thanks for reading 😁 PS : Special thanks to @Aaravkatiyar for liking and commenting DevLog #21 and following ! (You are the GOAT!)
DevLog #23 : I keep on working on redefining the structure of the code. All the sqlite3 operations are now performed by the class MarketLabDataBase . Redefining the structure af the code will take a long time (8 hours for one step) but it is one of the final steps of the project and it will hopefully improve the complexity grade of my project. Thanks for reading 😆!
DevLog #24 : I standardized indicator definition and metadata to set the rules the user must follow to create indicator that can be accepted by MarkLab. The user must define these metadata to use its own custom indicators : the name of the indicator, the number of parameters nb that the user can choose, the recommended parameters r , the function of the indicator f , the type t of the indicator ( general_app or custom ) and the forced parameters fp . The next step is to do the same with the events. Thanks for reading 🙌!
DevLog #25 : New feature ! While trying to calculate an indicator, if an existing one has the same name, MaketLab will ask if you want to replace the existing one, rename the indicator you want to calculate or simply cancel the calculations. I am working on the same system but with MarketLab looking on the parameters of calculated indicators. Thanks for reading ✌️!
DevLog #26 : I keep on modifying the core of MarketLab. I do not have anything special but I need to do this DevLog to log my hours. Thanks fore reading 😄
DevLog #27 : I finalized the sync of all the part of the system that manage indicators calculation with the new core of MarketLab. The next step is to do the same with the events part. Thanks for reading 😆 PS: Special thanks to @bali0531 for liking DevLog #26 !
DevLog #28 : I finalized the sync of all the part of the system that manage events calculation with the new core of MarketLab. I also started the README. I am currently working on updating all the data after a break in your work on MarketLab. Thanks for reading ✌️! PS: Special thanks again to @bali0531 for liking DevLog #27 ! PS 2: I do not have special image to illustrate the work I have donne these last 8 hours, sorry 🙇♂️
DevLog #29 : New feature ! You can now update the data available on Binance API. I am also working on calculating indicators and avents over these new data. Thanks for reading 😄 PS: If you know how the 3D Printing Credits available in the shop can be used, I will be grateful if you tell me in the comments!
DevLog #30 : New feature (not perfect yet) ! You can now update the calculated indicators, but an issue just showed up: there are three misplacement of the new values of the indicator. I am working on fixing that. Thanks for reading 🫡 PS : Special thanks to @bali0531 , @lakshaykhatri780 and @jinjin for liking DevLog #29 !
DevLog #31 : New feature (not perfect yet) ! I am fixing the issues on the indicator update (see DevLog #30). The indicator is now updated over te whole set of new data and a misplacement has been corrected. But some problems remains: the indicator is updated with what seems to be the first value of the whole set of data and it is also calculated with the very first values (that normally cannot be done: if you are calculating a SMA100, the 99 firsts values cannot be calculated) Thanks for reading 😄
DevLog #32 : Newfeature ! : I finally fixed the bug that misplaced and made calcultation over wrong data to update indicators. Thes next step is to add the update for the events. Thanks for reading 😄 PS : Special thanks to @kingkev for liking DevLog #31 and following and thank to @No1Michael for liking DevLog #30 !
Final DevLog (#33) : Great Great Great New !! The first version of MarketLab is finished !! You can now install it, if you have python with a simple pip install the-marketlab-project and import it under the name of marketlab ! Thanks for reading ad for all the support you gave me 😄 ✌️ ! Special thanks to @dapsvi , @jinjin , @preyas_21 and @MathBty for liking DevLog #33 !
After DevLog #1 : I have edited parts of the README and fixed a bug when window selection. Thanks for reading 😄
After Ship DevLog #2: I changed manually the README to reduce the part of AI code
Ships:
MarketLab is a python tool to exploring BINANCE financial data. With MarketLab, you can create and manage database of market data such as the OHLCV, calculated indicators such as SMA, RSI etc… The most challenging part was to rebuilt the core of the project. I am very proud of MarketLab because it is my very first and my most complex python project yet....
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DMGTile by @Wirenux | Stardance
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Wirenux
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2
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31.0
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394
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T13:06:36Z", "hours": 16.0, "multiplier": 11.12, "payout": 183, "blessing": "neutral", "text": "DMGTile v2 - GPUI Rewrite This version is a full rewrite of the UI (and some other functionality) with GPUI (the framework that Zed use). I kept every feature from the v1, 128-tile projects, undo/redo, copy/paste/cut, .dmgtile save/load, .bin and .c export, all the drawing tools. And rebuilt the interface from scratch with a pixel-art aesthetic: pixelated corner on every panel, a pixel font, and cached GPU textures for thumbnails and previews. What I added in this version ? Toast notifications for save, export, and error feedback Native macOS menu bar with File / Edit / Help, plus a matching in-window bar on Windows and Linux Real app icon Optimized tile list that only renders visible tiles, so scrolling stays smooth I also added the toast notification (compared to V1) The app is now more macOS compliant, I was able to add the top bar with the classic : File, Edit, View, Help etc… I was also able to put a icon ! What can I do now ? Everything you need to know is in the README.md or in the GitHub Release This might sound like a little update but the rewrite took me around 17 hour so…… thank you for reading ❤️ (I even made a cute little icon :D )", "repo": "https://github.com/wirenux/DMGTile", "demo": "https://github.com/wirenux/DMGTile/releases/"}, {"ship_num": 2, "ts": "2026-09-03T17:16:52Z", "hours": 15.0, "multiplier": 13.92, "payout": 211, "blessing": "neutral", "text": "What is this ? DMGTile is a Gameboy Tile Editor/Designer build in Rust. Basically it’s a drawing program for Gameboy game. Why ( °ヮ° ) ? The idea for this project came from GBTD (Gameboy Tile Designer), who is Windows only and kinda old… So I recreated it from-scratch in Rust, so it can run on Linux, Windows & macOS without Wine (or equivalent). And all of this with the same features as GBTD. Core Features ( ദ്ദി ˙ᗜ˙ ) Editor Pixel Painting: Use the mouse to paint ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧ Bucket Fill: A classic flood-fill tool Transform Tools: You can flip, rotate, move the active tile Live Previews: A little 4x4 grid to preview the active tile in a pattern (e.g: a background) Cached Texture Rendering: Tile textures are cached and only rebuilt when a tile is modified Project Management Multi-Tile Support: You can draw up to 128 tiles per project file (you can scroll the list on the right of the screen to change tile) Undo/Redo: Each action is store in a stack, so you are able to undo or redo an action ! Copy/Paste/Cut: Duplicate or move tile data between slots (in the same project) File Format: Each project is saved in .dmgtile (JSON), storing only the modified tiles while preseving the tiles ID Keyboard Shortcut: Full Cmd/Ctrl support for New Project, Open, Save, Undo, Redo, etc… Even the tools have there own shortcut Export .bin Export: Exports all the modified tiles into the Gameboy’s native 2bpp format .c Export: Exports all the modified tiles as a C array, with configurable array name (Can be used with GBDK) Selective export: Only the modified tiles are written out Okay… but how to test it ? There is multiple way to test DMGTile but the easiest is to go to the Github Release and download the program for your OS ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧ Then you can launch it and start drawing ! You can also try the export part to a .bin or .c file (you can see the note.md file on github, it’s my personal note when I was building DMGTile) Thank you Just a little thank you ❤️ (Every things you need is probably in the README.md) (I even made a cute little icon :D )", "repo": "https://github.com/wirenux/DMGTile", "demo": "https://github.com/wirenux/DMGTile/releases/"}]...
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[{"post_id": 71193, "ts": "202 [{"post_id": 71193, "ts": "2026-09-20T12:52:44Z", "hours": 0.9414, "text": "This is the last devlogs for DMGTile. AKA the V2 Release . I modified the README for the GPUI version, made the github release and last minutes fix. Bye bye"}, {"post_id": 71136, "ts": "2026-09-20T10:40:25Z", "hours": 1.6833, "text": "After 1h40 of headache I FINNALY added a menu bar to Linux and Windows . At first I wanted to use gpui-components but there was way to much issue with it so I build my own bar (in the same style as the whole app) I even created a quick Dockerfile to test on my mac the linux build. I also added the export to .c and .bin"}, {"post_id": 71056, "ts": "2026-09-20T07:55:11Z", "hours": 2.5719, "text": "In those 2h30 I’ve done a lot of thing The most of it was optimization with the Tile List Rendering and Caching but I also rearrange all the code (before it’s was just a big main.rs file) And I added Save, Open & New Project and clean a little bit"}, {"post_id": 69769, "ts": "2026-09-17T19:13:56Z", "hours": 1.0592, "text": "This is a short update because I fix some little bug like : Alignment on the tile list (with the number) Not getting the little shortcut sign on macOS And I added: Toast notification style with error color or success color"}, {"post_id": 69206, "ts": "2026-09-16T16:23:50Z", "hours": 1.9942, "text": "In 2 hours I added 2 big thing The Copy/Paste/Cut integration The tool bar Icon for the toolbar The icon was pretty long to make (because i suck at drawing… ) And implementing the tool bar too. Here are some picture of the icon and the toolbar (I use Aseprite btw)"}, {"post_id": 68248, "ts": "2026-09-14T19:31:57Z", "hours": 0.4703, "text": "This is a very very little update I added the same tools as in the EGUI version : Shift (Left, Right, Down, Up) and Rotate (it wasn’t difficult at all)"}, {"post_id": 67439, "ts": "2026-09-13T15:29:02Z", "hours": 5.365, "text": "A Lot of thing happen in 5h20 I create a custom UI with Game Boy related color, custom button, border, font, etc… For now I have the drawing zone, the preview, the tiles list, the shade selector and tools To be more specific I added rounder pixelated shade selector, rounded pixelated border, Undo, Redo, Draw/bucket tools"}, {"post_id": 64110, "ts": "2026-09-08T09:40:33Z", "hours": 0.5522, "text": "Little update : I added the Shade selector and the palette selector, but also the Early GameBoy font ! And I think it look nice"}, {"post_id": 64095, "ts": "2026-09-08T08:51:15Z", "hours": 1.8236, "text": "I just discovered gpui it’s a UI library based on the GPU. It was created by the same team that make Zed (the code editor). And I found out that it very personalizable. So I am rewriting DMGTile in it . So far I have the basic grid and basic tools like the bucket, the pencil, eraser etc… The only problem is that I can’t track the right click drag. (I also got the native macOS toolbar)"}, {"post_id": 60922, "ts": "2026-09-03T16:08:44Z", "hours": 1.1617, "text": "This might be the last devlogs before Ship Nº1 After wayyyy to much time the macOS, Windows and Linux build are ready ! Apple GateKeeper and windows Defender don’t like my application 😭 they both flag as something weird / virus… I also realize that my Linux build wasn’t working so I fix it ! I released v1.0.0 ! I added those warning about Windows Defender and Apple GateKeeper ! I also added the --dev flag to get the dev menu and finished the README.md"}, {"post_id": 59459, "ts": "2026-09-01T10:08:27Z", "hours": 0.6517, "text": "I have been writing the README.md before the release !"}, {"post_id": 59102, "ts": "2026-08-31T18:41:06Z", "hours": 0.9964, "text": "I change a little bit the logo to add a background for the app icon. Now the app run on macOS, Windows & Linux with icon on each one ! The next step is to make the README & a little Manual ! (And of course publish & build the release version for Windows MacOS & Linux !)"}, {"post_id": 59026, "ts": "2026-08-31T16:41:18Z", "hours": 1.2864, "text": "After 40min in Aseprite I am finally happy with a logo (I am so so pround of my self 😤 ). I designed it all by my self . Also I added some “toast” for a better UX."}, {"post_id": 58250, "ts": "2026-08-30T16:45:43Z", "hours": 0.7447, "text": "This is a little update. In this devlogs I just created & tested my Makefile to cross built for Linux, Windows, MacOS from my Mac. And this work !"}, {"post_id": 58187, "ts": "2026-08-30T15:22:18Z", "hours": 2.755, "text": "Wow 2h45 This the devlogs with the most things I added Here is a list of everything I added: A Export window Now allow up to 128 tiles on a single file When you draw somethings in tile 1 and on tile 6 in the .dmgtile file there will save only those 2 with there ID. In the .c file is the same but without there ID so there will just be right after the other (same thing for .bin ) “New project” button, with it you can start a…. NEW PROJECT Keyboard shortcut text in the top menu Keyboard shortcut to use every tool and change shade easily Hover text on every tool (to show the keyboard shortcut) Multiple tile render Move tool bar to the top for better UI Copy, Cut, Paste tile Add more Ctrl+Z utility Big chunk of tile see if it’s look good on repeat Andddd, that it (this was damn hard). You can find every commit on my github."}, {"post_id": 57963, "ts": "2026-08-30T09:27:33Z", "hours": 1.225, "text": "A big feature here I added the export to .dmgtile file (it’s just a JSON but modified ). You can also open it ! I also added the Undo / Redo with CTRL+Z & CTRL+SHIFT+Z (or the same but with CMD on macOS) and also in the Edit menu But for me the biggest feature of this devlogs is the Export menu where you can choose the extension (.bin or .c) and if you choose .c you can modify the array name . I also added the drag when using the bucket 🪣"}, {"post_id": 57596, "ts": "2026-08-29T19:56:50Z", "hours": 1.8133, "text": "A lot of change . I added a top bar to with the option to export the tile in .bin & .c For the top bar I had the idea of using muda but it just a complete mess on macOS and over kill for what I wanted to do so i just use the eframe equivalent I also added icon to replace the old text."}, {"post_id": 56748, "ts": "2026-08-28T17:05:51Z", "hours": 1.0083, "text": "Wow exaclty one hour Now the tile can be exported ! Understanting the Gameboy way to read tile was so hard that I started to write my own docs 💀 . In this devlogs the important part is just to know that now every tile can be exported in a .bin (later I will do a .c/.h like GBTD)"}, {"post_id": 56673, "ts": "2026-08-28T15:07:20Z", "hours": 1.5358, "text": "I added a LOT of thing (i think… ) . I added all the basic tool for pixel art (for the gameboy). Here is a list : Canvas movement (move the pixel art in the canvas), Horizontal and Vertical flip, Rotate 90 clockwise, Pen & Bucket tool. I also added a new RGB palette to get the classic green one and the gray one (I also did fixed some little bug with the UI and the canvas)"}, {"post_id": 55549, "ts": "2026-08-27T14:00:53Z", "hours": 0.7142, "text": "Little update here . I added some new things . I added the color selector ! Also some shade indicator for the left and right mouse button, since in the color selector you can change the color for both. (They even got there own little outline )"}, {"post_id": 55524, "ts": "2026-08-27T13:03:21Z", "hours": 1.2633, "text": "1st devlogs . Right now I added the very basic feature, the grid with draw and erase. You can draw in dark grey with the left click and erase (paint in white) with the right click !"}]...
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Title: DMGTile by @Wirenux | Stardance
Devlogs:
1 Title: DMGTile by @Wirenux | Stardance
Devlogs:
1st devlogs . Right now I added the very basic feature, the grid with draw and erase. You can draw in dark grey with the left click and erase (paint in white) with the right click !
Little update here . I added some new things . I added the color selector ! Also some shade indicator for the left and right mouse button, since in the color selector you can change the color for both. (They even got there own little outline )
I added a LOT of thing (i think… ) . I added all the basic tool for pixel art (for the gameboy). Here is a list : Canvas movement (move the pixel art in the canvas), Horizontal and Vertical flip, Rotate 90 clockwise, Pen & Bucket tool. I also added a new RGB palette to get the classic green one and the gray one (I also did fixed some little bug with the UI and the canvas)
Wow exaclty one hour Now the tile can be exported ! Understanting the Gameboy way to read tile was so hard that I started to write my own docs 💀 . In this devlogs the important part is just to know that now every tile can be exported in a .bin (later I will do a .c/.h like GBTD)
A lot of change . I added a top bar to with the option to export the tile in .bin & .c For the top bar I had the idea of using muda but it just a complete mess on macOS and over kill for what I wanted to do so i just use the eframe equivalent I also added icon to replace the old text.
A big feature here I added the export to .dmgtile file (it’s just a JSON but modified ). You can also open it ! I also added the Undo / Redo with CTRL+Z & CTRL+SHIFT+Z (or the same but with CMD on macOS) and also in the Edit menu But for me the biggest feature of this devlogs is the Export menu where you can choose the extension (.bin or .c) and if you choose .c you can modify the array name . I also added the drag when using the bucket 🪣
Wow 2h45 This the devlogs with the most things I added Here is a list of everything I added: A Export window Now allow up to 128 tiles on a single file When you draw somethings in tile 1 and on tile 6 in the .dmgtile file there will save only those 2 with there ID. In the .c file is the same but without there ID so there will just be right after the other (same thing for .bin ) “New project” button, with it you can start a…. NEW PROJECT Keyboard shortcut text in the top menu Keyboard shortcut to use every tool and change shade easily Hover text on every tool (to show the keyboard shortcut) Multiple tile render Move tool bar to the top for better UI Copy, Cut, Paste tile Add more Ctrl+Z utility Big chunk of tile see if it’s look good on repeat Andddd, that it (this was damn hard). You can find every commit on my github.
This is a little update. In this devlogs I just created & tested my Makefile to cross built for Linux, Windows, MacOS from my Mac. And this work !
After 40min in Aseprite I am finally happy with a logo (I am so so pround of my self 😤 ). I designed it all by my self . Also I added some “toast” for a better UX.
I change a little bit the logo to add a background for the app icon. Now the app run on macOS, Windows & Linux with icon on each one ! The next step is to make the README & a little Manual ! (And of course publish & build the release version for Windows MacOS & Linux !)
I have been writing the README.md before the release !
This might be the last devlogs before Ship Nº1 After wayyyy to much time the macOS, Windows and Linux build are ready ! Apple GateKeeper and windows Defender don’t like my application 😭 they both flag as something weird / virus… I also realize that my Linux build wasn’t working so I fix it ! I released v1.0.0 ! I added those warning about Windows Defender and Apple GateKeeper ! I also added the --dev flag to get the dev menu and finished the README.md
I just discovered gpui it’s a UI library based on the GPU. It was created by the same team that make Zed (the code editor). And I found out that it very personalizable. So I am rewriting DMGTile in it . So far I have the basic grid and basic tools like the bucket, the pencil, eraser etc… The only problem is that I can’t track the right click drag. (I also got the native macOS toolbar)
Little update : I added the Shade selector and the palette selector, but also the Early GameBoy font ! And I think it look nice
A Lot of thing happen in 5h20 I create a custom UI with Game Boy related color, custom button, border, font, etc… For now I have the drawing zone, the preview, the tiles list, the shade selector and tools To be more specific I added rounder pixelated shade selector, rounded pixelated border, Undo, Redo, Draw/bucket tools
This is a very very little update I added the same tools as in the EGUI version : Shift (Left, Right, Down, Up) and Rotate (it wasn’t difficult at all)
In 2 hours I added 2 big thing The Copy/Paste/Cut integration The tool bar Icon for the toolbar The icon was pretty long to make (because i suck at drawing… ) And implementing the tool bar too. Here are some picture of the icon and the toolbar (I use Aseprite btw)
This is a short update because I fix some little bug like : Alignment on the tile list (with the number) Not getting the little shortcut sign on macOS And I added: Toast notification style with error color or success color
In those 2h30 I’ve done a lot of thing The most of it was optimization with the Tile List Rendering and Caching but I also rearrange all the code (before it’s was just a big main.rs file) And I added Save, Open & New Project and clean a little bit
After 1h40 of headache I FINNALY added a menu bar to Linux and Windows . At first I wanted to use gpui-components but there was way to much issue with it so I build my own bar (in the same style as the whole app) I even created a quick Dockerfile to test on my mac the linux build. I also added the export to .c and .bin
This is the last devlogs for DMGTile. AKA the V2 Release . I modified the README for the GPUI version, made the github release and last minutes fix. Bye bye
Ships:
What is this ? DMGTile is a Gameboy Tile Editor/Designer build in Rust. Basically it’s a drawing program for Gameboy game. Why ( °ヮ° ) ? The idea for this project came from GBTD (Gameboy Tile Designer), who is Windows only and kinda old… So I recreated it from-scratch in Rust, so it can run on Linux, Windows & macOS without Wine (or equivalent). And all of this with the same features as GBTD. Core Features ( ദ്ദി ˙ᗜ˙ ) Editor Pixel Painting: Use the mouse to paint ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧ Bucket Fill: A classic flood-fill tool Transform Tools: You can flip, rotate, move the active tile Live Previews: A little 4x4 grid to preview the active tile in a pattern (e.g: a background) Cached Texture Rendering: Tile textures are cached and only rebuilt when a tile is modified Project Management Multi-Tile Support: You can draw up to 128 tiles per project file (you can scroll the list on the right of the screen to change tile) Undo/Redo: Each action is store in a stack, so you are able to undo or redo an action ! Copy/Paste/Cut: Duplicate or move tile data between slots (in the same project) File Format: Each project is saved in .dmgtile (JSON), storing only the modified tiles while preseving the tiles ID Keyboard Shortcut: Full Cmd/Ctrl support for New Project, Open, Save, Undo, Redo, etc… Even the tools have there own shortcut Export .bin Export: Exports all the modified tiles into the Gameboy’s native 2bpp format .c Export: Exports all the modified tiles as a C array, with configurable array name (Can be used with GBDK) Selective export: Only the modified tiles are written out Okay… but how to test it ? There is multiple way to test DMGTile but the easiest is to go to the Github Release and download the program for your OS ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧ Then you can launch it and start drawing ! You can also try the export part to a .bin or .c file (you can see the note.md file on github, it’s my personal note when I was building DMGTile) Thank you Just a little thank you ❤️ (Every things you need is probably in the README.md) (I even made a cute little icon :D )
DMGTile v2 - GPUI Rewrite This version is a full rewrite of the UI (and some other functionality) with GPUI (the framework that Zed use). I kept every feature from the v1, 128-tile projects, undo/redo, copy/paste/cut, .dmgtile save/load, .bin and .c export, all the drawing tools. And rebuilt the interface from scratch with a pixel-art aesthetic: pixelated corner on every panel, a pixel font, and cached GPU textures for thumbnails and previews. What I added in this version ? Toast notifications for save, export, and error feedback Native macOS menu bar with File / Edit / Help, plus a matching in-window bar on Windows and Linux Real app icon Optimized tile list that only renders visible tiles, so scrolling stays smooth I also added the toast notification (compared to V1) The app is now more macOS compliant, I was able to add the top bar with the classic : File, Edit, View, Help etc… I was also able to put a icon ! What can I do now ? Everything you need to know is in the README.md or in the GitHub Release This might sound like a little update but the rewrite took me around 17 hour so…… thank you for reading ❤️ (I even made a cute little icon :D )...
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1792976207.5443687
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1793062607.5443687
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59901
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Mrotat by @mandeepswami | Stardance
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mandeepswami
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1
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8.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T12:42:13Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Marioware game named Mrotat i dont how i ended up with that name. Using godot was confusing in the start but later on i got used to it . This is my first every game which is i am pretty proud of . I used the godot icon for the clicker because its the only thing that could fit there and the heart collector game was pretty when i set it to 10 seconds but later i changed it to 12 to make it easier a little bit.", "repo": "https://github.com/Momentum122/Marioware0", "demo": "https://momentum122.itch.io/mrotat"}]...
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[{"post_id": 71072, "ts": "202 [{"post_id": 71072, "ts": "2026-09-20T08:21:13Z", "hours": 0.34, "text": "Last Devlog for mrotat finished publishing check it out on https://momentum122.itch.io/mrotat"}, {"post_id": 71058, "ts": "2026-09-20T07:55:59Z", "hours": 1.2817, "text": "forgot to record screen debugging the complete game and adding ending screen and all that but hackatime on godot still recorded 1h .Now just last two steps are left"}, {"post_id": 71006, "ts": "2026-09-20T06:12:48Z", "hours": 3.275, "text": "Almost COmpleted the game working on debugging and end screens"}, {"post_id": 69279, "ts": "2026-09-16T18:38:08Z", "hours": 3.2064, "text": "My first devlog for Mrotat . Forgot to post earlier . completed Title screen with working quit button , level screen and currently making the 1st minigame."}]...
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Title: Mrotat by @mandeepswami | Stardance
Devlog Title: Mrotat by @mandeepswami | Stardance
Devlogs:
My first devlog for Mrotat . Forgot to post earlier . completed Title screen with working quit button , level screen and currently making the 1st minigame.
Almost COmpleted the game working on debugging and end screens
forgot to record screen debugging the complete game and adding ending screen and all that but hackatime on godot still recorded 1h .Now just last two steps are left
Last Devlog for mrotat finished publishing check it out on https://momentum122.itch.io/mrotat
Ships:
I made a Marioware game named Mrotat i dont how i ended up with that name. Using godot was confusing in the start but later on i got used to it . This is my first every game which is i am pretty proud of . I used the godot icon for the clicker because its the only thing that could fit there and the heart collector game was pretty when i set it to 10 seconds but later i changed it to 12 to make it easier a little bit....
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1793055102.7220037
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1793141502.7220037
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58419
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WaveLens by @vertriwayz | Stardance
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vertriwayz
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1
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12.14
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T12:41:50Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created Wavelens, which is a dashboard that is in your browser that fetches live WSPR and FT8 telemetry feeds, and even plots them into beautiful nodes on an interactive map, as well as a live bar known as a signal-to-noise ratio (aka SNR), and shows a list of active frequencies internationally (so epic!). It was challenging fetching the API because at some times in the day it would tap out and at some point I wanted to use a “mock frequencies list”, but I found a stronger API which could compute the SNR and telemetry feeds. I am proud of the web design, API and especially the colourful map. To run this project you have to clone it via GitHub, and you have to create a Render server (or local if you choose) to run the frequencies, and have an active instance of Python (>=3.14).", "repo": "https://github.com/VihaanVinoth/wavelens", "demo": ""}]...
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[{"post_id": 72713, "ts": "202 [{"post_id": 72713, "ts": "2026-09-23T15:55:42Z", "hours": 2.7658, "text": "Another Devlog: Building WaveLens So I’ve decided to work on the site a little bit more, but this time it is more of the style, and adding more features. I’ve even added a cool wave logo I made in Canva! One major thing I have added is buttons in the frequency feed is the Update button which updates the frequencies to the latest version (by second), the clear button to erase, then repopulate the nodes, then CSV, which allows you to export the frequencies into a cool CSV file. I also wanted to reflect on the topography, and make it look much more minimalistic, so I wanted to put in this much smoother look. I like the nodes, and now when there is more receivers from a sender, their node grows bigger, showing like different levels in the map, and I worked on the navbar. I intended on putting a welcome page with a hero section, but I thought it was too chunky and decided to just do the map since it was already as amazing as it is already."}, {"post_id": 71939, "ts": "2026-09-21T20:23:49Z", "hours": 1.5081, "text": "Quick Devlog I had to rewrite the code again and I decided to add some flair and make the design like my personal website so it looks minimalistic and clean. This devlog is just an update and I have pretty much revamped everything and I am really proud of this result right now."}, {"post_id": 71894, "ts": "2026-09-21T18:31:22Z", "hours": 1.3969, "text": "Devlog #4: Rewriting Everything I think this was one of the most painful parts of the project, and that apparently my project mostly used AI, so despite that I had to rewrite most of my code and stuff, and I am proud to say that it looks really clean and much better now and now that I have done the README, the code, and the styling, it looks good and the nodes are working. This took some time to make, but I think it was worth it in the end, and I am really proud of this result."}, {"post_id": 71713, "ts": "2026-09-21T11:18:07Z", "hours": 0.6158, "text": "Devlog #3 - Fixing my README So a reason my project got returned was because my README was not fully informative and was a bit short, so I decided to tidy things up and introduce sections such as instructions as to how to install and run your own instance using a WSGI Gunicorn server, or using the Flask development server from the ground up, and I just added slightly more background to the already existing sections like the features, and blurb. So far the readme is looking much more presentable , and I think my project should be ready now to ship :D"}, {"post_id": 71610, "ts": "2026-09-21T05:00:07Z", "hours": 1.8508, "text": "Devlog #2 - Building WaveLens So as a quick update before I ship my project, it has taken me meticulous hours to bridge connectivity of Wavelens to the web. It was gruelling for the API which kept failing very frequently, leading me to choose one which didn’t require as much calls and was actually free , and I had to keep changing server providers, like Render, then Ngrok, and then finally Cloudflared, which allowed me to use my own subdomain (wavelens.vihaanvinoth.com), and now it is running peacefully, whereas previously you had to take the measures to download the whole project from GitHub, then find a suitable server to host, or locally, then you could run it. Feel free to check out the site at wavelens.vihaanvinoth.com - it’s really cool!"}, {"post_id": 66453, "ts": "2026-09-12T09:07:49Z", "hours": 3.9967, "text": "Devlog #1 + Final - Building WaveLens TL:DR As I haven’t yet put both devlogs into here, this is it. Devlog #1 : Alright, so this is the first devlog so far of building WaveLens, which is basically a web dashboard which can extract WSPR/FT8 telemetry feeds, and plots them onto a large node map mapping out the callsigns. So far i’ve run them using Flask, Gunicorn, and Render, however i’m waiting for approval from the admins to approve my Nest Linux server so that I can run the Python app onto the server and run my site. So far it is turning out great, and there might be more stuff to work on soon. The image attached is from my gunicorn application that is running it temporarily, but I will soon transition to a Linux Server interface. This is also my first time building a Radio-related application, and I think it has been really fun to make so far. Final Devlog : All right, so this is the final post that I am creating for WaveLens. It has been a very valuable project for me to create, and I hope to create more like this in the future. I was able to use my background of HTML, CSS, and JS, as well as some flask to build this web application."}]...
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Title: WaveLens by @vertriwayz | Stardance
Devlog Title: WaveLens by @vertriwayz | Stardance
Devlogs:
Devlog #1 + Final - Building WaveLens TL:DR As I haven’t yet put both devlogs into here, this is it. Devlog #1 : Alright, so this is the first devlog so far of building WaveLens, which is basically a web dashboard which can extract WSPR/FT8 telemetry feeds, and plots them onto a large node map mapping out the callsigns. So far i’ve run them using Flask, Gunicorn, and Render, however i’m waiting for approval from the admins to approve my Nest Linux server so that I can run the Python app onto the server and run my site. So far it is turning out great, and there might be more stuff to work on soon. The image attached is from my gunicorn application that is running it temporarily, but I will soon transition to a Linux Server interface. This is also my first time building a Radio-related application, and I think it has been really fun to make so far. Final Devlog : All right, so this is the final post that I am creating for WaveLens. It has been a very valuable project for me to create, and I hope to create more like this in the future. I was able to use my background of HTML, CSS, and JS, as well as some flask to build this web application.
Devlog #2 - Building WaveLens So as a quick update before I ship my project, it has taken me meticulous hours to bridge connectivity of Wavelens to the web. It was gruelling for the API which kept failing very frequently, leading me to choose one which didn’t require as much calls and was actually free , and I had to keep changing server providers, like Render, then Ngrok, and then finally Cloudflared, which allowed me to use my own subdomain (wavelens.vihaanvinoth.com), and now it is running peacefully, whereas previously you had to take the measures to download the whole project from GitHub, then find a suitable server to host, or locally, then you could run it. Feel free to check out the site at wavelens.vihaanvinoth.com - it’s really cool!
Devlog #3 - Fixing my README So a reason my project got returned was because my README was not fully informative and was a bit short, so I decided to tidy things up and introduce sections such as instructions as to how to install and run your own instance using a WSGI Gunicorn server, or using the Flask development server from the ground up, and I just added slightly more background to the already existing sections like the features, and blurb. So far the readme is looking much more presentable , and I think my project should be ready now to ship :D
Devlog #4: Rewriting Everything I think this was one of the most painful parts of the project, and that apparently my project mostly used AI, so despite that I had to rewrite most of my code and stuff, and I am proud to say that it looks really clean and much better now and now that I have done the README, the code, and the styling, it looks good and the nodes are working. This took some time to make, but I think it was worth it in the end, and I am really proud of this result.
Quick Devlog I had to rewrite the code again and I decided to add some flair and make the design like my personal website so it looks minimalistic and clean. This devlog is just an update and I have pretty much revamped everything and I am really proud of this result right now.
Another Devlog: Building WaveLens So I’ve decided to work on the site a little bit more, but this time it is more of the style, and adding more features. I’ve even added a cool wave logo I made in Canva! One major thing I have added is buttons in the frequency feed is the Update button which updates the frequencies to the latest version (by second), the clear button to erase, then repopulate the nodes, then CSV, which allows you to export the frequencies into a cool CSV file. I also wanted to reflect on the topography, and make it look much more minimalistic, so I wanted to put in this much smoother look. I like the nodes, and now when there is more receivers from a sender, their node grows bigger, showing like different levels in the map, and I worked on the navbar. I intended on putting a welcome page with a hero section, but I thought it was too chunky and decided to just do the map since it was already as amazing as it is already.
Ships:
I created Wavelens, which is a dashboard that is in your browser that fetches live WSPR and FT8 telemetry feeds, and even plots them into beautiful nodes on an interactive map, as well as a live bar known as a signal-to-noise ratio (aka SNR), and shows a list of active frequencies internationally (so epic!). It was challenging fetching the API because at some times in the day it would tap out and at some point I wanted to use a “mock frequencies list”, but I found a stronger API which could compute the SNR and telemetry feeds. I am proud of the web design, API and especially the colourful map. To run this project you have to clone it via GitHub, and you have to create a Render server (or local if you choose) to run the frequencies, and have an active instance of Python (>=3.14)....
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1793008091.734337
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1793094491.734337
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64076
|
personal website' by @Khalid_Altobi | Stardanc personal website' by @Khalid_Altobi | Stardance...
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Khalid_Altobi
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T12:34:06Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own website witch I’m proud of making i had some challenges with JS but got past them i learned how to use ai to help you design a project and help me code it especially in JS", "repo": "https://github.com/khalid367/personal-website", "demo": "https://khalid367.github.io/personal-website/"}]...
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[{"post_id": 71176, "ts": "202 [{"post_id": 71176, "ts": "2026-09-20T12:06:26Z", "hours": 0.3858, "text": "September 19, 2026Today I started working on my personal website. I wanted a simple place where people could learn a little about me, see my talents, and find my contact information. I first created the main HTML structure. I added a navigation bar and three sections: About, Talents, and Contact. After that, I used CSS to add colors, spacing, borders, and a responsive layout. My first design looked too complicated and flashy, so I simplified it. I removed unnecessary effects, used normal fonts, and made the layout easier to understand. I chose navy, blue, yellow, and white as the main colors. I originally had a Projects section, but I changed it to a Talents section because I do not have many completed projects yet. I added web development, creative thinking, and problem solving as talents I am currently improving.I also added my real information:My nameMy email addressMy GitHub profileOne challenge was making the navigation work properly on mobile devices. I used a small amount of JavaScript to open and close the menu. JavaScript also automatically displays the current year in the footer. This project helped me understand HTML sections, CSS Grid, responsive design, media queries, and basic JavaScript. I also learned that a website does not need lots of effects to look good. Simple colors, clear text, and good spacing can make a big difference.AI helped by checking the code and design. I reviewed the website and requested changes to make it simpler and more personal. In the future, I would like to add real projects, a profile picture, and possibly a dark mode."}]...
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Title: personal website' by @Khalid_Altobi | S Title: personal website' by @Khalid_Altobi | Stardance
Devlogs:
September 19, 2026Today I started working on my personal website. I wanted a simple place where people could learn a little about me, see my talents, and find my contact information. I first created the main HTML structure. I added a navigation bar and three sections: About, Talents, and Contact. After that, I used CSS to add colors, spacing, borders, and a responsive layout. My first design looked too complicated and flashy, so I simplified it. I removed unnecessary effects, used normal fonts, and made the layout easier to understand. I chose navy, blue, yellow, and white as the main colors. I originally had a Projects section, but I changed it to a Talents section because I do not have many completed projects yet. I added web development, creative thinking, and problem solving as talents I am currently improving.I also added my real information:My nameMy email addressMy GitHub profileOne challenge was making the navigation work properly on mobile devices. I used a small amount of JavaScript to open and close the menu. JavaScript also automatically displays the current year in the footer. This project helped me understand HTML sections, CSS Grid, responsive design, media queries, and basic JavaScript. I also learned that a website does not need lots of effects to look good. Simple colors, clear text, and good spacing can make a big difference.AI helped by checking the code and design. I reviewed the website and requested changes to make it simpler and more personal. In the future, I would like to add real projects, a profile picture, and possibly a dark mode.
Ships:
I made my own website witch I’m proud of making i had some challenges with JS but got past them i learned how to use ai to help you design a project and help me code it especially in JS...
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1793058874.0280044
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1793145274.0280044
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|
63835
|
my APOD site by @jovanovicv529 | Stardance
|
jovanovicv529
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1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T12:16:18Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "what i made a site that shows nasa’s astronomy picture of the day with the title, the image (or video) and the explanation. i made it in react + typescript with vite and put it on github pages. what was hard not much honestly, it’s a pretty simple project and i’ve made a lot of basically the same thing in react before, so it went fast and was easy. the most annoying part was getting the api key to work on the deployed site, since the .env isn’t on github.", "repo": "https://github.com/PaiMei1/APOD", "demo": "https://paimei1.github.io/APOD/"}]...
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[{"post_id": 71165, "ts": "202 [{"post_id": 71165, "ts": "2026-09-20T11:52:58Z", "hours": 0.2658, "text": "Devlog: NASA APOD site got most of my APOD site done! it shows NASA’s picture of the day with the title and explanation, and it updates every day. live here: https://paimei1.github.io/APOD/ and the code is at https://github.com/PaiMei1/APOD the guide uses vanilla JS but I did it in React + TypeScript with Vite since that’s what I know best. it handles loading, errors, and image vs video. for the styling I made zigzag strips on both sides with clip-path: polygon() and used Orbitron + Black Ops One for the fonts."}]...
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Title: my APOD site by @jovanovicv529 | Stardance
Title: my APOD site by @jovanovicv529 | Stardance
Devlogs:
Devlog: NASA APOD site got most of my APOD site done! it shows NASA’s picture of the day with the title and explanation, and it updates every day. live here: https://paimei1.github.io/APOD/ and the code is at https://github.com/PaiMei1/APOD the guide uses vanilla JS but I did it in React + TypeScript with Vite since that’s what I know best. it handles loading, errors, and image vs video. for the styling I made zigzag strips on both sides with clip-path: polygon() and used Orbitron + Black Ops One for the fonts.
Ships:
what i made a site that shows nasa’s astronomy picture of the day with the title, the image (or video) and the explanation. i made it in react + typescript with vite and put it on github pages. what was hard not much honestly, it’s a pretty simple project and i’ve made a lot of basically the same thing in react before, so it went fast and was easy. the most annoying part was getting the api key to work on the deployed site, since the .env isn’t on github....
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1793058835.111012
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1793145235.111012
|
|
63980
|
An Website About 'Adam Primus[Me]' by @Ada An Website About 'Adam Primus[Me]' by @Adam_Primus | Stardance...
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Adam_Primus
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1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T12:14:29Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my About Me Website. It is very minimalistic and simple website. Perhaps, I am a beginner at web development and just started to take a course on it. I have to admit it was a good experience of making this project not just on improving technical skill but also on expressing who I truly am.", "repo": "https://github.com/Adam-Primus/My-place", "demo": "https://adam-primus.github.io/My-place/"}]...
|
[{"post_id": 71018, "ts": "202 [{"post_id": 71018, "ts": "2026-09-20T06:45:41Z", "hours": 5.3561, "text": "The Beginning So to start, I went with the tutorial project to learn some features about HTML and how to build a web page. I learned the basics of HTML and Tailwind. After that I connected my github but for some reasons I faced difficulty selecting the right repository, perhaps I am a beginner. I spent a lot of time to find out how to connect hackatime, github, VSC and how to use all of them. I proceeded with updating my github and finding the bug and after some research and updates I completed my setup of VSC, Github desktop, Github web, hackatime and all other procedure. perhaps I am ready to proceed to customize my website at my will. I went to VSC and started making My Website, I used open source to learn a lot about HTML and still learning. Finalising Website design and README I finalising with[I suppose] a retro theme. I learned about how to approach HTML and use Tailwind css for styling. During editing my code I faced a problem, With no cause to some extent my preview was not always worked. perhaps it was just an preview extension error but after some research it was fixed too. I also updated some details in the README amd organised it as best as I can. And the main work was of course in the website It took a while to figure out each tag’s function, how to use a tag where to use a tag, different tags alternatives, and what not to use. My website maybe absolutely simple but what I learned and experienced was always above. After the editing was done of both website & README I saved the file. Then I used my GITHUB Desktop to push the updates to my GITHUB page and then at the end I used Github for the deployment of my site. Enough said"}]...
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Title: An Website About 'Adam Primus[Me]' Title: An Website About 'Adam Primus[Me]' by @Adam_Primus | Stardance
Devlogs:
The Beginning So to start, I went with the tutorial project to learn some features about HTML and how to build a web page. I learned the basics of HTML and Tailwind. After that I connected my github but for some reasons I faced difficulty selecting the right repository, perhaps I am a beginner. I spent a lot of time to find out how to connect hackatime, github, VSC and how to use all of them. I proceeded with updating my github and finding the bug and after some research and updates I completed my setup of VSC, Github desktop, Github web, hackatime and all other procedure. perhaps I am ready to proceed to customize my website at my will. I went to VSC and started making My Website, I used open source to learn a lot about HTML and still learning. Finalising Website design and README I finalising with[I suppose] a retro theme. I learned about how to approach HTML and use Tailwind css for styling. During editing my code I faced a problem, With no cause to some extent my preview was not always worked. perhaps it was just an preview extension error but after some research it was fixed too. I also updated some details in the README amd organised it as best as I can. And the main work was of course in the website It took a while to figure out each tag’s function, how to use a tag where to use a tag, different tags alternatives, and what not to use. My website maybe absolutely simple but what I learned and experienced was always above. After the editing was done of both website & README I saved the file. Then I used my GITHUB Desktop to push the updates to my GITHUB page and then at the end I used Github for the deployment of my site. Enough said
Ships:
This is my About Me Website. It is very minimalistic and simple website. Perhaps, I am a beginner at web development and just started to take a course on it. I have to admit it was a good experience of making this project not just on improving technical skill but also on expressing who I truly am....
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1793058859.9694233
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1793145259.9694233
|
|
63498
|
PORTFOLIO by @singhshiv3108 | Stardance
|
singhshiv3108
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T12:05:46Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I MADE THIS SITE FOR SHOWCASING MY PROJECTS AND TO WORK AS MY PORTFOLIO, NOTHING MUCH WAS CHALLENGING I OCASSIONALLY MAKE SITE EXCEPT FIGURING OUT WHAT TO DO AND ALSO PUSHING README REMOTELY . LANGUAGES USED HTML AMD CSS. MY SITE HAS SEVERAL SECTION , IMG, DIV, LINK ,FOOTER , NAV BAR , FAVICON. IT ALSO HAS A SLEEPING CAT AND A FUN EASTER EGG.", "repo": "https://github.com/ShivSingh3108/PORTFOLIOO", "demo": "https://shivsingh3108.github.io/PORTFOLIOO/"}]...
|
[{"post_id": 71166, "ts": "202 [{"post_id": 71166, "ts": "2026-09-20T11:55:42Z", "hours": 0.7258, "text": "Added a Favicon , Google font, Readme and did some debugging(I had problem pushing readme later realized utf16 was causing the problem , i usually put readme manually in github but this time i though of adding it through commands along with other files.)"}, {"post_id": 71109, "ts": "2026-09-20T09:47:08Z", "hours": 0.9753, "text": "Devlog 3: Completed page 2(Project) and added a fun easter egg . Each project has its demo and repo added to the site."}, {"post_id": 70758, "ts": "2026-09-19T18:24:34Z", "hours": 1.4147, "text": "Devlog 2: added a new updated interface ,navigation bar, footer and a sleeping cat. Made a separate page for projects ( under construction) and some presentation improvement."}, {"post_id": 70186, "ts": "2026-09-18T17:17:21Z", "hours": 1.8242, "text": "Devlog 1: I am working on personal website. It tells about me , my projects and etc. Uses html and css. In nxt Devlog i might add few more pages."}]...
|
Title: PORTFOLIO by @singhshiv3108 | Stardance
De Title: PORTFOLIO by @singhshiv3108 | Stardance
Devlogs:
Devlog 1: I am working on personal website. It tells about me , my projects and etc. Uses html and css. In nxt Devlog i might add few more pages.
Devlog 2: added a new updated interface ,navigation bar, footer and a sleeping cat. Made a separate page for projects ( under construction) and some presentation improvement.
Devlog 3: Completed page 2(Project) and added a fun easter egg . Each project has its demo and repo added to the site.
Added a Favicon , Google font, Readme and did some debugging(I had problem pushing readme later realized utf16 was causing the problem , i usually put readme manually in github but this time i though of adding it through commands along with other files.)
Ships:
I MADE THIS SITE FOR SHOWCASING MY PROJECTS AND TO WORK AS MY PORTFOLIO, NOTHING MUCH WAS CHALLENGING I OCASSIONALLY MAKE SITE EXCEPT FIGURING OUT WHAT TO DO AND ALSO PUSHING README REMOTELY . LANGUAGES USED HTML AMD CSS. MY SITE HAS SEVERAL SECTION , IMG, DIV, LINK ,FOOTER , NAV BAR , FAVICON. IT ALSO HAS A SLEEPING CAT AND A FUN EASTER EGG....
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1793058769.0640924
|
1793145169.0640924
|
|
48156
|
AI3DSTUDIO by @Madhanraj | Stardance
|
Madhanraj
|
1
|
43.81
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T11:59:39Z", "hours": 33.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I am shipping Stardance in its current state because my available development time has been limited by my Class 12 studies and school schedule. Although the complete vision for AI3D Studio is much larger and several features are still under development, I wanted to submit the working progress I have achieved rather than leave the project unshipped. The current version represents a major milestone of the project, with a functional 3D environment, AI interaction, computer-vision-based interaction, and database integration already implemented. I plan to continue developing the remaining features after shipping. This is not the final version of AI3D Studio — it is the first major milestone toward the complete system I originally envisioned.", "repo": "https://github.com/maddy9002/AI3DSTUDIO", "demo": "https://ai-3-dstudio-beta.vercel.app/"}]...
|
[{"post_id": 80154, "ts": "202 [{"post_id": 80154, "ts": "2026-10-16T13:02:11Z", "hours": 2.0864, "text": "Worked on the new ui for the html file, implementing necessary features for cad operations"}, {"post_id": 78229, "ts": "2026-10-10T01:32:38Z", "hours": 3.5311, "text": "Worked on AI3DSTUDIO’s advanced modeling capabilities, implementing Merge/Weld Vertices, Vertex Dissolve, Edge Dissolve, and Face Dissolve, including topology updates and Undo/Redo support.I also created requirements.txt and README.md, resolved Python dependency conflicts involving MediaPipe, NumPy, and OpenCV, verified the application launches successfully, and pushed the changes to the advanced-modeling branch on GitHub.Next, I’ll test the installation process in a fresh environment to make AI3DSTUDIO easier for others to try."}, {"post_id": 76640, "ts": "2026-10-04T07:39:58Z", "hours": 2.7172, "text": "After implementing Inset, AI3DSTUDIO’S mesh-editing system was expanded with several advanced modeling features, including Loop Cut, Bevel, Merge/Weld Vertices, Vertex Dissolve, Edge Dissolve, Face Dissolve, and Bridge Edge Loops. The editing workflow was also improved with Vertex, Edge, and Face selection and manipulation, along with Undo/Redo support for mesh-editing operations, significantly improving AI3DSTUDIO’S overall polygon-modeling capabilities."}, {"post_id": 74257, "ts": "2026-09-27T02:43:36Z", "hours": 2.4761, "text": "While upgrading the UI the features that I made had disappeared and now I worked to create a html file where i can link it to Stardance."}, {"post_id": 71170, "ts": "2026-09-20T11:58:49Z", "hours": 0.8817, "text": "Worked to improve the UI"}, {"post_id": 70963, "ts": "2026-09-20T03:52:57Z", "hours": 2.2081, "text": "Implemented and stabilized hand-based viewport interaction. The system now supports a screen-space hand cursor controlled by the index finger, pinch-based selection of vertices, edges, and faces, and two-hand gesture editing. Vertex movement is working, while edge and face movement are being integrated by transforming their underlying mesh vertices. Object Mode gestures for movement, rotation, and scaling remain functional. The next focus is completing reliable hand-based edge/face manipulation and improving pinch-based selection accuracy."}, {"post_id": 68678, "ts": "2026-09-15T15:07:33Z", "hours": 2.2633, "text": "Completed till multi-face selection"}, {"post_id": 64857, "ts": "2026-09-09T15:32:34Z", "hours": 5.7969, "text": "Completed the undo redo system for all the edit options."}, {"post_id": 47430, "ts": "2026-08-15T11:13:47Z", "hours": 22.1772, "text": "WORKING TO UPGRADE THE 3D DESIGNING SOFTWARE"}]...
|
Title: AI3DSTUDIO by @Madhanraj | Stardance
Devlo Title: AI3DSTUDIO by @Madhanraj | Stardance
Devlogs:
WORKING TO UPGRADE THE 3D DESIGNING SOFTWARE
Completed the undo redo system for all the edit options.
Completed till multi-face selection
Implemented and stabilized hand-based viewport interaction. The system now supports a screen-space hand cursor controlled by the index finger, pinch-based selection of vertices, edges, and faces, and two-hand gesture editing. Vertex movement is working, while edge and face movement are being integrated by transforming their underlying mesh vertices. Object Mode gestures for movement, rotation, and scaling remain functional. The next focus is completing reliable hand-based edge/face manipulation and improving pinch-based selection accuracy.
Worked to improve the UI
While upgrading the UI the features that I made had disappeared and now I worked to create a html file where i can link it to Stardance.
After implementing Inset, AI3DSTUDIO’S mesh-editing system was expanded with several advanced modeling features, including Loop Cut, Bevel, Merge/Weld Vertices, Vertex Dissolve, Edge Dissolve, Face Dissolve, and Bridge Edge Loops. The editing workflow was also improved with Vertex, Edge, and Face selection and manipulation, along with Undo/Redo support for mesh-editing operations, significantly improving AI3DSTUDIO’S overall polygon-modeling capabilities.
Worked on AI3DSTUDIO’s advanced modeling capabilities, implementing Merge/Weld Vertices, Vertex Dissolve, Edge Dissolve, and Face Dissolve, including topology updates and Undo/Redo support.I also created requirements.txt and README.md, resolved Python dependency conflicts involving MediaPipe, NumPy, and OpenCV, verified the application launches successfully, and pushed the changes to the advanced-modeling branch on GitHub.Next, I’ll test the installation process in a fresh environment to make AI3DSTUDIO easier for others to try.
Worked on the new ui for the html file, implementing necessary features for cad operations
Ships:
I am shipping Stardance in its current state because my available development time has been limited by my Class 12 studies and school schedule. Although the complete vision for AI3D Studio is much larger and several features are still under development, I wanted to submit the working progress I have achieved rather than leave the project unshipped. The current version represents a major milestone of the project, with a functional 3D environment, AI interaction, computer-vision-based interaction, and database integration already implemented. I plan to continue developing the remaining features after shipping. This is not the final version of AI3D Studio — it is the first major milestone toward the complete system I originally envisioned....
|
1793004584.9158168
|
1793090984.9158168
|
|
50955
|
THE LAST DIG by @MuhammadAayanMirza | Stardance
|
MuhammadAayanMirza
|
1
|
68.0
|
1009
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T11:16:35Z", "hours": 68.0, "multiplier": 12.37, "payout": 1009, "blessing": "neutral", "text": "This Is the first ever 2D Game I made, a digging game where the player’s objective is to dig to the bottom of the world. There is an inbuilt starting Tutorial in the game which explains the basics of it. There is a battery feature for the jetpack which helps you to come up to the base which is the cobble floor, if the battery is completely depleted you die and all the minerals in your inventory get destroyed. Currently the game only goes till the iron mineral layer and after that it is empty so that I can expand on it in the next ship of this game. (This is only the first version and it is not fully complete yet) Have fun playing it!!", "repo": "https://github.com/MuhammadAayanMirza/A-Game-about-digging", "demo": "https://muhammadaayanmirza.itch.io/the-last-dig"}]...
|
[{"post_id": 71141, "ts": "202 [{"post_id": 71141, "ts": "2026-09-20T10:49:22Z", "hours": 1.735, "text": "Added the Readme.md file in the game’s repository and did some final changes including an hour long hunt on why the sounds weren’t working in the itch.io page when publishing the game, that is fixed now. The game is ready to be shipped!! (This is the first version of course)"}, {"post_id": 70998, "ts": "2026-09-20T05:44:54Z", "hours": 1.3831, "text": "Completed adding all the sound effects and running them through code. Also made changes to the colour and positioning of the tutorial text. Now when you dig a tile the background colour is no longer the sky colour it is a solid dark grey so you can distinguish between the dug up area and undug area easily. Also added a story scene so you know what the goal is in the game. The First Version of the game is complete now. I just need to create a readme file and Build the game so that it can uploaded online! See you soon :)"}, {"post_id": 69208, "ts": "2026-09-16T16:27:16Z", "hours": 3.3253, "text": "We are so back!! The Title Screen went through some changes but it is this newish display now. Major thing this session is that I added sound effects!! I had never added sound effects to a game before so this was a huge learning curve especially with linking the sound to the animation and stuff. Also finding a sound you like is very time consuming. I think I’m very close to shipping the firs version of the game. I don’t think I’ll be able to complete this game for Stardance because I have the SAT exam soon so yeah… I hope you guys will still like the completist version of this."}, {"post_id": 67148, "ts": "2026-09-13T06:42:50Z", "hours": 2.7692, "text": "In this session I completed making the interactive tutorial for the starting of the game. It tells you how to move, dig up dirt, collect coal, and use the shop to sell minerals and buy upgrades. Also created the Title Screen for the game."}, {"post_id": 66505, "ts": "2026-09-12T10:42:22Z", "hours": 3.2131, "text": "Alot of stuff happened in this session; I went back and forth on the background alot and settled on this new background with some trees and bushes with no secondary sky colour behind it, I play tested the game to see that all the code is running smoothly, made some bullet points for what I want to add before the first ship and now I’m currently working on an Interactive starting tutorial for the game."}, {"post_id": 63532, "ts": "2026-09-07T13:25:51Z", "hours": 1.3167, "text": "Working on the background art of the game, added some trees which took ages to make them look good. I hope they are unto the standard of the game theme."}, {"post_id": 62921, "ts": "2026-09-06T13:42:40Z", "hours": 1.9444, "text": "Added the Iron tile!!! I know it doesn’t look the best but I think you can cut me some slack as this is still my first 2D Game. the iron tile is worth “15M” coins so you can use it to refill your battery or save up more to consume the coins in the upgrades section. The sell button sells all the minerals (coal and iron) together. Now you can upgrade everything quicker!! yayayayay. What should I add next? Secret dungeon fight under the Iron ores? Sound fx? more Ores? Better Sky? Interactive starting tutorial? Starting Lore Animation?"}, {"post_id": 62720, "ts": "2026-09-06T06:54:26Z", "hours": 2.4569, "text": "Created a Battery Refill button so that you can refill your battery bar when you are running low on it. It is “15M” right now which Is half the price of the first upgrade so you have to contemplate if you wanna dig more for the upgrade or just keep refilling the battery. Also working on a new mineral for the game, the iron tile."}, {"post_id": 62245, "ts": "2026-09-05T14:50:16Z", "hours": 4.2864, "text": "Alot has happened since the last devlog… The upgrades screen now tells you what happens when you upgrade an item to its next form. This took alot of time to figure out the code for but in the end it worked out! :D The Battery drainage icon has been slightly updated and now when you upgrade the battery feature the battery refills to full battery and the inventory now has a “full inventory” pop up screen whenever you mine a mineral and your inventory is already full so it doesn’t count that mineral so it is basically destroyed. Worked on art aswell for the background which I’m still not happy about but at least the upgrades section is complete for the first ship!!"}, {"post_id": 61963, "ts": "2026-09-05T04:45:56Z", "hours": 0.9844, "text": "The Battery feature now has a UI display to visualise how much battery you have left. It is present at the bottom left of the game screen and it is upgradable in the shop as well just like before. Very Fun!! No I think I’ll work on the inventory feature to set a limit to it and then make that upgradable aswell!!"}, {"post_id": 61615, "ts": "2026-09-04T16:27:01Z", "hours": 1.4547, "text": "There is a battery feature now in the game and when you are using the jetpack for too long your battery runs out and you “die” which means you lose all the minerals that were in your inventory but your coins balance remains the same. The Battery is also upgradable in the shop with your coins. A battery ui bar will come soon…"}, {"post_id": 60278, "ts": "2026-09-02T15:30:17Z", "hours": 1.2728, "text": "The jetpack function now has an animation whenever you are using it. Fully upgradable through the shop. Though it doesn’t have separate animations for the jetpack yet. I am trying to leave the less important artwork towards the end of the project now so then I’ll only work on aesthetic like background and polishing sprites for in game animation."}, {"post_id": 59576, "ts": "2026-09-01T14:05:23Z", "hours": 2.5778, "text": "There is an upgradable jetpack feature in the game now!! Which was an extremely hard job to pull off because the initial version of it had a million bugs. Because I want there to be zero gravity on the cobble tiles so it is like the base platform and the jetpack doesn’t work there and when the player gets near the ground/dirt tiles gravity should apply so the player falls downwards after digging but when any up keys (up arrow, W key or Spacebar) are pressed it should drop back to zero gravity so the player can use the jetpack to go back up to the “home” cobble tiles. This took so long to make it usable and I’m quite happy with it. Just have to make the actual jetpack item now."}, {"post_id": 58133, "ts": "2026-08-30T14:20:32Z", "hours": 1.7342, "text": "Still working on the sky, mainly the bottom terrain now. And also adjusting alot of tiles in unity. I also made the camera boundary (the place where the camera stops following the player) a bit smaller because I don’t think I wanna make that big of a game. This is supposed to be a fun game which you can come back to and have a mission to complete."}, {"post_id": 57892, "ts": "2026-08-30T06:48:28Z", "hours": 2.9675, "text": "New Sky in the game now!! Still trying to add more things to it so stay tuned for that. Also fixed a major bug in the upgrades digging script for the shovel as it would only dig up one block instead of four if it is upgraded because it only detected tiles to the right of it and if they were already dug up it would appear as though the upgrade didn’t work and only one block has been dug."}, {"post_id": 57094, "ts": "2026-08-29T05:55:44Z", "hours": 1.9014, "text": "The Shop is now in the game!!! and it is fully functional. Now when you mine a coal tile the newly added GameManager tracks it and updates your total coal count which then you can sell to get 10M per Coal and upgrade your shovel. First upgrade costs 50M and the upgrade button works aswell, first upgrade increases the dig size from 1x1 –> 2x2. Now the game is an actually playable game where your objective could be to get rid of a whole area and make it easier for your self by getting upgrades. But that is not the game I’m making, I’ll make it a bit more fun than that. Your Goal will be to dig to the bottom to find Secret Treasure…more on that later!!"}, {"post_id": 56589, "ts": "2026-08-28T12:25:34Z", "hours": 1.2194, "text": "Coal Mineral is now in the game. Made three different sprite styles of the coal so it doesn’t look repititive I know the placement of coal looks a bit cluttered right now. I’m still experimenting with them. I’m currently going to be working on the script to count how many coal ‘tiles’ have been dug up so you can sell em in the shop. Hope you like this!"}, {"post_id": 55532, "ts": "2026-08-27T13:22:04Z", "hours": 1.6694, "text": "The upgrade button for the Shovel works now!! It has 4 upgrades and the tile dig size increases on each upgrade. Also made the player flip alongside its animation if they dig a tile which is on their opposite side which is pretty cool to me. There is new grass on the intersection of the cobble floor and ground tiles. The game is pretty fun to play if you just like to dig dirt, I know that sounds weird but just getting a rid of an area and upgrading your shovel is pretty fun in itself."}, {"post_id": 55033, "ts": "2026-08-26T13:47:27Z", "hours": 2.6097, "text": "Added the Shovel item finally took way too long for this to finally come even though it’s a digging game. Now when the player is near the dirt/undergroundtiles a shovel item pops up in the hand of the player and when you click the tile you want to dig a nice little animation plays of the player digging the tile!! (Getting this animation to work was very stressful at one point it broke my movements script somehow, but all is well that ends well)"}, {"post_id": 54905, "ts": "2026-08-26T03:59:01Z", "hours": 2.2394, "text": "New Sky!! The sky has a Sun and plenty of clouds to make the game look and feel nice to play. Also worked in the Upgrades Menu a bit to make the buttons working, still working on that. Hopefully its not that hard."}, {"post_id": 54432, "ts": "2026-08-25T13:21:57Z", "hours": 1.5167, "text": "I think the Upgrades Menu is now aesthetically complete with all the essential items I want upgraded for the game and I like the colour combination and layout of it aswell. I’m quite happy with it now, but I’m always open to suggestions! Now time to finally make it functional."}, {"post_id": 53830, "ts": "2026-08-24T15:05:49Z", "hours": 0.8, "text": "Still upgrading the Upgrades Menu. Added a new Font, Spaces between how many times you can upgrade the item and a money “button” next to it to buy the upgrade. Still not functional as I haven’t opened VisualStudio Code yet, I’m not the best with code so I thought getting the visuals down first would be a good idea. Do you guys like it??"}, {"post_id": 53763, "ts": "2026-08-24T13:22:54Z", "hours": 0.8, "text": "New Upgrades Menu!!! I like this design way better, still need to add actual buttons and functionality into this but now I feel better about the game. Hopefully you all like it aswell!"}, {"post_id": 53685, "ts": "2026-08-24T11:14:34Z", "hours": 2.38, "text": "Working on the Upgrades menu at the moment. Also now when you move left the player actually changes direction which is cool and I adjusted the animations and speed of them a bit. I really want this game to feel good and look good as presentation and gameplay both matter alot. Currently I’m not really happy with the Upgrades Menu so, I’m gonna try make it way better."}, {"post_id": 53070, "ts": "2026-08-23T14:02:38Z", "hours": 1.8325, "text": "Learned animation for the first time in unity! And it takes a whole lot of time when you are making all the animation sprites yourself. Added the idle animation and movement animation as of now. I added the movement animation code to the PlayerMovements script so that it only appears when you are moving left or right."}, {"post_id": 52916, "ts": "2026-08-23T09:18:54Z", "hours": 0.9167, "text": "The player sprite is finally a normal player!! Now all the rigid body, collider and scripts are on this new player. Some minor adjustments were also made to the cobble floor. Now I have to make the game actually fun to play and the background look cool aswell. What would you like to see in this game? It is a digging game."}, {"post_id": 52851, "ts": "2026-08-23T06:42:13Z", "hours": 1.5167, "text": "Changed the tile set again because I wasn’t fond of em, if I want to make a good game I need to pay attention to every detail. Also changed the background, I’m gonna make it better soon! I want the game to have a summer vibe, that’s why I changed everything except the house. The house is cool :D"}, {"post_id": 52519, "ts": "2026-08-22T17:43:38Z", "hours": 1.8044, "text": "Made the player sprite finally, I still don’t like it that much but it is a start! I also tweaked the upgrades Canvas a bit. I’m a bit roadblocked for the scripts of the upgrades but I hope I can do that."}, {"post_id": 52265, "ts": "2026-08-22T11:26:13Z", "hours": 1.6456, "text": "Added an Upgrades Canavs UI with two options for now, Shovel and Jetpack upgrades, I’m yet to make the buttons for them. Also made a script so that this Canvas only pops up when you are in contact with the house. The house now serves a functional purpose!! made the shovel and jetpack pixel art myself and I think they look quite good."}, {"post_id": 52158, "ts": "2026-08-22T07:55:31Z", "hours": 1.9897, "text": "Added a whole jump feature in the game after a lot of iterations because I am still new to coding and C# but after everything worked, I decided to remove the whole feature because I want a jetpack which you can upgrade using coins by digging up minerals. So now when you press Spacebar it feels like you are using a very slow jetpack."}, {"post_id": 52091, "ts": "2026-08-22T05:04:11Z", "hours": 1.1686, "text": "Created a script for changing gravity between tiles as I want the player to move freely in the cobble area as it is the base area ‘home camp” If you will and whenever the player goes to dig a block of dirt the gravity changes so that the player falls in the hole they dug. I also messed around with the lighting setting and changes the background colour, It’s not the final colour yet. This session was more about game mechanics than art."}, {"post_id": 52055, "ts": "2026-08-22T03:05:19Z", "hours": 2.0786, "text": "I made a new house because I don’t think the old one fit the theme, I think this looks way cleaner, I also changed the colours of the cobblestone floor to match the ew house’s stone colour. This session was very aesthetic based and I think that is gonna be the theme for the starting few devlogs. The dirt and grass look weird to me now, do you guys think it’s weird too?"}, {"post_id": 51744, "ts": "2026-08-21T15:59:51Z", "hours": 3.1611, "text": "Made the Ground tiles, with alot of iteration because the pixels looked too small in unity. I made separate tilemaps for each layer and added the ground layer to the digging script of the player which is still a basic capsule (Will work on making it a sprite soon). I have to now make ores and make them a separate special tile map which when dug up are counted so they can be used to be sold in the shop that I will make."}, {"post_id": 51077, "ts": "2026-08-20T15:43:04Z", "hours": 2.1114, "text": "In this session I started making the core game concept in unity and used the tile system for the first time as this is my first ever 2D game!! I added the most important C# scripts in the game, the movement script and the tile remover script as this is a digging game. Next up, I’m gonna focus a bit on aesthetics and then back to coding."}, {"post_id": 50353, "ts": "2026-08-19T15:08:37Z", "hours": 1.2167, "text": "New Game Alert 🚨!! This new game Is inspired from the 3D game “A game about digging a hole” but I’m making it 2D with all my own sprites and scripts and I started with the Hut/House where you go upgrade your digging tool, e.t.c. Keep in mind this is my very first time creating a Sprite, Hope you guys like it!"}]...
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Title: THE LAST DIG by @MuhammadAayanMirza | Stard Title: THE LAST DIG by @MuhammadAayanMirza | Stardance
Devlogs:
New Game Alert 🚨!! This new game Is inspired from the 3D game “A game about digging a hole” but I’m making it 2D with all my own sprites and scripts and I started with the Hut/House where you go upgrade your digging tool, e.t.c. Keep in mind this is my very first time creating a Sprite, Hope you guys like it!
In this session I started making the core game concept in unity and used the tile system for the first time as this is my first ever 2D game!! I added the most important C# scripts in the game, the movement script and the tile remover script as this is a digging game. Next up, I’m gonna focus a bit on aesthetics and then back to coding.
Made the Ground tiles, with alot of iteration because the pixels looked too small in unity. I made separate tilemaps for each layer and added the ground layer to the digging script of the player which is still a basic capsule (Will work on making it a sprite soon). I have to now make ores and make them a separate special tile map which when dug up are counted so they can be used to be sold in the shop that I will make.
I made a new house because I don’t think the old one fit the theme, I think this looks way cleaner, I also changed the colours of the cobblestone floor to match the ew house’s stone colour. This session was very aesthetic based and I think that is gonna be the theme for the starting few devlogs. The dirt and grass look weird to me now, do you guys think it’s weird too?
Created a script for changing gravity between tiles as I want the player to move freely in the cobble area as it is the base area ‘home camp” If you will and whenever the player goes to dig a block of dirt the gravity changes so that the player falls in the hole they dug. I also messed around with the lighting setting and changes the background colour, It’s not the final colour yet. This session was more about game mechanics than art.
Added a whole jump feature in the game after a lot of iterations because I am still new to coding and C# but after everything worked, I decided to remove the whole feature because I want a jetpack which you can upgrade using coins by digging up minerals. So now when you press Spacebar it feels like you are using a very slow jetpack.
Added an Upgrades Canavs UI with two options for now, Shovel and Jetpack upgrades, I’m yet to make the buttons for them. Also made a script so that this Canvas only pops up when you are in contact with the house. The house now serves a functional purpose!! made the shovel and jetpack pixel art myself and I think they look quite good.
Made the player sprite finally, I still don’t like it that much but it is a start! I also tweaked the upgrades Canvas a bit. I’m a bit roadblocked for the scripts of the upgrades but I hope I can do that.
Changed the tile set again because I wasn’t fond of em, if I want to make a good game I need to pay attention to every detail. Also changed the background, I’m gonna make it better soon! I want the game to have a summer vibe, that’s why I changed everything except the house. The house is cool :D
The player sprite is finally a normal player!! Now all the rigid body, collider and scripts are on this new player. Some minor adjustments were also made to the cobble floor. Now I have to make the game actually fun to play and the background look cool aswell. What would you like to see in this game? It is a digging game.
Learned animation for the first time in unity! And it takes a whole lot of time when you are making all the animation sprites yourself. Added the idle animation and movement animation as of now. I added the movement animation code to the PlayerMovements script so that it only appears when you are moving left or right.
Working on the Upgrades menu at the moment. Also now when you move left the player actually changes direction which is cool and I adjusted the animations and speed of them a bit. I really want this game to feel good and look good as presentation and gameplay both matter alot. Currently I’m not really happy with the Upgrades Menu so, I’m gonna try make it way better.
New Upgrades Menu!!! I like this design way better, still need to add actual buttons and functionality into this but now I feel better about the game. Hopefully you all like it aswell!
Still upgrading the Upgrades Menu. Added a new Font, Spaces between how many times you can upgrade the item and a money “button” next to it to buy the upgrade. Still not functional as I haven’t opened VisualStudio Code yet, I’m not the best with code so I thought getting the visuals down first would be a good idea. Do you guys like it??
I think the Upgrades Menu is now aesthetically complete with all the essential items I want upgraded for the game and I like the colour combination and layout of it aswell. I’m quite happy with it now, but I’m always open to suggestions! Now time to finally make it functional.
New Sky!! The sky has a Sun and plenty of clouds to make the game look and feel nice to play. Also worked in the Upgrades Menu a bit to make the buttons working, still working on that. Hopefully its not that hard.
Added the Shovel item finally took way too long for this to finally come even though it’s a digging game. Now when the player is near the dirt/undergroundtiles a shovel item pops up in the hand of the player and when you click the tile you want to dig a nice little animation plays of the player digging the tile!! (Getting this animation to work was very stressful at one point it broke my movements script somehow, but all is well that ends well)
The upgrade button for the Shovel works now!! It has 4 upgrades and the tile dig size increases on each upgrade. Also made the player flip alongside its animation if they dig a tile which is on their opposite side which is pretty cool to me. There is new grass on the intersection of the cobble floor and ground tiles. The game is pretty fun to play if you just like to dig dirt, I know that sounds weird but just getting a rid of an area and upgrading your shovel is pretty fun in itself.
Coal Mineral is now in the game. Made three different sprite styles of the coal so it doesn’t look repititive I know the placement of coal looks a bit cluttered right now. I’m still experimenting with them. I’m currently going to be working on the script to count how many coal ‘tiles’ have been dug up so you can sell em in the shop. Hope you like this!
The Shop is now in the game!!! and it is fully functional. Now when you mine a coal tile the newly added GameManager tracks it and updates your total coal count which then you can sell to get 10M per Coal and upgrade your shovel. First upgrade costs 50M and the upgrade button works aswell, first upgrade increases the dig size from 1x1 –> 2x2. Now the game is an actually playable game where your objective could be to get rid of a whole area and make it easier for your self by getting upgrades. But that is not the game I’m making, I’ll make it a bit more fun than that. Your Goal will be to dig to the bottom to find Secret Treasure…more on that later!!
New Sky in the game now!! Still trying to add more things to it so stay tuned for that. Also fixed a major bug in the upgrades digging script for the shovel as it would only dig up one block instead of four if it is upgraded because it only detected tiles to the right of it and if they were already dug up it would appear as though the upgrade didn’t work and only one block has been dug.
Still working on the sky, mainly the bottom terrain now. And also adjusting alot of tiles in unity. I also made the camera boundary (the place where the camera stops following the player) a bit smaller because I don’t think I wanna make that big of a game. This is supposed to be a fun game which you can come back to and have a mission to complete.
There is an upgradable jetpack feature in the game now!! Which was an extremely hard job to pull off because the initial version of it had a million bugs. Because I want there to be zero gravity on the cobble tiles so it is like the base platform and the jetpack doesn’t work there and when the player gets near the ground/dirt tiles gravity should apply so the player falls downwards after digging but when any up keys (up arrow, W key or Spacebar) are pressed it should drop back to zero gravity so the player can use the jetpack to go back up to the “home” cobble tiles. This took so long to make it usable and I’m quite happy with it. Just have to make the actual jetpack item now.
The jetpack function now has an animation whenever you are using it. Fully upgradable through the shop. Though it doesn’t have separate animations for the jetpack yet. I am trying to leave the less important artwork towards the end of the project now so then I’ll only work on aesthetic like background and polishing sprites for in game animation.
There is a battery feature now in the game and when you are using the jetpack for too long your battery runs out and you “die” which means you lose all the minerals that were in your inventory but your coins balance remains the same. The Battery is also upgradable in the shop with your coins. A battery ui bar will come soon…
The Battery feature now has a UI display to visualise how much battery you have left. It is present at the bottom left of the game screen and it is upgradable in the shop as well just like before. Very Fun!! No I think I’ll work on the inventory feature to set a limit to it and then make that upgradable aswell!!
Alot has happened since the last devlog… The upgrades screen now tells you what happens when you upgrade an item to its next form. This took alot of time to figure out the code for but in the end it worked out! :D The Battery drainage icon has been slightly updated and now when you upgrade the battery feature the battery refills to full battery and the inventory now has a “full inventory” pop up screen whenever you mine a mineral and your inventory is already full so it doesn’t count that mineral so it is basically destroyed. Worked on art aswell for the background which I’m still not happy about but at least the upgrades section is complete for the first ship!!
Created a Battery Refill button so that you can refill your battery bar when you are running low on it. It is “15M” right now which Is half the price of the first upgrade so you have to contemplate if you wanna dig more for the upgrade or just keep refilling the battery. Also working on a new mineral for the game, the iron tile.
Added the Iron tile!!! I know it doesn’t look the best but I think you can cut me some slack as this is still my first 2D Game. the iron tile is worth “15M” coins so you can use it to refill your battery or save up more to consume the coins in the upgrades section. The sell button sells all the minerals (coal and iron) together. Now you can upgrade everything quicker!! yayayayay. What should I add next? Secret dungeon fight under the Iron ores? Sound fx? more Ores? Better Sky? Interactive starting tutorial? Starting Lore Animation?
Working on the background art of the game, added some trees which took ages to make them look good. I hope they are unto the standard of the game theme.
Alot of stuff happened in this session; I went back and forth on the background alot and settled on this new background with some trees and bushes with no secondary sky colour behind it, I play tested the game to see that all the code is running smoothly, made some bullet points for what I want to add before the first ship and now I’m currently working on an Interactive starting tutorial for the game.
In this session I completed making the interactive tutorial for the starting of the game. It tells you how to move, dig up dirt, collect coal, and use the shop to sell minerals and buy upgrades. Also created the Title Screen for the game.
We are so back!! The Title Screen went through some changes but it is this newish display now. Major thing this session is that I added sound effects!! I had never added sound effects to a game before so this was a huge learning curve especially with linking the sound to the animation and stuff. Also finding a sound you like is very time consuming. I think I’m very close to shipping the firs version of the game. I don’t think I’ll be able to complete this game for Stardance because I have the SAT exam soon so yeah… I hope you guys will still like the completist version of this.
Completed adding all the sound effects and running them through code. Also made changes to the colour and positioning of the tutorial text. Now when you dig a tile the background colour is no longer the sky colour it is a solid dark grey so you can distinguish between the dug up area and undug area easily. Also added a story scene so you know what the goal is in the game. The First Version of the game is complete now. I just need to create a readme file and Build the game so that it can uploaded online! See you soon :)
Added the Readme.md file in the game’s repository and did some final changes including an hour long hunt on why the sounds weren’t working in the itch.io page when publishing the game, that is fixed now. The game is ready to be shipped!! (This is the first version of course)
Ships:
This Is the first ever 2D Game I made, a digging game where the player’s objective is to dig to the bottom of the world. There is an inbuilt starting Tutorial in the game which explains the basics of it. There is a battery feature for the jetpack which helps you to come up to the base which is the cobble floor, if the battery is completely depleted you die and all the minerals in your inventory get destroyed. Currently the game only goes till the iron mineral layer and after that it is empty so that I can expand on it in the next ship of this game. (This is only the first version and it is not fully complete yet) Have fun playing it!!...
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1793004822.7075596
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1793091222.7075596
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58539
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ViteOS by @UmarFarooq | Stardance
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UmarFarooq
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2
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33.31
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117
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T11:05:28Z", "hours": 31.0, "multiplier": 7.46, "payout": 117, "blessing": "neutral", "text": "I’ve updated webOS 1 and added several more apps and new feautres. Features & Apps: Multiple draggable and resizable windows. Windows like interface. Two UI modes: “vite” and “windows98”. Clock app: Analog clock Digital clock Notes app: Create multiple notes. Full CRUD functionality available. Photos app ViteOS Relay: A real-time global chatting platform built using supabase. Node Explorer: Browse, search, and explore npm packages and get insights. Ambience: Play multiple sounds and enjoy the voice. Compiler Browser: Visit different websites. Storage Lab: Visualize, add, edit, delete browser storage (localstorage, session storage, indexedDB)", "repo": "https://github.com/umar-farooq-5757/viteos", "demo": "https://myviteos.vercel.app/"}, {"ship_num": 2, "ts": "2026-09-05T17:08:30Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A WebOS that runs in the browser. Features: Multiple draggable windows. Windows like interface. Notes, Clock and Photos apps available.", "repo": "https://github.com/umar-farooq-5757/viteos", "demo": "https://myviteos.vercel.app/"}]...
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[{"post_id": 71316, "ts": "202 [{"post_id": 71316, "ts": "2026-09-20T16:48:19Z", "hours": 0.3103, "text": "I have removed two apps that were fully generated by AI, because a stardance project reviewer said that my project mostly looks like AI built it. So, i removed the browser and “storage lab” apps."}, {"post_id": 71149, "ts": "2026-09-20T11:01:15Z", "hours": 4.9067, "text": "Final devlog before shipping. I thought I would complete the project after the previous devlog, but then I got idea of two more apps. And I thought they will be really useful and good. But, as I made my mind to ship after the previous devlog, I didn’t had any motivation to develop these apps (“Browser” and “Storage Lab”) myself, so I developed them using AI. Plus, I have also made all the windows resizable. Hope you will like them."}, {"post_id": 69003, "ts": "2026-09-16T06:26:15Z", "hours": 8.3817, "text": "Introducing “Windows 98” mode. I have made changes in every window, and every element to look exactly like the old UI of windows. You can easily switch between the two modes. It took a lot of time!"}, {"post_id": 66469, "ts": "2026-09-12T09:47:58Z", "hours": 2.4478, "text": "Welcome to another devlog of ViteOS. I’ve added a compiler app supporting python and javascript. It uses browser’s built-in WASM (Web Assembly) to run the code and display output."}, {"post_id": 65889, "ts": "2026-09-11T10:20:33Z", "hours": 6.7325, "text": "Welcome to new devlog of ViteOS.I have created “Npm Explorer” app where you can search any npm package and view its details. It uses official npm registry for fetching data. Features included in Npm explorer: Package name and description shown at the top left corner. A button for viewing package on npm. Copy the command for installing package. Keywords, dependencies and maintainers displayed. Formatted readme displayed."}, {"post_id": 64323, "ts": "2026-09-08T16:43:50Z", "hours": 5.2483, "text": "In this devlog, I want to announce a major update to ViteOS: a new global chat app where anyone can connect and talk in real time! I built this application using Supabase. During its development, I learned how Supabase Row Level Security (RLS) works to protect data. Even though Supabase client keys are public, RLS ensures that users can only perform actions explicitly allowed by your policies, keeping the database safe from unauthorized writes or deletions. And I have also integrated a unique clock that I created as a side project in November 2025. Hope you will like it."}, {"post_id": 63658, "ts": "2026-09-07T16:13:20Z", "hours": 1.4478, "text": "Welcome to new devlog of ViteOS, in this update, I’ve added an ambient sound mixer app. There are many sound options available, you can play them all at once or any combination you like. And I’ve also added window maximize/minimize feature."}, {"post_id": 63475, "ts": "2026-09-07T11:01:22Z", "hours": 1.1869, "text": "In this devlog, I want to tell that I’ve updated how the notes app works. Now, you can create multiple notes seamlessly and switch between them using a tab-like interface. Full CRUD functionality is available. Plus, images in the Photos app are cached now, so they load instantly when you scroll through them"}, {"post_id": 63099, "ts": "2026-09-06T18:21:10Z", "hours": 1.0839, "text": "Welcome to new devlog of ViteOS. I’ve added analog clock in the clock app. Plus, the photos app is improved also. Now, photos are cycled (when user is on last image, the next button takes to the first image and vice versa)"}, {"post_id": 62324, "ts": "2026-09-05T17:06:17Z", "hours": 0.5008, "text": "Added the photos app where you can view multiple images."}, {"post_id": 62293, "ts": "2026-09-05T16:23:59Z", "hours": 0.3381, "text": "Created clock app and some other UI improvements."}, {"post_id": 62183, "ts": "2026-09-05T13:26:58Z", "hours": 0.9772, "text": "Setup vite project and added a notes app. It is a draggable window with title and a textarea to write notes."}]...
|
Title: ViteOS by @UmarFarooq | Stardance
Devlogs: Title: ViteOS by @UmarFarooq | Stardance
Devlogs:
Setup vite project and added a notes app. It is a draggable window with title and a textarea to write notes.
Created clock app and some other UI improvements.
Added the photos app where you can view multiple images.
Welcome to new devlog of ViteOS. I’ve added analog clock in the clock app. Plus, the photos app is improved also. Now, photos are cycled (when user is on last image, the next button takes to the first image and vice versa)
In this devlog, I want to tell that I’ve updated how the notes app works. Now, you can create multiple notes seamlessly and switch between them using a tab-like interface. Full CRUD functionality is available. Plus, images in the Photos app are cached now, so they load instantly when you scroll through them
Welcome to new devlog of ViteOS, in this update, I’ve added an ambient sound mixer app. There are many sound options available, you can play them all at once or any combination you like. And I’ve also added window maximize/minimize feature.
In this devlog, I want to announce a major update to ViteOS: a new global chat app where anyone can connect and talk in real time! I built this application using Supabase. During its development, I learned how Supabase Row Level Security (RLS) works to protect data. Even though Supabase client keys are public, RLS ensures that users can only perform actions explicitly allowed by your policies, keeping the database safe from unauthorized writes or deletions. And I have also integrated a unique clock that I created as a side project in November 2025. Hope you will like it.
Welcome to new devlog of ViteOS.I have created “Npm Explorer” app where you can search any npm package and view its details. It uses official npm registry for fetching data. Features included in Npm explorer: Package name and description shown at the top left corner. A button for viewing package on npm. Copy the command for installing package. Keywords, dependencies and maintainers displayed. Formatted readme displayed.
Welcome to another devlog of ViteOS. I’ve added a compiler app supporting python and javascript. It uses browser’s built-in WASM (Web Assembly) to run the code and display output.
Introducing “Windows 98” mode. I have made changes in every window, and every element to look exactly like the old UI of windows. You can easily switch between the two modes. It took a lot of time!
Final devlog before shipping. I thought I would complete the project after the previous devlog, but then I got idea of two more apps. And I thought they will be really useful and good. But, as I made my mind to ship after the previous devlog, I didn’t had any motivation to develop these apps (“Browser” and “Storage Lab”) myself, so I developed them using AI. Plus, I have also made all the windows resizable. Hope you will like them.
I have removed two apps that were fully generated by AI, because a stardance project reviewer said that my project mostly looks like AI built it. So, i removed the browser and “storage lab” apps.
Ships:
A WebOS that runs in the browser. Features: Multiple draggable windows. Windows like interface. Notes, Clock and Photos apps available.
I’ve updated webOS 1 and added several more apps and new feautres. Features & Apps: Multiple draggable and resizable windows. Windows like interface. Two UI modes: “vite” and “windows98”. Clock app: Analog clock Digital clock Notes app: Create multiple notes. Full CRUD functionality available. Photos app ViteOS Relay: A real-time global chatting platform built using supabase. Node Explorer: Browse, search, and explore npm packages and get insights. Ambience: Play multiple sounds and enjoy the voice. Compiler Browser: Visit different websites. Storage Lab: Visualize, add, edit, delete browser storage (localstorage, session storage, indexedDB)...
|
1792972573.6459942
|
1793058973.6459942
|
|
39903
|
Navi by @weeewwwwwwww | Stardance
|
weeewwwwwwww
|
1
|
30.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T10:59:05Z", "hours": 30.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Navi is a simple open source habit tracking / journaling app with some quality of life features like screen time and focus / sleep sessions I worked on it in the summer Hope u like it :) It doesn’t need setup but to make sure all the features work please enable all permission and check settings if all stuff is working like it’s meant to", "repo": "https://github.com/notwewnothing/Navi", "demo": "https://github.com/notwewnothing/Navi/releases/tag/v1.0.1"}]...
|
[{"post_id": 71123, "ts": "202 [{"post_id": 71123, "ts": "2026-09-20T10:11:57Z", "hours": 4.6764, "text": "The end Umm this devlog is gonna be small since i forgot A LOT of the stuff i did and it’s just to register my time School started and i wasn’t able to do much since (i had a deadline in my mind for the project but i ended up passing it and now idk what to do) I don’t really think i added important stuff they were mostly UX changes + new small features, here is a list of the commits , sorry this wasn’t a proper devlog , after this i will be releasing the project and shipping it I hope i find time to come back and complete all the ideas i had for this but for now i need to focus on my studies"}, {"post_id": 59702, "ts": "2026-09-01T16:58:09Z", "hours": 5.3219, "text": "Devlog #8: Redesign I’ve been exclusively redesigning the app improving on the UI and UX experience , I do think it still has a long way to go I’ve restructured the Home screen I kept trying lots of designs but the one ur looking at RN the one that stuck I’ve got heavy inspo from HabitKit app especially in the habit commitment boards , fixed some of the spacing issues in the pop ups , added upload bar to indicate uploading videos progress and video controls I do have AA LOOOTT more to work on probably sm small cool features Ummmm, that’s ittt iggg , Take care <3"}, {"post_id": 52671, "ts": "2026-08-22T22:45:55Z", "hours": 2.3983, "text": "Devlog #7: NothingOS Sooo since the app was in a state i liked i had to restyle it so it looks how i envisioned it and nglll it’s pulling nicely I decided to go with nothingOS style cuz idk it looked clean and professional at the time I stole a font off the internet and made with it the top header text for the screens and i will be gradually replacing the old font with this one I worked first on the navbar cuz it looked the most ugly , it’s still a concept but i think i will be going with the capsule design with some changes , i also worked on the habits screen , there are sommeee issueues but overall it’s wayyy better than the old one , Ummmm i don’t think i did other stuff thooo Soooo byyyeee"}, {"post_id": 48185, "ts": "2026-08-16T14:11:27Z", "hours": 1.3858, "text": "Devlog #6: PRODUCTION READYYYYYY the app backend and functions are all completed ,I made sure the permissions and all stuff was working ngl i was tempted to just build the apk and push it to github buuuttttttt that wasn’t the plan Soo noow i’ll have to change the UI , it’s not thatttt badd RN but i still do think a lot of it is a bit cornyyy so at least imma have to change the structure of some of the screens :D that’ss itt iggg bye"}, {"post_id": 46595, "ts": "2026-08-13T22:52:24Z", "hours": 1.7533, "text": "Devlog #5: yyaay a real devlog I must larrrppp , there is nooo limit to the larrrpp yeee an other day locked INNNN since i did everything today i can acually document what i did which was working on the screen stats screen (which isn’t in the screenshot) and that’s for a good reason (imma change it later , i mean it worksss :/ kkinddaaaa )the biggest issue with it is with the icons i tried fixing it but gave up quicky and moved on to the 2nnddd thing i did today which was sfx which ik sounds weird for a journal app but idk i thought they would be coool and add character to the app , it was relatively easy to generate them (yess the sounds are generated through code) i also added sleep and focus timer screens , they are basically the same thing but with some different values , i also completed both the settings and home screens which were just placeholders just till now , last thing added was the glitch boot sequence it’s a simple text animation at the startup added it for fun ngl Ummmmm now ik this sounds like A LOT of progress for less than 2 hours of work which would be suspicious if my last project didn’t have timer and stats screens already in it so for the most part the backend was straight up copied and the UI was the same structure with minor changes to the font and color scheme so new stuff are only the sfx and boot sequence which i only added for fun :))) okkkk sooo see yaa in the next devlog were are getting to the endd yipppiiiie imma have to do the redesign tho"}, {"post_id": 46067, "ts": "2026-08-13T00:43:07Z", "hours": 4.7158, "text": "Devlog #4: I should devlog more fr ummm nearly 5 hours without a single devlog welll oooppppss :/ anywayyys let’s not worryyy about small old mistakes , yk forget the past embrace the moment soooo what did i do past 5 days , loooots of changes more importantly full alarm , schedule annnddddd app blocking logiccc , the schedule screen was the biggest and most time consuming feature yet it had scheduled app blocking , alarms and much more (ye that’s it i might add more later tho ) ngl this devlog might not be the most detailed since i was planning one in the 3 hours mark after i completed the schedule buttttt forgot about annd started commiting changes the next day i did change some less important stuff like adding a notification system and some android native code for the vibration system with the alarm the app does feel and look like an unorganized prototype so i am working now on just adding the features i am gonna need later and building a solid backed for them so later i can easily make a redesign and changes to make the app actually work and look clean that’s it for noww byeeeeeee <3333"}, {"post_id": 43647, "ts": "2026-08-09T01:08:37Z", "hours": 4.1842, "text": "Devlog #3: Ummm hii lolll :3 i may or may have not done a lot of work without documenting any of it , ooopssieeee I have been of vacation for a couple of days so i really wasn’t able to do a lot of stuff , buttt thennn for sm reason i locked in one night and completed BOTH THE JOURNAL AND HABIT TRACKER soooo basically i woke up early today for sm reason and decided to spend the full morining working on it It’s not as impressive as u think tho , since i have already laid out most of the backend since it’s a part i am very familiar with and sure of unlike the UI which for now it’s obvious that i’m going developer / terminal vibe but i might do a WHOLE redesign and change it to smt lile nothingOS or smt Next would be schedule screen and maybe screen time stats idk Ummm i lowkey watched the entirety of house MD in the days off Ye that’s ittttt seee yaaa in the next one"}, {"post_id": 36743, "ts": "2026-07-29T00:15:06Z", "hours": 2.2719, "text": "Devlog #2: Started customizing the UI giving it TUI look , in the home screen and a setting screen which i have started developing backend for settings menu For now i have aded a font size feature and a session counter that logs number of times the user opens the app Ummmmm what elseeeee What’s next : Prob gonna start working on the habits page making it look the same as the other parts of the app instead of placeholder UI alongside making backend for it That’s it twinn see ya in the next devlog"}, {"post_id": 36276, "ts": "2026-07-28T08:40:43Z", "hours": 1.6708, "text": "Devlog #1 : UI Stuff Yooo twinn, started working on the UI backend ( defining color palettes , generating and creating Icons , creating variables for settings for later use) Also added simple Habits page but no backend yet just Placeholder UI idk what to say else ✌️ bye twin"}, {"post_id": 35888, "ts": "2026-07-27T16:42:41Z", "hours": 1.1892, "text": "Devlog #0 : New Start Hiiiiiiiii, i got borrreed waiting for payout on my macondo project (it’s been 15 days under review ;( damn ) Sooo the issue was right after i submitted my project i had lots of cool ideas for it buuuutttt i couldn’t add any devlogs or stufff , soooooo the past week i’ve been thinking and ngl i’ve came up with so much it’s easily farrr more than a single update but rather i’d have to rewrite the whole thing soooooo THAT’s WHAT WE ARE DOING SOooo Sayyy hii to Naviii ( yes ik very original and deff not larping lain ) IDK how to describe it and ik this is going to sound veryyy cornnyyy buttt this app tries to be the ultimate digital handy tool , it will have a calendar giving reminders , a VERYYY ANNOYING ALARMMM for you to wake up, focus sessions , blocking apps and ofc habit tracking Ik this sounds extremely unrelistically optimitic but ngl i had the realization that most of summer is out so i need to LOCK TF IN , cuz ngl i wished i had an app like this when i was studying and I AM NOT GOING BACK TO THE WAY I WAS , I NEED THIS APP soooo enough yapping"}]...
|
Title: Navi by @weeewwwwwwww | Stardance
Devlogs: Title: Navi by @weeewwwwwwww | Stardance
Devlogs:
Devlog #0 : New Start Hiiiiiiiii, i got borrreed waiting for payout on my macondo project (it’s been 15 days under review ;( damn ) Sooo the issue was right after i submitted my project i had lots of cool ideas for it buuuutttt i couldn’t add any devlogs or stufff , soooooo the past week i’ve been thinking and ngl i’ve came up with so much it’s easily farrr more than a single update but rather i’d have to rewrite the whole thing soooooo THAT’s WHAT WE ARE DOING SOooo Sayyy hii to Naviii ( yes ik very original and deff not larping lain ) IDK how to describe it and ik this is going to sound veryyy cornnyyy buttt this app tries to be the ultimate digital handy tool , it will have a calendar giving reminders , a VERYYY ANNOYING ALARMMM for you to wake up, focus sessions , blocking apps and ofc habit tracking Ik this sounds extremely unrelistically optimitic but ngl i had the realization that most of summer is out so i need to LOCK TF IN , cuz ngl i wished i had an app like this when i was studying and I AM NOT GOING BACK TO THE WAY I WAS , I NEED THIS APP soooo enough yapping
Devlog #1 : UI Stuff Yooo twinn, started working on the UI backend ( defining color palettes , generating and creating Icons , creating variables for settings for later use) Also added simple Habits page but no backend yet just Placeholder UI idk what to say else ✌️ bye twin
Devlog #2: Started customizing the UI giving it TUI look , in the home screen and a setting screen which i have started developing backend for settings menu For now i have aded a font size feature and a session counter that logs number of times the user opens the app Ummmmm what elseeeee What’s next : Prob gonna start working on the habits page making it look the same as the other parts of the app instead of placeholder UI alongside making backend for it That’s it twinn see ya in the next devlog
Devlog #3: Ummm hii lolll :3 i may or may have not done a lot of work without documenting any of it , ooopssieeee I have been of vacation for a couple of days so i really wasn’t able to do a lot of stuff , buttt thennn for sm reason i locked in one night and completed BOTH THE JOURNAL AND HABIT TRACKER soooo basically i woke up early today for sm reason and decided to spend the full morining working on it It’s not as impressive as u think tho , since i have already laid out most of the backend since it’s a part i am very familiar with and sure of unlike the UI which for now it’s obvious that i’m going developer / terminal vibe but i might do a WHOLE redesign and change it to smt lile nothingOS or smt Next would be schedule screen and maybe screen time stats idk Ummm i lowkey watched the entirety of house MD in the days off Ye that’s ittttt seee yaaa in the next one
Devlog #4: I should devlog more fr ummm nearly 5 hours without a single devlog welll oooppppss :/ anywayyys let’s not worryyy about small old mistakes , yk forget the past embrace the moment soooo what did i do past 5 days , loooots of changes more importantly full alarm , schedule annnddddd app blocking logiccc , the schedule screen was the biggest and most time consuming feature yet it had scheduled app blocking , alarms and much more (ye that’s it i might add more later tho ) ngl this devlog might not be the most detailed since i was planning one in the 3 hours mark after i completed the schedule buttttt forgot about annd started commiting changes the next day i did change some less important stuff like adding a notification system and some android native code for the vibration system with the alarm the app does feel and look like an unorganized prototype so i am working now on just adding the features i am gonna need later and building a solid backed for them so later i can easily make a redesign and changes to make the app actually work and look clean that’s it for noww byeeeeeee <3333
Devlog #5: yyaay a real devlog I must larrrppp , there is nooo limit to the larrrpp yeee an other day locked INNNN since i did everything today i can acually document what i did which was working on the screen stats screen (which isn’t in the screenshot) and that’s for a good reason (imma change it later , i mean it worksss :/ kkinddaaaa )the biggest issue with it is with the icons i tried fixing it but gave up quicky and moved on to the 2nnddd thing i did today which was sfx which ik sounds weird for a journal app but idk i thought they would be coool and add character to the app , it was relatively easy to generate them (yess the sounds are generated through code) i also added sleep and focus timer screens , they are basically the same thing but with some different values , i also completed both the settings and home screens which were just placeholders just till now , last thing added was the glitch boot sequence it’s a simple text animation at the startup added it for fun ngl Ummmmm now ik this sounds like A LOT of progress for less than 2 hours of work which would be suspicious if my last project didn’t have timer and stats screens already in it so for the most part the backend was straight up copied and the UI was the same structure with minor changes to the font and color scheme so new stuff are only the sfx and boot sequence which i only added for fun :))) okkkk sooo see yaa in the next devlog were are getting to the endd yipppiiiie imma have to do the redesign tho
Devlog #6: PRODUCTION READYYYYYY the app backend and functions are all completed ,I made sure the permissions and all stuff was working ngl i was tempted to just build the apk and push it to github buuuttttttt that wasn’t the plan Soo noow i’ll have to change the UI , it’s not thatttt badd RN but i still do think a lot of it is a bit cornyyy so at least imma have to change the structure of some of the screens :D that’ss itt iggg bye
Devlog #7: NothingOS Sooo since the app was in a state i liked i had to restyle it so it looks how i envisioned it and nglll it’s pulling nicely I decided to go with nothingOS style cuz idk it looked clean and professional at the time I stole a font off the internet and made with it the top header text for the screens and i will be gradually replacing the old font with this one I worked first on the navbar cuz it looked the most ugly , it’s still a concept but i think i will be going with the capsule design with some changes , i also worked on the habits screen , there are sommeee issueues but overall it’s wayyy better than the old one , Ummmm i don’t think i did other stuff thooo Soooo byyyeee
Devlog #8: Redesign I’ve been exclusively redesigning the app improving on the UI and UX experience , I do think it still has a long way to go I’ve restructured the Home screen I kept trying lots of designs but the one ur looking at RN the one that stuck I’ve got heavy inspo from HabitKit app especially in the habit commitment boards , fixed some of the spacing issues in the pop ups , added upload bar to indicate uploading videos progress and video controls I do have AA LOOOTT more to work on probably sm small cool features Ummmm, that’s ittt iggg , Take care <3
The end Umm this devlog is gonna be small since i forgot A LOT of the stuff i did and it’s just to register my time School started and i wasn’t able to do much since (i had a deadline in my mind for the project but i ended up passing it and now idk what to do) I don’t really think i added important stuff they were mostly UX changes + new small features, here is a list of the commits , sorry this wasn’t a proper devlog , after this i will be releasing the project and shipping it I hope i find time to come back and complete all the ideas i had for this but for now i need to focus on my studies
Ships:
Navi is a simple open source habit tracking / journaling app with some quality of life features like screen time and focus / sleep sessions I worked on it in the summer Hope u like it :) It doesn’t need setup but to make sure all the features work please enable all permission and check settings if all stuff is working like it’s meant to...
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1793004856.2295218
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1793091256.2295218
|
|
63019
|
LunOS by @lunois_vee | Stardance
|
lunois_vee
|
1
|
6.7
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T10:59:02Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built LunOS, a cozy and whimsical web-based operating system! It features pixel-art aesthetic, interactive pop-up cards, draggable desktop windows, and a live clock widget. The most challenging part was getting the window dragging logic in JavaScript to feel smooth while dynamically managing z-index layers so whichever window or widget you click on automatically pops to the front. I’m super proud of the overall cozy aesthetic and how functional the live clock widget turned out alongside the movable UI elements. To test it, simply visit the live site, click the taskbar icons to toggle windows, and click and drag any window or the clock widget around the screen!", "repo": "https://github.com/vunshikaaaa/lunOS", "demo": "https://vunshikaaaa.github.io/lunOS/"}]...
|
[{"post_id": 72250, "ts": "202 [{"post_id": 72250, "ts": "2026-09-22T15:07:46Z", "hours": 1.0661, "text": "Added all the icons towards the left all the page. (Only the first icon, i.e. About, is functional as of now. Also added a live clock in the top right of the page."}, {"post_id": 72190, "ts": "2026-09-22T13:00:30Z", "hours": 1.6717, "text": "Added the About button. Tried to make it interactive by making it slightly lift up when you hover over it, and when you click the button, the About Pop Up appears. P.S.- The challenge I was talking about in the previous devlog did present itself. So the various icons i designed on canva were in the for ofm squares with their corners rounded and their background had been set to a certain transparency. When i was downloading them, the corners were white and the transparency was gone. I finally had to place the icons in the wallpaper in Canva and then export them :( it took quite a while, but problem solved!"}, {"post_id": 71949, "ts": "2026-09-21T20:41:07Z", "hours": 0.9581, "text": "Restarting LunOS from Scratch!! I wasn’t really satisfied with the first version I made - so I deleted that entire code. Now, I’m starting from Scratch to build a whimsical webOS that feels personal. Spent some time designing three choices for the wallpaper, with the blue one being the default wallpaper. Also designed the icons to be displayed. Although I can sense a challenge with this coming up - will post the next devlog once i solve that challenge. Stay tuned to know what the challenge was and how I solved it!"}, {"post_id": 71116, "ts": "2026-09-20T10:05:07Z", "hours": 0.5539, "text": "woohooo draggable windows finally added! LunOS is officially fully live, cozy, and interactive. Go check it out and let me know your thoughts! I’d be more than happy to implement your suggestions 💌✨"}, {"post_id": 71075, "ts": "2026-09-20T08:39:02Z", "hours": 0.2992, "text": "Added a live clock widget in LunOS! I styled the clock widget with a cozy translucent background, added a soft blur effect and pixel-inspired typography to match and add onto the overall cozy vibes. Next challenge would making all the widgets draggable across the screen 🚀✨"}, {"post_id": 71028, "ts": "2026-09-20T07:09:44Z", "hours": 1.7083, "text": "Made my first ever OS - LunOS The inspiration was to make a cute, whimsical, cozy space. It’s elementary as of now, and I will be adding more features soon. Let me know your thoughts!!"}]...
|
Title: LunOS by @lunois_vee | Stardance
Devlogs:
Title: LunOS by @lunois_vee | Stardance
Devlogs:
Made my first ever OS - LunOS The inspiration was to make a cute, whimsical, cozy space. It’s elementary as of now, and I will be adding more features soon. Let me know your thoughts!!
Added a live clock widget in LunOS! I styled the clock widget with a cozy translucent background, added a soft blur effect and pixel-inspired typography to match and add onto the overall cozy vibes. Next challenge would making all the widgets draggable across the screen 🚀✨
woohooo draggable windows finally added! LunOS is officially fully live, cozy, and interactive. Go check it out and let me know your thoughts! I’d be more than happy to implement your suggestions 💌✨
Restarting LunOS from Scratch!! I wasn’t really satisfied with the first version I made - so I deleted that entire code. Now, I’m starting from Scratch to build a whimsical webOS that feels personal. Spent some time designing three choices for the wallpaper, with the blue one being the default wallpaper. Also designed the icons to be displayed. Although I can sense a challenge with this coming up - will post the next devlog once i solve that challenge. Stay tuned to know what the challenge was and how I solved it!
Added the About button. Tried to make it interactive by making it slightly lift up when you hover over it, and when you click the button, the About Pop Up appears. P.S.- The challenge I was talking about in the previous devlog did present itself. So the various icons i designed on canva were in the for ofm squares with their corners rounded and their background had been set to a certain transparency. When i was downloading them, the corners were white and the transparency was gone. I finally had to place the icons in the wallpaper in Canva and then export them :( it took quite a while, but problem solved!
Added all the icons towards the left all the page. (Only the first icon, i.e. About, is functional as of now. Also added a live clock in the top right of the page.
Ships:
I built LunOS, a cozy and whimsical web-based operating system! It features pixel-art aesthetic, interactive pop-up cards, draggable desktop windows, and a live clock widget. The most challenging part was getting the window dragging logic in JavaScript to feel smooth while dynamically managing z-index layers so whichever window or widget you click on automatically pops to the front. I’m super proud of the overall cozy aesthetic and how functional the live clock widget turned out alongside the movable UI elements. To test it, simply visit the live site, click the taskbar icons to toggle windows, and click and drag any window or the clock widget around the screen!...
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1793058697.284035
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1793145097.284035
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60680
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Planet Simulator by @valdtaniem | Stardance
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valdtaniem
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1
|
12.6
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T10:40:14Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "HELLO! I made a planet simulation in C. the planets merge when they collide and there are some cool spark effects. I think the GUI looks pretty cool, It has a custom font you could change by swapping the .ttf files. This project only compiles for linux so if you are on windows you’ll have to do with the demo video ):", "repo": "https://git.tuxworld.nl/valdtaniem/PlanetSimulator", "demo": "https://git.tuxworld.nl/valdtaniem/PlanetSimulator/releases"}]...
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[{"post_id": 74415, "ts": "202 [{"post_id": 74415, "ts": "2026-09-27T10:46:32Z", "hours": 0.5972, "text": "font files in executable the font files don’t have to be in a folder with the binary, still only linux is supported"}, {"post_id": 71131, "ts": "2026-09-20T10:35:42Z", "hours": 3.1358, "text": "i think it is done the collision system is revamped and now merges the planet with some spark effects. the Readme is now also complete with a demo video and compilation instructions. (i also discovered emogiis lol )"}, {"post_id": 66829, "ts": "2026-09-12T18:55:54Z", "hours": 1.7058, "text": "I added a font (8 bit operator) to all the text. But the path is just hard-coded to ../font.ttf so you have to place the font in the correct folder. I also wrote a little README"}, {"post_id": 66679, "ts": "2026-09-12T15:28:45Z", "hours": 6.815, "text": "I got the raylib library working and the GUI for planets. i am pretty proud of the place planet feature where you can drag to give the planet velocity, as you can see in the screenshot. there is also a list of planets and a planet creaton model. also you can select a planet and follow it. you can also move the camera and zoom in/out by scrolling. i’ll try to log more frequently in the future (: for the next log i’m going to write the read-me. I also want to improve the planet collisions, cuz now they just bounce of each other or in a spiral of death and accelerate to mach 1 million."}]...
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Title: Planet Simulator by @valdtaniem | Stardance Title: Planet Simulator by @valdtaniem | Stardance
Devlogs:
I got the raylib library working and the GUI for planets. i am pretty proud of the place planet feature where you can drag to give the planet velocity, as you can see in the screenshot. there is also a list of planets and a planet creaton model. also you can select a planet and follow it. you can also move the camera and zoom in/out by scrolling. i’ll try to log more frequently in the future (: for the next log i’m going to write the read-me. I also want to improve the planet collisions, cuz now they just bounce of each other or in a spiral of death and accelerate to mach 1 million.
I added a font (8 bit operator) to all the text. But the path is just hard-coded to ../font.ttf so you have to place the font in the correct folder. I also wrote a little README
i think it is done the collision system is revamped and now merges the planet with some spark effects. the Readme is now also complete with a demo video and compilation instructions. (i also discovered emogiis lol )
font files in executable the font files don’t have to be in a folder with the binary, still only linux is supported
Ships:
HELLO! I made a planet simulation in C. the planets merge when they collide and there are some cool spark effects. I think the GUI looks pretty cool, It has a custom font you could change by swapping the .ttf files. This project only compiles for linux so if you are on windows you’ll have to do with the demo video ):...
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1793055226.2705052
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1793141626.2705052
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63337
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Infinite Script by @AdanF | Stardance
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AdanF
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1
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0.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T10:36:05Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Infinite Script is a coding language for everyone to use with easy-to-debug errors, full suit of CLI commands, Advanced Animations and a bulit in UI system. Infinite Script allows anyone from beginers to advanced users to code.", "repo": "https://github.com/gameworldyt/Infinite-Script", "demo": "https://gameworldyt.github.io/Infinite-Script/index.html"}]...
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[{"post_id": 71126, "ts": "202 [{"post_id": 71126, "ts": "2026-09-20T10:25:21Z", "hours": 0.2797, "text": "#h1 Infinite Script Playground Added in new features to the website."}]...
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Title: Infinite Script by @AdanF | Stardance
Devl Title: Infinite Script by @AdanF | Stardance
Devlogs:
#h1 Infinite Script Playground Added in new features to the website.
Ships:
Infinite Script is a coding language for everyone to use with easy-to-debug errors, full suit of CLI commands, Advanced Animations and a bulit in UI system. Infinite Script allows anyone from beginers to advanced users to code....
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1793058753.4838474
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1793145153.4838474
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60242
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Scratchpad by @InvalidJoker | Stardance
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InvalidJoker
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1
|
10.0
|
41
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T10:32:14Z", "hours": 10.0, "multiplier": 4.22, "payout": 41, "blessing": "neutral", "text": "Scratchpad release We have finished: all management commands setup tui management tui Download via: https://github.com/InvalidJoker/scratchpad/releases/latest", "repo": "https://github.com/InvalidJoker/scratchpad", "demo": "https://github.com/InvalidJoker/scratchpad/releases/latest"}]...
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[{"post_id": 69795, "ts": "202 [{"post_id": 69795, "ts": "2026-09-17T20:02:40Z", "hours": 2.0558, "text": "Project Manager TUI Added Built an interactive terminal user interface (TUI) to manage local projects seamlessly. Status indicators display whether a project is currently active. Selecting a project opens it directly in your preferred editor."}, {"post_id": 67284, "ts": "2026-09-13T11:02:51Z", "hours": 3.8764, "text": "Release Setup & CI Integration Automated CI pipeline validates every single commit. Releases and builds are automatically published to GitHub on update. Auto-completion support for fast terminal navigation and project tracking. What’s Next Built-in auto-updater. TUI for project management You can try it now at https://github.com/InvalidJoker/scratchpad/releases"}, {"post_id": 65398, "ts": "2026-09-10T14:52:20Z", "hours": 2.4911, "text": "Base is ready now Added First-Run Onboarding : Prompts users to run setup on initial execution to initialize CLI configuration. Project Creation & Lifecycle : new <name> : Create a scratch project. open <name> : Open a project and mark it active. keep <name> : Promote a project out of scratch, permanently. Project Discovery & Inspection : list : List your scratch projects. info <name> : Show everything known about a project. Trash Management : trash <name>... : Move a project to the trash. restore <name> : Bring a project back from the trash."}, {"post_id": 65039, "ts": "2026-09-09T20:59:50Z", "hours": 1.19, "text": "Scratchpad I’ve started working on Scratchpad, a small tool for managing temporary projects and experiments. The idea behind Scratchpad is simple: I often create projects in my Downloads folder when I’m testing an idea or starting something small. After a while, those projects pile up and I have to manually figure out what I still need and what I can delete. Scratchpad is meant to make that process easier by giving these temporary projects their own workspace and eventually helping manage their lifecycle. For the first step, I set up the project in Go and implemented the first command. This gives me the basic foundation to start building the rest of the tool around. It’s still very early, but the initial structure is now in place."}]...
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Title: Scratchpad by @InvalidJoker | Stardance
De Title: Scratchpad by @InvalidJoker | Stardance
Devlogs:
Scratchpad I’ve started working on Scratchpad, a small tool for managing temporary projects and experiments. The idea behind Scratchpad is simple: I often create projects in my Downloads folder when I’m testing an idea or starting something small. After a while, those projects pile up and I have to manually figure out what I still need and what I can delete. Scratchpad is meant to make that process easier by giving these temporary projects their own workspace and eventually helping manage their lifecycle. For the first step, I set up the project in Go and implemented the first command. This gives me the basic foundation to start building the rest of the tool around. It’s still very early, but the initial structure is now in place.
Base is ready now Added First-Run Onboarding : Prompts users to run setup on initial execution to initialize CLI configuration. Project Creation & Lifecycle : new <name> : Create a scratch project. open <name> : Open a project and mark it active. keep <name> : Promote a project out of scratch, permanently. Project Discovery & Inspection : list : List your scratch projects. info <name> : Show everything known about a project. Trash Management : trash <name>... : Move a project to the trash. restore <name> : Bring a project back from the trash.
Release Setup & CI Integration Automated CI pipeline validates every single commit. Releases and builds are automatically published to GitHub on update. Auto-completion support for fast terminal navigation and project tracking. What’s Next Built-in auto-updater. TUI for project management You can try it now at https://github.com/InvalidJoker/scratchpad/releases
Project Manager TUI Added Built an interactive terminal user interface (TUI) to manage local projects seamlessly. Status indicators display whether a project is currently active. Selecting a project opens it directly in your preferred editor.
Ships:
Scratchpad release We have finished: all management commands setup tui management tui Download via: https://github.com/InvalidJoker/scratchpad/releases/latest...
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1793055149.0332165
|
1793141549.0332165
|
|
63960
|
History project by @cosmic79conqueror | Stardance
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cosmic79conqueror
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T10:11:55Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i have made a simple basic history quiz on French revolution. What was hard???? It was to find my old book read it again and recall those classes where i used to curse everyday that why did i came today to school🤷♂️🤷♂️🤷♂️ anyways all the best to you 👍👍👍👍👍", "repo": "https://github.com/cosmic79conqueror-coder/history-project-", "demo": "https://cosmic79conqueror-coder.github.io/history-project-/"}]...
|
[{"post_id": 71117, "ts": "202 [{"post_id": 71117, "ts": "2026-09-20T10:05:13Z", "hours": 2.6267, "text": "so basically this is my project on French revolution. It is just a basic quiz you answer 10 questions and it ends thats all. all the best for it."}]...
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Title: History project by @cosmic79conqueror | Sta Title: History project by @cosmic79conqueror | Stardance
Devlogs:
so basically this is my project on French revolution. It is just a basic quiz you answer 10 questions and it ends thats all. all the best for it.
Ships:
i have made a simple basic history quiz on French revolution. What was hard???? It was to find my old book read it again and recall those classes where i used to curse everyday that why did i came today to school🤷♂️🤷♂️🤷♂️ anyways all the best to you 👍👍👍👍👍...
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1793058854.397529
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1793145254.397529
|
|
63966
|
tab of stars by @arsenal4eva | Stardance
|
arsenal4eva
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1
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1.38
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T09:54:55Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Ayy finally shipped had some deployment errors due to unfamiliarity with vite but managed to figure it out, had a fun time adding animations. (The nasa api is slow, if it says connection timeout for the daily pics just refresh)", "repo": "https://github.com/arsenal4eva/tab-of-stars", "demo": "https://arsenal4eva.github.io/tab-of-stars"}]...
|
[{"post_id": 71522, "ts": "202 [{"post_id": 71522, "ts": "2026-09-21T00:09:26Z", "hours": 0.3836, "text": "Turns out I forgot to update my README how silly also good news I fixed all my stuff."}, {"post_id": 71098, "ts": "2026-09-20T09:14:30Z", "hours": 1.0014, "text": "tab of stars: first draft complete, but having some issues with deployment. Trying to fix"}]...
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Title: tab of stars by @arsenal4eva | Stardance
D Title: tab of stars by @arsenal4eva | Stardance
Devlogs:
tab of stars: first draft complete, but having some issues with deployment. Trying to fix
Turns out I forgot to update my README how silly also good news I fixed all my stuff.
Ships:
Ayy finally shipped had some deployment errors due to unfamiliarity with vite but managed to figure it out, had a fun time adding animations. (The nasa api is slow, if it says connection timeout for the daily pics just refresh)...
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1792957994.96552
|
1793821994.96552
|
|
61690
|
My own site! by @Jas1k | Stardance
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Jas1k
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1
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2.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T09:53:47Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I build a website. The most challenging was the css. I am beginner.", "repo": "https://github.com/cubajastk-hue/myweb", "demo": "https://cubajastk-hue.github.io/myweb/"}]...
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[{"post_id": 69798, "ts": "202 [{"post_id": 69798, "ts": "2026-09-17T20:10:28Z", "hours": 0.3983, "text": "I give it a cyberpunk look by ai, realised it look bad as … I have to redo the color/style."}, {"post_id": 69331, "ts": "2026-09-16T20:30:02Z", "hours": 0.2606, "text": "Have done some easy text W pictures on pexels, not mine, and some good css. Tomorrow I am working on the scroll thing, logo transition and beter pictures."}, {"post_id": 68833, "ts": "2026-09-15T20:33:37Z", "hours": 0.2569, "text": "Changed some style and body, created hover over navbar texts except logo."}, {"post_id": 68217, "ts": "2026-09-14T18:26:38Z", "hours": 0.5622, "text": "Did some web logo design and easy aligning. Still running on localhost."}, {"post_id": 67235, "ts": "2026-09-13T09:16:15Z", "hours": 0.3583, "text": "Creating mz first own site."}]...
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Title: My own site! by @Jas1k | Stardance
Devlogs Title: My own site! by @Jas1k | Stardance
Devlogs:
Creating mz first own site.
Did some web logo design and easy aligning. Still running on localhost.
Changed some style and body, created hover over navbar texts except logo.
Have done some easy text W pictures on pexels, not mine, and some good css. Tomorrow I am working on the scroll thing, logo transition and beter pictures.
I give it a cyberpunk look by ai, realised it look bad as … I have to redo the color/style.
Ships:
I build a website. The most challenging was the css. I am beginner....
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1793058456.6437979
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1793144856.6437979
|
|
63192
|
event-horizon by @tejasv | Stardance
|
tejasv
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1
|
1.73
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T09:46:55Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made event-horizon , a NASA-powered custom new-tab dashboard. It displays NASA’s Astronomy Picture of the Day with the image or video, title, date, explanation, and a link to the original media. I designed it as a fixed Chrome-style browser window using a neo-brutalist and maximalist visual style. It has bold borders, bright colors, large typography, a live clock, a date picker, a Today button, a reload button, signal status, and an internal scroll area for reading the NASA explanation without scrolling the entire page. The most challenging parts were connecting the NASA APOD API, supporting both image and video results, handling loading and error states, and keeping the browser-style layout fixed while allowing only the content panel to scroll. I also learned how to use Vite environment variables and deploy a production build. To test the project, open the site and wait for the NASA picture to load. Use the date picker to explore another date, click “Jump to Today” to return to today’s picture, and click the original-image link to view the full-resolution media. Press the T key to return to today’s picture.", "repo": "https://github.com/tejasvswipe/event-horizon", "demo": "https://event-horizon-fur.vercel.app"}]...
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[{"post_id": 73457, "ts": "202 [{"post_id": 73457, "ts": "2026-09-25T04:03:05Z", "hours": 0.3428, "text": "i worked here to chnge the ui hope u like it"}, {"post_id": 72691, "ts": "2026-09-23T14:52:59Z", "hours": 0.3911, "text": "its been a good vibe with the pin the favourites features yepiee, checkout : event-horizon-fur.vercel.app"}, {"post_id": 70080, "ts": "2026-09-18T12:42:23Z", "hours": 0.77, "text": "see what happened in space on ur bday ,for cool ppl only event-horizon-fur.vercel.app"}]...
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Title: event-horizon by @tejasv | Stardance
Devlo Title: event-horizon by @tejasv | Stardance
Devlogs:
see what happened in space on ur bday ,for cool ppl only event-horizon-fur.vercel.app
its been a good vibe with the pin the favourites features yepiee, checkout : event-horizon-fur.vercel.app
i worked here to chnge the ui hope u like it
Ships:
I made event-horizon , a NASA-powered custom new-tab dashboard. It displays NASA’s Astronomy Picture of the Day with the image or video, title, date, explanation, and a link to the original media. I designed it as a fixed Chrome-style browser window using a neo-brutalist and maximalist visual style. It has bold borders, bright colors, large typography, a live clock, a date picker, a Today button, a reload button, signal status, and an internal scroll area for reading the NASA explanation without scrolling the entire page. The most challenging parts were connecting the NASA APOD API, supporting both image and video results, handling loading and error states, and keeping the browser-style layout fixed while allowing only the content panel to scroll. I also learned how to use Vite environment variables and deploy a production build. To test the project, open the site and wait for the NASA picture to load. Use the date picker to explore another date, click “Jump to Today” to return to today’s picture, and click the original-image link to view the full-resolution media. Press the T key to return to today’s picture....
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1793044090.1141288
|
1793908090.1141288
|
|
50726
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AparnaCanteen by @swarup | Stardance
|
swarup
|
1
|
20.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T09:24:08Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Today, I spent some time working on Aparna Canteen, a project I’m building to make food ordering in our college canteen easier. I worked on improving the UI and planning features like online ordering, cart management, and admin order handling. One thing I’m focusing on is making the website smooth and easy to use, especially on mobile devices. The challenging part is bringing all these features together, but I’m learning a lot while building it. I’m happy with the progress so far and excited to see how the project turns out. Still building, still learning! #HackClub #Stardance #AparnaCanteen", "repo": "https://github.com/JAY4IGNITE/AparnaDeviCanteen", "demo": "https://aparnadevicanteen.onrender.com"}]...
|
[{"post_id": 71097, "ts": "202 [{"post_id": 71097, "ts": "2026-09-20T09:12:09Z", "hours": 19.7336, "text": "Today I worked on Aparna Canteen. Aparna Canteen is an online food ordering platform that makes the college canteen experience easier for students and staff.I focused on improving the mobile- UI menu browsing, cart and order management and admin features. I am also working on making the website on slower networks and exploring real-time order updates. Aparna Canteen will have loading and real-time updates, for all users.There is still a lot to build and improve. I am enjoying the process of turning Aparna Canteen into a useful real world project. #HackClub #Stardance #AparnaCanteen #WebDevelopment #FullStackDevelopment"}]...
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Title: AparnaCanteen by @swarup | Stardance
Devlo Title: AparnaCanteen by @swarup | Stardance
Devlogs:
Today I worked on Aparna Canteen. Aparna Canteen is an online food ordering platform that makes the college canteen experience easier for students and staff.I focused on improving the mobile- UI menu browsing, cart and order management and admin features. I am also working on making the website on slower networks and exploring real-time order updates. Aparna Canteen will have loading and real-time updates, for all users.There is still a lot to build and improve. I am enjoying the process of turning Aparna Canteen into a useful real world project. #HackClub #Stardance #AparnaCanteen #WebDevelopment #FullStackDevelopment
Ships:
Today, I spent some time working on Aparna Canteen, a project I’m building to make food ordering in our college canteen easier. I worked on improving the UI and planning features like online ordering, cart management, and admin order handling. One thing I’m focusing on is making the website smooth and easy to use, especially on mobile devices. The challenging part is bringing all these features together, but I’m learning a lot while building it. I’m happy with the progress so far and excited to see how the project turns out. Still building, still learning! #HackClub #Stardance #AparnaCanteen...
|
1793004794.3397388
|
1793091194.3397388
|
|
55819
|
a very Craic site by @craicrat | Stardance
|
craicrat
|
2
|
11.0
|
25
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T08:48:23Z", "hours": 1.0, "multiplier": 1.52, "payout": 2, "blessing": "neutral", "text": "here is the second ship of my first personal website. I just added the 4 new images and fixed the video. since my exam date is coming closer i couldnt really get time to work on anything else. decided to do this ship to push forward the changes i did make. hope whoever sees this project has a nice day.", "repo": "https://github.com/SyedUmerAsim/My-Website", "demo": "https://syedumerasim.github.io/My-Website/"}, {"ship_num": 2, "ts": "2026-09-16T19:09:44Z", "hours": 10.0, "multiplier": 2.34, "payout": 23, "blessing": "neutral", "text": "I made my very own personal Website. It isn’t anything professional, if anything its more silly than serious. This was my first time coding on html+css, as well as my first time dealing with github, setting up the repositories, source control(had me losing my mind for an hour). But im happy with the progress ive made, could have done better.", "repo": "https://github.com/SyedUmerAsim/My-Website", "demo": "https://syedumerasim.github.io/My-Website/"}]...
|
[{"post_id": 69716, "ts": "202 [{"post_id": 69716, "ts": "2026-09-17T17:13:58Z", "hours": 1.0097, "text": "I read the Rating reasons thingies, and most of them were about how the video didnt work, so i fixed that, because i wanted people to see what that video really is. Another person pointed out i should have more pictures in the website, i couldn’t figure out where to add pictures in Contacts and Projects, but i added 4 new pics to the Landing page, idk why i didnt think of this before.. I also centered the navigation bar, as it looked too far to the left."}, {"post_id": 69288, "ts": "2026-09-16T18:59:51Z", "hours": 1.6747, "text": "My last devlog(for this project). Ive added everything i could have, everything i could think of, the tabs, the information, the fun stuff, added animations for the contacts images, now they slide In when opening contacts page, and the navigation bar tabs grow and shrink in size when hovering over them. and now i think its time to ship my first project."}, {"post_id": 66118, "ts": "2026-09-11T18:45:48Z", "hours": 2.7975, "text": "been a while since my last devlog, I still didn’t get to the “adding life to About page” part, mainly because i still dont know how to. However I made a “secret” area with “valuable” information inside…only a true keen eye will spot where it is… Other than that i updated projects page. now one box is for, the website itself, second box is supposed to be for a whole different list of all my other projects, but because there aren’t any, I have a feeling its gonna remain WIP even after i ship this project. and for the third one, I thought it would be cool to add my 3x3 Pb but recording is hard. thats all for now."}, {"post_id": 62879, "ts": "2026-09-06T12:27:30Z", "hours": 3.3556, "text": "i finally got the navigation bar working, now it doesnt run into the stupid 404 error anymore. I also added 4 empty slots to display my projects(which hopefully wont remain empty :>) i also gave the contacts a background that matches the websites main background color. I havent done much in these 3 hours but i will say i have learnt more than ever(and still learning!!!) Next I will probably try giving the About page some life, as currently its just three lines, along with some animations. you can see the current state of the website here: https://syedumerasim.github.io/My-Website/"}, {"post_id": 58284, "ts": "2026-08-30T17:29:13Z", "hours": 2.1456, "text": "Created a github repository just today, although i started working on this a 5 days ago. so far theres only 3 pages to it. because i never viewed the website on github before(because like i said i just uploaded it) i had been using the VS code live server extension, which had no issues, but on github when clicking any “Projects” or “Contacts” it runs into a 404 error, im not sure why thats happening but I will try to fix that hopefully before my next devlog.(first devlog, how did i do?)"}]...
|
Title: a very Craic site by @craicrat | Stardance
Title: a very Craic site by @craicrat | Stardance
Devlogs:
Created a github repository just today, although i started working on this a 5 days ago. so far theres only 3 pages to it. because i never viewed the website on github before(because like i said i just uploaded it) i had been using the VS code live server extension, which had no issues, but on github when clicking any “Projects” or “Contacts” it runs into a 404 error, im not sure why thats happening but I will try to fix that hopefully before my next devlog.(first devlog, how did i do?)
i finally got the navigation bar working, now it doesnt run into the stupid 404 error anymore. I also added 4 empty slots to display my projects(which hopefully wont remain empty :>) i also gave the contacts a background that matches the websites main background color. I havent done much in these 3 hours but i will say i have learnt more than ever(and still learning!!!) Next I will probably try giving the About page some life, as currently its just three lines, along with some animations. you can see the current state of the website here: https://syedumerasim.github.io/My-Website/
been a while since my last devlog, I still didn’t get to the “adding life to About page” part, mainly because i still dont know how to. However I made a “secret” area with “valuable” information inside…only a true keen eye will spot where it is… Other than that i updated projects page. now one box is for, the website itself, second box is supposed to be for a whole different list of all my other projects, but because there aren’t any, I have a feeling its gonna remain WIP even after i ship this project. and for the third one, I thought it would be cool to add my 3x3 Pb but recording is hard. thats all for now.
My last devlog(for this project). Ive added everything i could have, everything i could think of, the tabs, the information, the fun stuff, added animations for the contacts images, now they slide In when opening contacts page, and the navigation bar tabs grow and shrink in size when hovering over them. and now i think its time to ship my first project.
I read the Rating reasons thingies, and most of them were about how the video didnt work, so i fixed that, because i wanted people to see what that video really is. Another person pointed out i should have more pictures in the website, i couldn’t figure out where to add pictures in Contacts and Projects, but i added 4 new pics to the Landing page, idk why i didnt think of this before.. I also centered the navigation bar, as it looked too far to the left.
Ships:
I made my very own personal Website. It isn’t anything professional, if anything its more silly than serious. This was my first time coding on html+css, as well as my first time dealing with github, setting up the repositories, source control(had me losing my mind for an hour). But im happy with the progress ive made, could have done better.
here is the second ship of my first personal website. I just added the 4 new images and fixed the video. since my exam date is coming closer i couldnt really get time to work on anything else. decided to do this ship to push forward the changes i did make. hope whoever sees this project has a nice day....
|
1793004784.4923468
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1793091184.4923468
|
|
46291
|
SmartBedLamp by @Stylt | Stardance
|
Stylt
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T08:10:43Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a design only! Smart Bed Lamp Welcome to the Smart Bed Lamp project! This is a custom-designed PCB powered by the ESP32-S3 microcontroller. It serves as an intelligent bedside lamp, an alarm clock, and a customizable development platform. Hardware Features & Component Explanations Here is a breakdown of the hardware choices and why specific components were included on the board: Microcontroller: ESP32-S3 Acts as the brain of the lamp, providing Wi-Fi and Bluetooth capabilities for smart home integration (e.g., Home Assistant, MQTT, or a custom app). Lighting: WS2812B LED Ring The board features a circular array of WS2812B addressable RGB LEDs. Why the extra ceramic capacitors? Every single LED is paired with its own ceramic decoupling capacitor. This is crucial for stabilizing the power delivery and preventing any voltage drops, which ensures the LEDs never flicker, even at maximum brightness. Audio: Onboard Buzzer Why a buzzer? Since this functions as a bed lamp, the integrated buzzer serves as an alarm clock speaker. It can be programmed for morning wake-up alarms or simple audio feedback when a button is pressed. User Controls (Push Buttons): RST (Reset): A standard hardware button to reboot the MCU when needed. BOOT: Used to put the ESP32-S3 into bootloader mode for flashing new firmware via USB. FUNCTION: A dedicated, user-programmable button. Why? You can code this button to do whatever you want—snooze the alarm, turn the lamp on/off, cycle through different color modes, or trigger a smart home routine without needing your phone. Power Management: USB Type-C: Included for easy firmware programming and for providing a standard 5V power supply directly from a PC or charger. DC Barrel Jack (DC IN): Allows the lamp to be powered continuously via a standard external wall power adapter. TPS5430DDA Buck Converter: Why is it here? If you use a higher voltage external power supply via the barrel jack, this high-efficiency step-down converter safely drops the voltage down for the LEDs and logic without generating excessive heat. Expansion & Configuration: Breakout Pins (5V, 3V3, GND): Why are they scattered? Power and ground pins are strategically distributed around the perimeter of the PCB. This makes it incredibly easy to solder and connect additional external sensors (like temperature, humidity, or motion sensors) exactly where you need them without creating a mess of crossed wires. Solder Jumpers: Included to allow users to manually configure specific hardware behaviors or trace connections simply by bridging them with solder.", "repo": "https://github.com/Stylt1/bed-lamp", "demo": ""}]...
|
[{"post_id": 48245, "ts": "202 [{"post_id": 48245, "ts": "2026-08-16T15:29:21Z", "hours": 0.9667, "text": "Devlog #7 -made some silkscreen Next finishing Slikscreen"}, {"post_id": 47014, "ts": "2026-08-14T16:22:25Z", "hours": 1.8333, "text": "Devlog #6 -finishing up PCB"}, {"post_id": 46222, "ts": "2026-08-13T09:31:02Z", "hours": 2.2047, "text": "Devlog #5 -Did a lot of work on PCB -Laid MCU Leds Caps etc. -Routed them It’s coming together"}, {"post_id": 45709, "ts": "2026-08-12T11:36:47Z", "hours": 2.1, "text": "Devlog #4 -Changed scheamatic bit (added decoupling caps to each diode) -layed and routed buck converter DC IN to 5V Next: Working on layout"}, {"post_id": 45207, "ts": "2026-08-11T15:09:38Z", "hours": 1.2833, "text": "Devlog #3 -Finished schematic -Wired everything -Checked ERC -Changed Block Diagram -Added images -Added passive buzzer -Added switch for functionality Next: Assigning footprints"}, {"post_id": 45054, "ts": "2026-08-11T09:51:20Z", "hours": 2.0667, "text": "Devlog #2 -searched components -worked on schematic"}, {"post_id": 44509, "ts": "2026-08-10T09:52:33Z", "hours": 1.1, "text": "Devlog #1 Starting a new project to get better quality sleep -made basic diagram -searched some components"}]...
|
Title: SmartBedLamp by @Stylt | Stardance
Devlogs Title: SmartBedLamp by @Stylt | Stardance
Devlogs:
Devlog #1 Starting a new project to get better quality sleep -made basic diagram -searched some components
Devlog #2 -searched components -worked on schematic
Devlog #3 -Finished schematic -Wired everything -Checked ERC -Changed Block Diagram -Added images -Added passive buzzer -Added switch for functionality Next: Assigning footprints
Devlog #4 -Changed scheamatic bit (added decoupling caps to each diode) -layed and routed buck converter DC IN to 5V Next: Working on layout
Devlog #5 -Did a lot of work on PCB -Laid MCU Leds Caps etc. -Routed them It’s coming together
Devlog #6 -finishing up PCB
Devlog #7 -made some silkscreen Next finishing Slikscreen
Ships:
This is a design only! Smart Bed Lamp Welcome to the Smart Bed Lamp project! This is a custom-designed PCB powered by the ESP32-S3 microcontroller. It serves as an intelligent bedside lamp, an alarm clock, and a customizable development platform. Hardware Features & Component Explanations Here is a breakdown of the hardware choices and why specific components were included on the board: Microcontroller: ESP32-S3 Acts as the brain of the lamp, providing Wi-Fi and Bluetooth capabilities for smart home integration (e.g., Home Assistant, MQTT, or a custom app). Lighting: WS2812B LED Ring The board features a circular array of WS2812B addressable RGB LEDs. Why the extra ceramic capacitors? Every single LED is paired with its own ceramic decoupling capacitor. This is crucial for stabilizing the power delivery and preventing any voltage drops, which ensures the LEDs never flicker, even at maximum brightness. Audio: Onboard Buzzer Why a buzzer? Since this functions as a bed lamp, the integrated buzzer serves as an alarm clock speaker. It can be programmed for morning wake-up alarms or simple audio feedback when a button is pressed. User Controls (Push Buttons): RST (Reset): A standard hardware button to reboot the MCU when needed. BOOT: Used to put the ESP32-S3 into bootloader mode for flashing new firmware via USB. FUNCTION: A dedicated, user-programmable button. Why? You can code this button to do whatever you want—snooze the alarm, turn the lamp on/off, cycle through different color modes, or trigger a smart home routine without needing your phone. Power Management: USB Type-C: Included for easy firmware programming and for providing a standard 5V power supply directly from a PC or charger. DC Barrel Jack (DC IN): Allows the lamp to be powered continuously via a standard external wall power adapter. TPS5430DDA Buck Converter: Why is it here? If you use a higher voltage external power supply via the barrel jack, this high-efficiency step-down converter safely drops the voltage down for the LEDs and logic without generating excessive heat. Expansion & Configuration: Breakout Pins (5V, 3V3, GND): Why are they scattered? Power and ground pins are strategically distributed around the perimeter of the PCB. This makes it incredibly easy to solder and connect additional external sensors (like temperature, humidity, or motion sensors) exactly where you need them without creating a mess of crossed wires. Solder Jumpers: Included to allow users to manually configure specific hardware behaviors or trace connections simply by bridging them with solder....
|
1793004848.3322618
|
1793091248.3322618
|
|
2957
|
Antimatter by @Hengtime787 | Stardance
|
Hengtime787
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1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T08:03:57Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A linux command line tool, made to put cli controls like bluetooth, brightness, and media in one place. Mostly as a test platform for other projects like my upcoming Atlas Voice Assistant, Antimatter CLI has a few nice tools, like a calculator (that works as postfix or prefix),. It was coded in Typer, making the python commands fun to learn, and easy to use. It’s extremely underdeveloped, but it stands as a useful platform that I can just chuck things onto if I need to (for cli format).", "repo": "https://github.com/Hengtime787/Antimatter", "demo": "https://aur.archlinux.org/packages/amctl"}]...
|
[{"post_id": 37490, "ts": "202 [{"post_id": 37490, "ts": "2026-07-30T08:37:44Z", "hours": 0.9711, "text": "Hi! Just released release 1.0 for amctl. Posted it on the AUR (Arch User Repository). Anyone running an Archlinux machine can now download it with yay -S amctl (assuming you use yay as your package manager)."}, {"post_id": 6653, "ts": "2026-06-11T04:43:36Z", "hours": 5.4633, "text": "Hey, I made a cli for controlling system settings and utilities on Linux. All of the basic systems are down, like controlling Bluetooth connections, brightness, volume, and songs playing, with a lot more like network, battery, and theming coming up soon. Hope to see some cool projects soon!"}, {"post_id": 4001, "ts": "2026-06-07T04:36:26Z", "hours": 0.9997, "text": "My python cli calculator project part of my main cli, using Typer + Python."}]...
|
Title: Antimatter by @Hengtime787 | Stardance
Dev Title: Antimatter by @Hengtime787 | Stardance
Devlogs:
My python cli calculator project part of my main cli, using Typer + Python.
Hey, I made a cli for controlling system settings and utilities on Linux. All of the basic systems are down, like controlling Bluetooth connections, brightness, volume, and songs playing, with a lot more like network, battery, and theming coming up soon. Hope to see some cool projects soon!
Hi! Just released release 1.0 for amctl. Posted it on the AUR (Arch User Repository). Anyone running an Archlinux machine can now download it with yay -S amctl (assuming you use yay as your package manager).
Ships:
A linux command line tool, made to put cli controls like bluetooth, brightness, and media in one place. Mostly as a test platform for other projects like my upcoming Atlas Voice Assistant, Antimatter CLI has a few nice tools, like a calculator (that works as postfix or prefix),. It was coded in Typer, making the python commands fun to learn, and easy to use. It’s extremely underdeveloped, but it stands as a useful platform that I can just chuck things onto if I need to (for cli format)....
|
1793004810.4909563
|
1793091210.4909563
|
|
64004
|
Autumn Happiness by @potipek | Stardance
|
potipek
|
1
|
10.0
|
53
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T08:00:28Z", "hours": 10.0, "multiplier": 5.26, "payout": 53, "blessing": "neutral", "text": "We made a website called autumn happiness, why did I say we? because me and my friends wanted to use it on ThirdSpace but i was the only one to complete the 10 hour mark so we got rejected (final rejection) huge thanks to them tho, they really tried. Also you can check your demo video https://youtu.be/bCx2vZ4dH-I Byeeeeeeeeee.", "repo": "https://github.com/tomk1440-cmyk/trikulicky", "demo": "https://trikulicky.slashosting.cloud"}]...
|
[{"post_id": 71059, "ts": "202 [{"post_id": 71059, "ts": "2026-09-20T07:56:14Z", "hours": 10.0067, "text": "Autumn Happiness, the place where you can find interesting ideas, places, games and much more. This website is about tips and tricks to enjoy autumn. It was intended to use on thirdspace but others did not have that much time logged, i have the most time of them all. go check it out if you want, i think we made a pretty good website"}]...
|
Title: Autumn Happiness by @potipek | Stardance
D Title: Autumn Happiness by @potipek | Stardance
Devlogs:
Autumn Happiness, the place where you can find interesting ideas, places, games and much more. This website is about tips and tricks to enjoy autumn. It was intended to use on thirdspace but others did not have that much time logged, i have the most time of them all. go check it out if you want, i think we made a pretty good website
Ships:
We made a website called autumn happiness, why did I say we? because me and my friends wanted to use it on ThirdSpace but i was the only one to complete the 10 hour mark so we got rejected (final rejection) huge thanks to them tho, they really tried. Also you can check your demo video https://youtu.be/bCx2vZ4dH-I Byeeeeeeeeee....
|
1793058864.807115
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1793145264.807115
|
|
55116
|
Trust-No-One by @Kabirutreja | Stardance
|
Kabirutreja
|
1
|
11.0
|
98
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T08:00:24Z", "hours": 11.0, "multiplier": 8.54, "payout": 98, "blessing": "neutral", "text": "What I made A solo 3-day psychological game for Brackeys Game Jam 2026.2, built in Unity/C#. 25 cards, 5 hidden bombs, and an AI opponent that plays against you and lies to you about its own move via a public “mark.” You either trust the mark, ignore it and pick your own card, or hit Challenge to call it a bluff outright. What was challenging Reading between the lines of your devlog, the hard part wasn’t the board logic it was making the lying feel real instead of random. I built two separate probability systems for the AI (how often it avoids bombs, how often its mark is honest) and had them both degrade over time, which is a much fussier thing to tune than a simple win/lose AI. I were also clearly racing the clock as my second devlog mentions running late on the jam deadline and holding screenshots back for the final post. What I’m proud of Straight from your own write-up, the polish pass stands out to you specifically: Custom particle effects for pickups/explosions Screen shake on both win and lose Squash-and-stretch card flip animation A dual-character turn indicator (blue/pink) synced via Animator bools Smooth mouse-follow camera and circle-wipe scene transitions What testers should know before playing It’s mouse-only, browser-playable, no install. Memorize the board fast the shuffle gets quicker each round, so late-game is more about reading the AI’s honesty than tracking exact positions. The AI gets less trustworthy the longer you survive. One actual playtester (MelonJoose, in our itch comments) flagged that it’s not always visually obvious when it’s your turn to act worth telling testers to watch the turn indicator since that’s a known rough edge you’re already aware of. There’s no “walk away” option yet the only way a run ends is by losing, so testers shouldn’t expect a way to bank progress mid-run.", "repo": "https://github.com/kabirutreja/Trust--No--One", "demo": "https://kabirutreja.itch.io/trust-no-one"}]...
|
[{"post_id": 71054, "ts": "202 [{"post_id": 71054, "ts": "2026-09-20T07:54:20Z", "hours": 0.4667, "text": "Made some adjustments here and there like now the card does not get re-shuffled once picked that makes the game fast and also the speed is a lil fast now.. sorry for no ss regarding the new updates.. ) :"}, {"post_id": 58110, "ts": "2026-08-30T13:46:24Z", "hours": 1.5333, "text": "Finally Completed the game and you guyz can try and rate it out here for the gamejam… https://itch.io/jam/brackeys-16/rate/4952146"}, {"post_id": 57667, "ts": "2026-08-29T21:48:43Z", "hours": 9.4333, "text": "I made a game for the brakeys game jam. I wanted to create something around the theme “Trust No One” that was not a story about betrayal but a game mechanic that was built entirely on something you cannot trust. That led to a card-based deduction game. There are 25 cards, 5 hidden bombs and an AI opponent that does not just play against you it lies to you. Every round the AI secretly picks a card. Then publicly marks a card number as its supposed pick. That mark can be honest or a complete bluff or lie. You never see which. The number. Your job is to decide whether to trust it pick your card instead or call its bluff directly with a Challenge button. The AI gets progressively less trustworthy as the game goes on. What I Built Core gameplay loop A 25-card board with 5 fixed bomb positions, generated and shuffled every round. A shuffle system where cards physically swap positions getting faster and in time each round to increase difficulty. An AI opponent with two probabilities or systems you can say: how often it avoids bombs and how often its public mark is actually honest. A Challenge system letting the player call out a bluff directly of picking a card. A genuine gamble with either win or lose conditions. Polish Custom particle effects for diamond pickups and bomb explosions. Screen shake on game end (either win or lose). A full audio system. Squash-and-stretch style animation on card flips and button feedback for juice. A dual-character turn indicator (blue for player pink for AI) driven by Animator bools synced to whoevers turn it is. A smooth mouse-follow camera with boundaries. A simple circle scene transition system connecting a Main Menu to the game scene or game scene to game scene. Everything is built in Unity (C#) What I’d Add With Time A “Walk Away” option to bank progress mid-run instead of being forced to keep pushing or eventually losing. Currently the only way the game ends is. Losing outright. A visible (but abstracted) trust meter so players get a feel for how honest the AI is, rather than reading it purely off vibes and round count. A use “reveal” ability to make card-tracking matter across the whole game not just the first couple of rounds before the shuffle outpaces human memory. This was built solo for Brakeys Game Jam in 3 days. Feedback’s always welcome. Will add the screenshots, in final devlog because right now I’m running late on time for the jam submission. Thank you…"}]...
|
Title: Trust-No-One by @Kabirutreja | Stardance
D Title: Trust-No-One by @Kabirutreja | Stardance
Devlogs:
I made a game for the brakeys game jam. I wanted to create something around the theme “Trust No One” that was not a story about betrayal but a game mechanic that was built entirely on something you cannot trust. That led to a card-based deduction game. There are 25 cards, 5 hidden bombs and an AI opponent that does not just play against you it lies to you. Every round the AI secretly picks a card. Then publicly marks a card number as its supposed pick. That mark can be honest or a complete bluff or lie. You never see which. The number. Your job is to decide whether to trust it pick your card instead or call its bluff directly with a Challenge button. The AI gets progressively less trustworthy as the game goes on. What I Built Core gameplay loop A 25-card board with 5 fixed bomb positions, generated and shuffled every round. A shuffle system where cards physically swap positions getting faster and in time each round to increase difficulty. An AI opponent with two probabilities or systems you can say: how often it avoids bombs and how often its public mark is actually honest. A Challenge system letting the player call out a bluff directly of picking a card. A genuine gamble with either win or lose conditions. Polish Custom particle effects for diamond pickups and bomb explosions. Screen shake on game end (either win or lose). A full audio system. Squash-and-stretch style animation on card flips and button feedback for juice. A dual-character turn indicator (blue for player pink for AI) driven by Animator bools synced to whoevers turn it is. A smooth mouse-follow camera with boundaries. A simple circle scene transition system connecting a Main Menu to the game scene or game scene to game scene. Everything is built in Unity (C#) What I’d Add With Time A “Walk Away” option to bank progress mid-run instead of being forced to keep pushing or eventually losing. Currently the only way the game ends is. Losing outright. A visible (but abstracted) trust meter so players get a feel for how honest the AI is, rather than reading it purely off vibes and round count. A use “reveal” ability to make card-tracking matter across the whole game not just the first couple of rounds before the shuffle outpaces human memory. This was built solo for Brakeys Game Jam in 3 days. Feedback’s always welcome. Will add the screenshots, in final devlog because right now I’m running late on time for the jam submission. Thank you…
Finally Completed the game and you guyz can try and rate it out here for the gamejam… https://itch.io/jam/brackeys-16/rate/4952146
Made some adjustments here and there like now the card does not get re-shuffled once picked that makes the game fast and also the speed is a lil fast now.. sorry for no ss regarding the new updates.. ) :
Ships:
What I made A solo 3-day psychological game for Brackeys Game Jam 2026.2, built in Unity/C#. 25 cards, 5 hidden bombs, and an AI opponent that plays against you and lies to you about its own move via a public “mark.” You either trust the mark, ignore it and pick your own card, or hit Challenge to call it a bluff outright. What was challenging Reading between the lines of your devlog, the hard part wasn’t the board logic it was making the lying feel real instead of random. I built two separate probability systems for the AI (how often it avoids bombs, how often its mark is honest) and had them both degrade over time, which is a much fussier thing to tune than a simple win/lose AI. I were also clearly racing the clock as my second devlog mentions running late on the jam deadline and holding screenshots back for the final post. What I’m proud of Straight from your own write-up, the polish pass stands out to you specifically: Custom particle effects for pickups/explosions Screen shake on both win and lose Squash-and-stretch card flip animation A dual-character turn indicator (blue/pink) synced via Animator bools Smooth mouse-follow camera and circle-wipe scene transitions What testers should know before playing It’s mouse-only, browser-playable, no install. Memorize the board fast the shuffle gets quicker each round, so late-game is more about reading the AI’s honesty than tracking exact positions. The AI gets less trustworthy the longer you survive. One actual playtester (MelonJoose, in our itch comments) flagged that it’s not always visually obvious when it’s your turn to act worth telling testers to watch the turn indicator since that’s a known rough edge you’re already aware of. There’s no “walk away” option yet the only way a run ends is by losing, so testers shouldn’t expect a way to bank progress mid-run....
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1793001174.8435457
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1793087574.8435457
|
|
45806
|
Valence - Lang by @fAILedKnight | Stardance
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fAILedKnight
|
1
|
79.14
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T07:54:42Z", "hours": 62.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Valence! A language that connects any language! the issues… don’t even get me started! I first off hade very little understanding of rust(knew a bit of the basics well enough to start). My laptop crashed like 5 times while coding and took long time to compile heavy updates! I added a command and another command broke! I sat in front of the computer for hours and now my back hurts! I got scrutinized by people who that I should be doing better things! BUT I didn’t quit cuz after all its all for the love of the game! Finally I am still updating, my laptop still heats and melts, but I LOVE IT! And below is Valence running java and python!", "repo": "https://github.com/failedknight-exe/Valence-Lang", "demo": "https://valence.freehosting.dev/"}]...
|
[{"post_id": 76292, "ts": "202 [{"post_id": 76292, "ts": "2026-10-03T03:12:58Z", "hours": 2.2606, "text": "I HATE MY LIFE!!!! why you ask? cuz guess what? cor morph failed me! its gone dead! And guess what I find out the my vbp register got deleted when I restructured my code! and now I decided to rip cor morph out and delete it! so now I have fixed vbp.register! and yep im still sick every joint hurts but the grind doesn’t stop till i literally stop! oh and I do not think my laptop is doing too good! it burning itself its a pyromaniac!!!!"}, {"post_id": 75470, "ts": "2026-09-30T05:46:45Z", "hours": 14.8808, "text": "I am sick and have been working like a madman on the cor morph feature! idk what more to say stay tuned!"}, {"post_id": 71040, "ts": "2026-09-20T07:35:14Z", "hours": 5.3744, "text": "I made it so you can code in any language not just the ones I hardcoded!"}, {"post_id": 69408, "ts": "2026-09-17T00:15:14Z", "hours": 2.1011, "text": "Well If you lock in you can do anything… So I took it personally and decide Valence needs to level TF up. And well trust me when I say It will not disappoint! Valence before could only connect to the languages I hardcoded. That 💩 is NOT UNIVERSAL! So I decided why make it my job to link up all langs? So, I decided to give the job to the dev, BUT to be clear from my end I made it simple as HELL! and well, you now can connect to any language!"}, {"post_id": 68374, "ts": "2026-09-15T00:59:45Z", "hours": 16.6725, "text": "IT HAS BEEN A LONG TIME! and ofc i wasn’t Idle! I COOKED SO HARD THAT well… Valence(connect) now actually connects. YEP it connected to python first then I locked in and added C C++ (both these are a pain to work with on windows maybe a skill issue idk) then I integrated C# WAY EASIER cuz ofc it is builtin to windows and then Java, Rust ofc and zig (it was mainly for the compilation of C and C++ and yea) and now it officially can connect after testing it runs all the files in 13.261 ms and on the warmed up loop it ran in about 2.189 ms."}, {"post_id": 56400, "ts": "2026-08-28T04:56:13Z", "hours": 4.9431, "text": "I have successfully added async and protect it may have taken me 4 hrs but it was worth it! Connect v0.2 is out. well do to copyright issues im naming it Valence and v0.2 Memory Rush update is out! you can go to my github release and download the .exe’s and use it. but I need to document it and actually clarify syntax, but it works! sorry I’m in a rush so this devlog wasn’t as informative!"}, {"post_id": 49467, "ts": "2026-08-18T10:14:05Z", "hours": 6.0528, "text": "My laptop has failed me… I’ve been busy for the past few days with family and friends and decided to lock in again but after 2 hours of coding my laptop sputtered to a stop at first I thought it froze but then the screen went black and it stopped I couldn’t do anything after an hour of good waiting I pressed the power button and it started up again. this time I deleted all background processes this helped I later cleaned the system up even more than I usually do then I came to conclusion that it had to be related to hardware and not software so I downloaded a cpu temp reader and once I had setup what I was working with I saw my cpu reached a temp of 100+ and it then climbed to 113 and my laptops screen went black again. this time I made sure to keep system super lean and delete anything that I can use later and am not in dire need of. I then started to code again I started with string extras this allows you to truly modify and change strings. I then add a crypto extension which allows you to generate a uuid or hash or even encode and decode bas64 and so on. those were the easy parts then it came to me that I should make a cool feature so I decided to build func[auto] well make it usefull and bring trigger to life too. and with this I sadly announce that func[onetime] is no more. And I am happy to announce that Connect-Lang is extremly close to v0.2."}, {"post_id": 46730, "ts": "2026-08-14T06:09:44Z", "hours": 3.9842, "text": "For the past few devlogs it seems as if my journey was finally smoothing out. well… it was the calm before the storm. because right after I thought nothing go bad ALL WENT BAD. My laptop Crashed Yes it Crashed and then my keyboard and trackpad failed. I thought only I failed but my things fail too. So I ran to find anything to keep on working and found a working keyboard and mouse and after finding one I went back to work. I hade a easy time implementing the system integration that allows you to check you OS and everything related. and After that I wondered what would be cool and fun to have… well I wanted pain so I decide let me add Http Extension. Yes my lang can now after a painful journey of trial and error can download retrieve and interact with URL’s. I don’t even want to say what happened but either way I will go on and relive that pain to “paint a picture”. Basically I came back after my laptops tantrum to lock in and build Http but my laptop failed me. So I fixed it and I started building halfway through after build a solid structure I tested and saw that Http was existing but it wasn’t being useful. so, I thought and went in to add the stronger features, but before I knew it the addons I integrated weren’t compatible and failed miserably after talking to a few AI’s(Actual intelligence’s not artificial) to get some insight they all called me stupid and told me to stop. SO i realized I’m not just stupid I’m stupid stupid and - -=+ and that’s fine by me. SO I locked in ad went through the rust ref book and dived into my code head first and fought my way in and added in all my features. I then went ahead and tested it and it worked."}, {"post_id": 45967, "ts": "2026-08-12T19:49:42Z", "hours": 0.9403, "text": "After spending about an hour I have successfully added in date/time integration. It was very simple."}, {"post_id": 45915, "ts": "2026-08-12T18:01:11Z", "hours": 1.5136, "text": "Well my project just LEVELED UP. this level up was actually super clean and didn’t make me ball my eyes out at how I should’ve stuck to my old project. It was quite pleasant. this update allows my lang to store data in a separate file and format… json. Yep connect can now read and understand json format. It can conver data into json strings through json.stringify and can turn json strings into data."}, {"post_id": 45514, "ts": "2026-08-12T01:52:12Z", "hours": 3.2867, "text": "after testing my language heavily I came to realize my language needs an error handling system so I thought on how id implement it and after researching on what it does I added attempt, recue, and always. attempt will try running a chunk or line of code. rescue catches the error without stopping the script and shows a message. And finally always will run a block or line of code no matter what. At first try the attempt was working cuz well it just runs the could but because return wasn’t working the code showed a error in terminal after everything. so, I pondered and pondered when I finally cam e to the conclusion to change all error messages for everything to be compatible with attempt and after that it worked. P.S(CoreAi in the MyApp folder is my personal AI I will integrate into my lang, but that’s a very later feature and beta feature.)"}, {"post_id": 44693, "ts": "2026-08-10T17:05:18Z", "hours": 3.8947, "text": "After heavy testing of the summon command I came to the conclusion that I failed it. So I thought how could I make local variables stay local and not be global? so I decided to add VarAccess an identifier resolution. I then tested again just to see it fail AGAIN. SO I I thought okay why is it failing so went ahead and added in debug prints in the rust code to see what was happening and I found it parent_locals was getting popped but local_vars never got restored so summon wasn’t working because there was nothing it could summon. and before summon I added in maps and recursion but that was a very smooth workflow."}, {"post_id": 43746, "ts": "2026-08-09T05:09:47Z", "hours": 13.0456, "text": "After days of fighting procrastination and boredom. I failed. and then when I opened up my old project I failed to feel any fun. this made my concerned for I deeply love my projects. so I scrambled my brain and I realized the project was too easy and too simple it wasn’t challenging. It didn’t make me want to pull my hair out. This made me think what if I created my very own… language. I felt very challenged and so I researched and decided to use rust for my lang. And I chose rust because before I tried learning it and instead failed. So this made me feel highly motivated. I went to do what any sane human would do in my position. I went to code. Yep code without any knowledge. so that was another fail. and after deep research on rust I decided to actually learn it but use AI to boost time and I learned the basics of rust within 2 hours and after a few hundred lines of code I realized I should run it. Yep… It showed error after error after error my little kingdom crumbled to dust like the inside of my wallet. I cried myself to sleep that night and the next morning I woke up and ready to fight my laptop. and I went to my laptop and deleted the folder and created a new one and started coding and testing and after 10hrs of grueling work and an additional 7hrs researching I bring to you the very start of connect. My first rust based language."}]...
|
Title: Valence - Lang by @fAILedKnight | Stardance Title: Valence - Lang by @fAILedKnight | Stardance
Devlogs:
After days of fighting procrastination and boredom. I failed. and then when I opened up my old project I failed to feel any fun. this made my concerned for I deeply love my projects. so I scrambled my brain and I realized the project was too easy and too simple it wasn’t challenging. It didn’t make me want to pull my hair out. This made me think what if I created my very own… language. I felt very challenged and so I researched and decided to use rust for my lang. And I chose rust because before I tried learning it and instead failed. So this made me feel highly motivated. I went to do what any sane human would do in my position. I went to code. Yep code without any knowledge. so that was another fail. and after deep research on rust I decided to actually learn it but use AI to boost time and I learned the basics of rust within 2 hours and after a few hundred lines of code I realized I should run it. Yep… It showed error after error after error my little kingdom crumbled to dust like the inside of my wallet. I cried myself to sleep that night and the next morning I woke up and ready to fight my laptop. and I went to my laptop and deleted the folder and created a new one and started coding and testing and after 10hrs of grueling work and an additional 7hrs researching I bring to you the very start of connect. My first rust based language.
After heavy testing of the summon command I came to the conclusion that I failed it. So I thought how could I make local variables stay local and not be global? so I decided to add VarAccess an identifier resolution. I then tested again just to see it fail AGAIN. SO I I thought okay why is it failing so went ahead and added in debug prints in the rust code to see what was happening and I found it parent_locals was getting popped but local_vars never got restored so summon wasn’t working because there was nothing it could summon. and before summon I added in maps and recursion but that was a very smooth workflow.
after testing my language heavily I came to realize my language needs an error handling system so I thought on how id implement it and after researching on what it does I added attempt, recue, and always. attempt will try running a chunk or line of code. rescue catches the error without stopping the script and shows a message. And finally always will run a block or line of code no matter what. At first try the attempt was working cuz well it just runs the could but because return wasn’t working the code showed a error in terminal after everything. so, I pondered and pondered when I finally cam e to the conclusion to change all error messages for everything to be compatible with attempt and after that it worked. P.S(CoreAi in the MyApp folder is my personal AI I will integrate into my lang, but that’s a very later feature and beta feature.)
Well my project just LEVELED UP. this level up was actually super clean and didn’t make me ball my eyes out at how I should’ve stuck to my old project. It was quite pleasant. this update allows my lang to store data in a separate file and format… json. Yep connect can now read and understand json format. It can conver data into json strings through json.stringify and can turn json strings into data.
After spending about an hour I have successfully added in date/time integration. It was very simple.
For the past few devlogs it seems as if my journey was finally smoothing out. well… it was the calm before the storm. because right after I thought nothing go bad ALL WENT BAD. My laptop Crashed Yes it Crashed and then my keyboard and trackpad failed. I thought only I failed but my things fail too. So I ran to find anything to keep on working and found a working keyboard and mouse and after finding one I went back to work. I hade a easy time implementing the system integration that allows you to check you OS and everything related. and After that I wondered what would be cool and fun to have… well I wanted pain so I decide let me add Http Extension. Yes my lang can now after a painful journey of trial and error can download retrieve and interact with URL’s. I don’t even want to say what happened but either way I will go on and relive that pain to “paint a picture”. Basically I came back after my laptops tantrum to lock in and build Http but my laptop failed me. So I fixed it and I started building halfway through after build a solid structure I tested and saw that Http was existing but it wasn’t being useful. so, I thought and went in to add the stronger features, but before I knew it the addons I integrated weren’t compatible and failed miserably after talking to a few AI’s(Actual intelligence’s not artificial) to get some insight they all called me stupid and told me to stop. SO i realized I’m not just stupid I’m stupid stupid and - -=+ and that’s fine by me. SO I locked in ad went through the rust ref book and dived into my code head first and fought my way in and added in all my features. I then went ahead and tested it and it worked.
My laptop has failed me… I’ve been busy for the past few days with family and friends and decided to lock in again but after 2 hours of coding my laptop sputtered to a stop at first I thought it froze but then the screen went black and it stopped I couldn’t do anything after an hour of good waiting I pressed the power button and it started up again. this time I deleted all background processes this helped I later cleaned the system up even more than I usually do then I came to conclusion that it had to be related to hardware and not software so I downloaded a cpu temp reader and once I had setup what I was working with I saw my cpu reached a temp of 100+ and it then climbed to 113 and my laptops screen went black again. this time I made sure to keep system super lean and delete anything that I can use later and am not in dire need of. I then started to code again I started with string extras this allows you to truly modify and change strings. I then add a crypto extension which allows you to generate a uuid or hash or even encode and decode bas64 and so on. those were the easy parts then it came to me that I should make a cool feature so I decided to build func[auto] well make it usefull and bring trigger to life too. and with this I sadly announce that func[onetime] is no more. And I am happy to announce that Connect-Lang is extremly close to v0.2.
I have successfully added async and protect it may have taken me 4 hrs but it was worth it! Connect v0.2 is out. well do to copyright issues im naming it Valence and v0.2 Memory Rush update is out! you can go to my github release and download the .exe’s and use it. but I need to document it and actually clarify syntax, but it works! sorry I’m in a rush so this devlog wasn’t as informative!
IT HAS BEEN A LONG TIME! and ofc i wasn’t Idle! I COOKED SO HARD THAT well… Valence(connect) now actually connects. YEP it connected to python first then I locked in and added C C++ (both these are a pain to work with on windows maybe a skill issue idk) then I integrated C# WAY EASIER cuz ofc it is builtin to windows and then Java, Rust ofc and zig (it was mainly for the compilation of C and C++ and yea) and now it officially can connect after testing it runs all the files in 13.261 ms and on the warmed up loop it ran in about 2.189 ms.
Well If you lock in you can do anything… So I took it personally and decide Valence needs to level TF up. And well trust me when I say It will not disappoint! Valence before could only connect to the languages I hardcoded. That 💩 is NOT UNIVERSAL! So I decided why make it my job to link up all langs? So, I decided to give the job to the dev, BUT to be clear from my end I made it simple as HELL! and well, you now can connect to any language!
I made it so you can code in any language not just the ones I hardcoded!
I am sick and have been working like a madman on the cor morph feature! idk what more to say stay tuned!
I HATE MY LIFE!!!! why you ask? cuz guess what? cor morph failed me! its gone dead! And guess what I find out the my vbp register got deleted when I restructured my code! and now I decided to rip cor morph out and delete it! so now I have fixed vbp.register! and yep im still sick every joint hurts but the grind doesn’t stop till i literally stop! oh and I do not think my laptop is doing too good! it burning itself its a pyromaniac!!!!
Ships:
I made Valence! A language that connects any language! the issues… don’t even get me started! I first off hade very little understanding of rust(knew a bit of the basics well enough to start). My laptop crashed like 5 times while coding and took long time to compile heavy updates! I added a command and another command broke! I sat in front of the computer for hours and now my back hurts! I got scrutinized by people who that I should be doing better things! BUT I didn’t quit cuz after all its all for the love of the game! Finally I am still updating, my laptop still heats and melts, but I LOVE IT! And below is Valence running java and python!...
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1793004786.8087177
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1793091186.8087177
|
|
37920
|
USB-C 5Gbps Hub by @Stylt | Stardance
|
Stylt
|
1
|
27.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T07:39:38Z", "hours": 27.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is an incomplete design im submitting it bc I don’t have time to finish it. My plan was a usb c hub that will have display port, sd card ,usb c and usb a as outputs.", "repo": "https://github.com/Stylt1/usb5gbps_hub", "demo": ""}]...
|
[{"post_id": 40617, "ts": "202 [{"post_id": 40617, "ts": "2026-08-04T08:43:00Z", "hours": 1.4833, "text": "#Devlog 16 Having a break bc of frustration and burnout :( -taking a pause and will be doing easier project"}, {"post_id": 40242, "ts": "2026-08-03T17:20:13Z", "hours": 0.9, "text": "#Devlog 15 -Routed USB-C PD block -Searched about PD chip"}, {"post_id": 39964, "ts": "2026-08-03T09:25:12Z", "hours": 2.0667, "text": "Devlog #14 -optimally routed some blocks that I laid ou (5V Regulator, 3V3 Regulator, 1V2 LDO, SPI Flash, CC ESD protection IC for USB-C PD) -Next laying out other blocks -See you later :D"}, {"post_id": 39504, "ts": "2026-08-02T14:34:27Z", "hours": 2.0333, "text": "Devlog #13 !!FINALLY!! MAKING PCB LAYOUT -Made optimal layout for some blocks through Datasheet -Made some footprint changes -Next working on Layout for other blocks View this project on CADLAB.io ."}, {"post_id": 39363, "ts": "2026-08-02T09:19:50Z", "hours": 2.0333, "text": "Devlog #12 -fixed ERC -figured out how to make global labels"}, {"post_id": 39078, "ts": "2026-08-01T19:26:06Z", "hours": 2.1364, "text": "Devlog #11 -Fixing ERC -Having problems with connecting pins in sub sheets through labels in KiCad v10 (if anyone knows how pls let me know)"}, {"post_id": 38747, "ts": "2026-08-01T09:29:31Z", "hours": 1.6167, "text": "Devlog #10 -Assigned footpints -Changed MUX bc it was down stream not up -Next fixing ERC"}, {"post_id": 35725, "ts": "2026-07-27T11:01:41Z", "hours": 1.6697, "text": "Devlog #9 -Completed schematic!! -Next assigning footprints"}, {"post_id": 35121, "ts": "2026-07-26T11:06:12Z", "hours": 2.3836, "text": "Devlog #8 -Completed Ethernet -Did some work on SD -Next completing SD"}, {"post_id": 34768, "ts": "2026-07-25T19:11:42Z", "hours": 2.0833, "text": "Devlog #7 -Changed Power block a bit -Changed Block diagram a bit -Completed USB HUB -Next working on Ethernet"}, {"post_id": 34527, "ts": "2026-07-25T10:00:03Z", "hours": 2.1339, "text": "Devlog #6 -Changed PD chip bc of it was only 1 port (that means if I were to connect adapter to charging usb c it would only power hub, not charge device its plugged to) -Completed Power block -Completed DisplayPort -Doing USB hub next Thx everyone for supporting :D"}, {"post_id": 34254, "ts": "2026-07-24T19:57:36Z", "hours": 2.0667, "text": "Devlog #5 Did some work on power block -Wired PD chip -Wired SPI flash (for PD chip) -Wired CC ESD and overvoltage protection"}, {"post_id": 34001, "ts": "2026-07-24T12:11:36Z", "hours": 2.6667, "text": "Devlog #4 -Finished USB-C MUX block -Doing Power block next (PowerDelivery 3.0, DRP= Dual-Role Power)"}, {"post_id": 33689, "ts": "2026-07-23T20:18:41Z", "hours": 2.05, "text": "Devlog #3 -Changed and wired entire MUX bc of not supporting DP alt mode -Added some other ICs (PD, SD) -Changed video output form hdmi to DisplayPort bc I couldn’t find symbols and schematics for the ICs btw(finally figured out the lookout and timelapse thing, so expect normal lapses :D)"}, {"post_id": 33081, "ts": "2026-07-22T17:44:51Z", "hours": 2.1764, "text": "Devlog #2 -completed usb-c mux block schematic -added some other integrated circuits (had some minor problems with lookout couldn’t upload archived timelapses so I just posted empty 2h time lapse, real job took 2h 30min) see ya tommorow"}, {"post_id": 32479, "ts": "2026-07-21T18:03:44Z", "hours": 0.3169, "text": "Devlog #1 Made basic schematic hierarchy for better orientation"}]...
|
Title: USB-C 5Gbps Hub by @Stylt | Stardance
Devl Title: USB-C 5Gbps Hub by @Stylt | Stardance
Devlogs:
Devlog #1 Made basic schematic hierarchy for better orientation
Devlog #2 -completed usb-c mux block schematic -added some other integrated circuits (had some minor problems with lookout couldn’t upload archived timelapses so I just posted empty 2h time lapse, real job took 2h 30min) see ya tommorow
Devlog #3 -Changed and wired entire MUX bc of not supporting DP alt mode -Added some other ICs (PD, SD) -Changed video output form hdmi to DisplayPort bc I couldn’t find symbols and schematics for the ICs btw(finally figured out the lookout and timelapse thing, so expect normal lapses :D)
Devlog #4 -Finished USB-C MUX block -Doing Power block next (PowerDelivery 3.0, DRP= Dual-Role Power)
Devlog #5 Did some work on power block -Wired PD chip -Wired SPI flash (for PD chip) -Wired CC ESD and overvoltage protection
Devlog #6 -Changed PD chip bc of it was only 1 port (that means if I were to connect adapter to charging usb c it would only power hub, not charge device its plugged to) -Completed Power block -Completed DisplayPort -Doing USB hub next Thx everyone for supporting :D
Devlog #7 -Changed Power block a bit -Changed Block diagram a bit -Completed USB HUB -Next working on Ethernet
Devlog #8 -Completed Ethernet -Did some work on SD -Next completing SD
Devlog #9 -Completed schematic!! -Next assigning footprints
Devlog #10 -Assigned footpints -Changed MUX bc it was down stream not up -Next fixing ERC
Devlog #11 -Fixing ERC -Having problems with connecting pins in sub sheets through labels in KiCad v10 (if anyone knows how pls let me know)
Devlog #12 -fixed ERC -figured out how to make global labels
Devlog #13 !!FINALLY!! MAKING PCB LAYOUT -Made optimal layout for some blocks through Datasheet -Made some footprint changes -Next working on Layout for other blocks View this project on CADLAB.io .
Devlog #14 -optimally routed some blocks that I laid ou (5V Regulator, 3V3 Regulator, 1V2 LDO, SPI Flash, CC ESD protection IC for USB-C PD) -Next laying out other blocks -See you later :D
#Devlog 15 -Routed USB-C PD block -Searched about PD chip
#Devlog 16 Having a break bc of frustration and burnout :( -taking a pause and will be doing easier project
Ships:
This is an incomplete design im submitting it bc I don’t have time to finish it. My plan was a usb c hub that will have display port, sd card ,usb c and usb a as outputs....
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1793004669.6631012
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1793091069.6631012
|
|
543
|
ICare by @SilentSword | Stardance
|
SilentSword
|
1
|
63.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T07:36:22Z", "hours": 63.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "ICare is an eye break reminder app that FORCES you to take your breaks, and not just that, it adapts to YOUR needs. Overlay warnings, notifications, dark/light theme, automatic start, idle detection, Fullscreen detection, meeting trackers and more! ICare has them all. It started with my eye doctor telling me to start using the 20/20/20 rule, but it was hard to keep consistency, so I started building an app, and then added a new feature, and another one, and so on until we are here XD! I strongly recommend you read the readme file from GitHub, I explained everything in depth there. IMPORTANT - WINDOWS 10/11 ONLY", "repo": "https://github.com/SilentSword123456/ICare", "demo": "https://github.com/SilentSword123456/ICare/releases/latest"}]...
|
[{"post_id": 71035, "ts": "202 [{"post_id": 71035, "ts": "2026-09-20T07:25:47Z", "hours": 2.3283, "text": "Hi there, I realized that I won’t have enough time to build all the features I want for ICare, so I updated the readme, polished some things, temporarily disabled the AppsView since it still needs a lot of work on animations and other stuff, and I’m ready to ship!"}, {"post_id": 58216, "ts": "2026-08-30T16:00:39Z", "hours": 9.3022, "text": "Okkkkkkkay. I finally finished making two more views and linked the logic of the app groups/folders with their specific rules to the actual app timer. Even though the GUI isn’t pretty to look at, I just focused on getting it working. I did a terrific job at sniping all the bugs (took me 9h man😭😭), but I did also use a Claude’s help when I couldn’t find the root cause. The core ideea of the app works right now, what I do have left is fixing the UI for the newly added views (i have a LOT of work to do here) and implementing the rest of the “small” features I have in mind. Right now, it’s not pleasant to look at, but this is not what this devlog is about, it’s about the functionality I added to the app. To explain it in more detail, you can now create groups/folders with different apps inside of them and different rules applied for each group , meaning that if you don’t want the app to track the time you spend in let’s say Slack and other messaging apps, you can create a folder with that rule, and thats it. There are still bugs, like it not saving its config file 100% of the time or the fact that you can’t delete folders, or that you can add an app to multiple folders, etc… But I was getting close to the 10h mark and I had to post a devlog. See ya next time!"}, {"post_id": 55676, "ts": "2026-08-27T17:15:36Z", "hours": 3.0956, "text": "Holla dear readers! In this devlog I’m happy to announce that I finally added tests to the app, and they are great, they helped me debug much faster, and that’s not the only feature I added. But by far the most important feature added is that now the break warning will also be displayed if there is currently a full screen app opened, which might be the most important feature of the hole app. As you can see in the screenshot below, I modified the break overlay warning message box to be a floating island with a see trough background with rounded corners! Also, when it gets down to 3 seconds, the timer turns red , and I’m super happy with how it turned out! That’s it for this devlog, enjoy the new version!"}, {"post_id": 49818, "ts": "2026-08-18T19:21:11Z", "hours": 9.6128, "text": "Hi there, I’m writing this from my laptop since the PC is used right now, I hope the recording still looks smooth :) I took a break for a few weeks; therefore, I don’t remember what the first few hours of this devlog went into, I recon I might have just fixed some bugs I found while using the app. Buuuuuuut I do know the latest feature I’ve been working on, right now it’s just a menu with the apps installed (almost all), and the target functionality is to be able to create multiple apps groups in which the app will either just pause or alert you with a message similar to the meeting overlay. While implementing this new window, I learned about ObservableCollection and ListBox s, which were new concepts to me, but I love how they nicely combine together. For the ObservableCollecton specifically, I created a new data model called InstalledApp, which has a Name, a ExePath and an Icon field. After hitting random bugs, such as the view (an ListCollectionView ) not being initialized fast enough, I finally got a bare-bones version working. It’s ugly, it’s messy, but I’m hitting the 10h mark and I have to write this devlog."}, {"post_id": 29652, "ts": "2026-07-16T18:34:43Z", "hours": 3.4758, "text": "Holla, I’ve been working on a kind of useless bug that took me a long time to fix. The problem was that when the app was enabled to start automatically, you could still disable it from task manager. The bad thing is, I had no way of knowing if it was enabled or disabled from task manager, so I build one, and after that, I wanted a way to get notified when the user changed the disabled/enabled state, so I used a function named RegNotifyChangeKeyValue witch I’ve configured to notify the app when ICare’s state changed. I created a hole separate class for that named AutostartWatcher.cs, and it works flawlessly! Thanks for reading!"}, {"post_id": 29347, "ts": "2026-07-16T07:18:02Z", "hours": 8.2497, "text": "Hy there, I implemented two major things, those being a dark theme and an actual installer and updater. The dark theme: For this, I created two xaml files with the same SolidColorBrush names but with different colors, then I used ResourceDictionary and MergedDictionaries to change the current used file for the theme. After this I had to play with the color values because apparently you have to have layers to your app and yeah, it was a long and boring process of running the app, thinking if it needs to be darker or lighter, then going to the color picker and changing the value accordantly, then copying that into the program and repeating, but it worked! To make the title bar change color I found out that you need to import some of those weird libraries, again. I don’t understand every part of that function, but it does work. To change the theme, I removed the custom message box from settings and replaced it with a light/dark toggle for the theme. The installer and updater: For this, I used Velopack, which is great! It doesn’t require admin to install, it also has an updater, and it just works! Unfortunately, for the GitHub build action, I had no ideea how to write it, so just used Claude to do it for me, but that’s not really part of the app so it’s ok (I think?). Then, I wanted to have a way for the user to update the app with some confirmation things, because before I just had one button that you clicked, it shows no progress, and if it did find an update it would immediately restart the app, no questions asked. Now, in the bottom right of settings, there is some text that acts like a button which has all the states from let’s say no update found to ready to download to ready to install and more. That’s pretty much it, thanks for reading!"}, {"post_id": 26803, "ts": "2026-07-11T20:06:42Z", "hours": 7.1014, "text": "Dear reader, thank you for reading. I promise this devlog is gonna be fun to read trough. The biggest utility change is that the timer now pauses when the screen goes to sleep. To do this, I had to use some low-level hooks that I’m not a master in, but it was fun to use them and debug the errors. Then I wandered about how I could make the app report errors it had back to me while also putting YOUR 🫵 privacy on the first place. I found Sentry, an app which has a more than enough free plan for this use case. What Sentry does it’s that it collects all the errors and stores them in one dashboard, along with many other features. The setup was fairly simple; it wasn’t that big of a hustle. Next, I also added a darker picture for the background for when the pc is in dark mode so that you don’t get flash banged when a break suddenly starts and its 3am. To choose the correct picture, it checks a specific value from a specific path where Windows keeps the current theme. Here I had a problem with memory leak which required more debugging because the images were being kept in memory, twice, and they would also get deleted after each use? It was a mess, but now its fixed. The last change is in the UI. I decided to keep ICare at a fixed size so that the layout is more consistent, and then I adapted the Settings view to the new dimensions. Thank you so much for staying! I’m sure I have a long way to go until ICare reaches a reasonable standard, but I hope you had fun reading through my journey. Thanks again! P.S: You can show me that you’re interested in this by just leaving a like on this devlog and it will make me happy to know that someone read it!"}, {"post_id": 22053, "ts": "2026-07-04T09:34:51Z", "hours": 2.8311, "text": "Hello there, I added a few features that I needed while I was using ICare, and those being a nice background because the black one was just too basic and the timer stopping when the screen goes to sleep or when I lock the pc. To know when the pc went to sleep or the user locked the pc, I attached a listener to a SystemEvents thing, I don’t really know what it is, and now it constantly checks for SessionLock and SessionUnlock and pauses and starts the timer accordantly. For the pausing and starting the timer, I have redone its logic. Now, instead of calculating the exact time the break should start I use a stopwatch to track how much time has passed and when it reaches the desired time it triggers the break. It wasn’t easy because I runed into many bugs where, for example, it would just instantly start the break once the app launched and many such errors, but the latest version works flawlessly! Thanks for reading! Consider leaving a like or a comment if you enjoyed this devlog q(≧▽≦q)!"}, {"post_id": 17587, "ts": "2026-06-28T13:22:58Z", "hours": 3.1553, "text": "Holla, I worked on some core features but also some little improvements. The biggest change is that the app can now automatically start and this is a togglable feature from the settings with also has a nice toggle. It wasn’t hard to implement it science there is already api for it and all I had to do is create some basic functions to use it. Next, I added dismiss buttons in the notification for 5 and 10 minutes respectively. I also fixed the bug where when dismissing the break, it would only add the minutes to the visual timer, but it wouldn’t actually dismiss the break. Also, I figured that the break message and the countdown timer during the blackout (the break) was a bit distracting, so now only the primary monitor has the break message and the countdown, the rest are just blacked out. I added some small coloring touches to the Work time and the Break time, and they now look so much better. The final feature I added is a warning when the break time is smaller than the worktime; I figured that if you work or game or just use your computer for 60min, you should take a 60sec break, so for every X minutes of screentime you should take at least X seconds of break, so now that’s what the break message says. Thank you for reading, I appreciate all feedback! Bye!"}, {"post_id": 16424, "ts": "2026-06-26T18:37:55Z", "hours": 3.3353, "text": "Hey there! I have been working on quality-of-life improvements, such as adding a nice visual indicator when the next break is skipped by making the timer red, adding dismiss buttons to the notification, making the hotkey field automatically register the key pressed and adding the option to write a custom break message. Behind the scenes I also made some quality-of-life changes to the codebase. Now the configuration autosaves after each change, so I don’t need to worry about losing the config, and thats the only big change to the codebase. Im also proud to report that now the icon is also present on the notification, which is a small but important and elegant addition😆 Now I want to focus on making the app automaticly start on user login and figuring out how to properly install it on the computer."}, {"post_id": 4359, "ts": "2026-06-07T17:32:16Z", "hours": 6.6033, "text": "I decided that python wasn’t going to cut it anymore, so I decided to learn some basic C# (I was already pretty familiar with cpp, so it wasn’t that hard) and build the program in C#. It was so much fun, and it was also simpler, because it was VERY, VERY easy with C# to do a lot of things that with python required me to use a backdoor or something. I used Rider from IntelliJ to create my project that is using WPF, a thing for designing windows apps so easily. I also used some templates I found online to just get it working (and ok, I’m guilty, I used AI for the math on the circle, and good thing I did because I have no idea how that math works) and then tried to get them working together. For the notification, well, I almost committed a crime while coding it (for legal reasons, this is a joke(●’◡’●) ) because there is always a catch with windows APIs. Either I couldn’t have a button on the notification, or I had to have a notification manager instance (or something similar, I don’t remember), or I just needed to install yet another library for it. Fortunately, it worked! It doesn’t have an icon, don’t even get me started on the icon because I don’t want to break my computer😭. Anyway, for the keyboard handler, I was blessed enough to find a template on the web for it (apparently it is standard to do it that way), and I just got it, tweaked it a little bit, and it worked! The rest just went smoothly, with a bug here… a bug there… but it worked! It works and I’m so happy! I kind of want to improve the design of the dashboard a little bit, because even though it’s clean, it still could use a little work. And if u got here, ayyy, thank you for reading. Just comment something, anything, it would make me so happy to know someone else read this whole thing! Thank you!"}, {"post_id": 3380, "ts": "2026-06-06T08:45:00Z", "hours": 0.8103, "text": "Hi there! I worked a little bit on the app and added two core features: a Config class and a way to make the program launch as admin every time. I made the config class generate a file named config.json to store all the data, and I made a function to read the data from it. I also added setters for the current hotkey, break time, work time and other fields, and it worked after fixing a few bugs. Then I focused on the program launching as admin, for which I created two new functions, one to check if the program is already running as admin (which uses a long command to check it, I found it online) and another big command to relaunch the script with admin privileges(witch I also found online). Everything works well as shown in the video!"}, {"post_id": 310, "ts": "2026-06-01T15:57:53Z", "hours": 0.4147, "text": "I added support to skip the break with a hotkey combination “Ctrl+Shift+S”. I also used a library I found online for this, and it works! I’m so happy with how this is coming together!"}, {"post_id": 289, "ts": "2026-06-01T15:07:51Z", "hours": 0.4244, "text": "I added a function to send notifications so that you can dismiss the break if you’re in a meeting or in the middle of a game. It was actually the most fun part of the program! I sed a library with a weird name I found online; win11toast. Then all I had to do is to call a method, and then questioning reality because the on_click method didn’t work, but now it does! I even added an icon to the notification! I LOVE IT!"}, {"post_id": 274, "ts": "2026-06-01T14:35:56Z", "hours": 0.6642, "text": "I made the black screen work. I used a fancy library called tkinter to create a black screen on every monitor, and to get all the monitors I used the screeninfo library. Then I looped trough every screen and added a new window to it using that tkinter class. After this, I created two methods that block and unblock some keys on the keyboard, specifically the win key, the alt key and the control key so that you can’t exit the screen and cheat your way through the break"}, {"post_id": 263, "ts": "2026-06-01T13:42:16Z", "hours": 0.305, "text": "I improved the time tracking feature. I noticed that it before it was always ~1 second late and stacked up the more time it had to track. Now I’m using time.time() function to keep track of the exact start time so that it’s always exact, compared to waiting 1 second and incrementing a counter"}, {"post_id": 209, "ts": "2026-06-01T08:33:42Z", "hours": 1.2725, "text": "I got started by creating the GitHub repo, creating the IntelliJ project, then creating multiple .py files to separate their functionalities clearly. I had to search and learn how to use the threading class, which is pretty complicated in my option, but it works, and you know what they say: “If it works, don’t touch it”. Then I found a closed eye icon on the internet and used it as the ico for the systemtray. For now, it’s just in cli, but after I make the blackout screen work, I’m going to add a nice gui."}]...
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Title: ICare by @SilentSword | Stardance
Devlogs: Title: ICare by @SilentSword | Stardance
Devlogs:
I got started by creating the GitHub repo, creating the IntelliJ project, then creating multiple .py files to separate their functionalities clearly. I had to search and learn how to use the threading class, which is pretty complicated in my option, but it works, and you know what they say: “If it works, don’t touch it”. Then I found a closed eye icon on the internet and used it as the ico for the systemtray. For now, it’s just in cli, but after I make the blackout screen work, I’m going to add a nice gui.
I improved the time tracking feature. I noticed that it before it was always ~1 second late and stacked up the more time it had to track. Now I’m using time.time() function to keep track of the exact start time so that it’s always exact, compared to waiting 1 second and incrementing a counter
I made the black screen work. I used a fancy library called tkinter to create a black screen on every monitor, and to get all the monitors I used the screeninfo library. Then I looped trough every screen and added a new window to it using that tkinter class. After this, I created two methods that block and unblock some keys on the keyboard, specifically the win key, the alt key and the control key so that you can’t exit the screen and cheat your way through the break
I added a function to send notifications so that you can dismiss the break if you’re in a meeting or in the middle of a game. It was actually the most fun part of the program! I sed a library with a weird name I found online; win11toast. Then all I had to do is to call a method, and then questioning reality because the on_click method didn’t work, but now it does! I even added an icon to the notification! I LOVE IT!
I added support to skip the break with a hotkey combination “Ctrl+Shift+S”. I also used a library I found online for this, and it works! I’m so happy with how this is coming together!
Hi there! I worked a little bit on the app and added two core features: a Config class and a way to make the program launch as admin every time. I made the config class generate a file named config.json to store all the data, and I made a function to read the data from it. I also added setters for the current hotkey, break time, work time and other fields, and it worked after fixing a few bugs. Then I focused on the program launching as admin, for which I created two new functions, one to check if the program is already running as admin (which uses a long command to check it, I found it online) and another big command to relaunch the script with admin privileges(witch I also found online). Everything works well as shown in the video!
I decided that python wasn’t going to cut it anymore, so I decided to learn some basic C# (I was already pretty familiar with cpp, so it wasn’t that hard) and build the program in C#. It was so much fun, and it was also simpler, because it was VERY, VERY easy with C# to do a lot of things that with python required me to use a backdoor or something. I used Rider from IntelliJ to create my project that is using WPF, a thing for designing windows apps so easily. I also used some templates I found online to just get it working (and ok, I’m guilty, I used AI for the math on the circle, and good thing I did because I have no idea how that math works) and then tried to get them working together. For the notification, well, I almost committed a crime while coding it (for legal reasons, this is a joke(●’◡’●) ) because there is always a catch with windows APIs. Either I couldn’t have a button on the notification, or I had to have a notification manager instance (or something similar, I don’t remember), or I just needed to install yet another library for it. Fortunately, it worked! It doesn’t have an icon, don’t even get me started on the icon because I don’t want to break my computer😭. Anyway, for the keyboard handler, I was blessed enough to find a template on the web for it (apparently it is standard to do it that way), and I just got it, tweaked it a little bit, and it worked! The rest just went smoothly, with a bug here… a bug there… but it worked! It works and I’m so happy! I kind of want to improve the design of the dashboard a little bit, because even though it’s clean, it still could use a little work. And if u got here, ayyy, thank you for reading. Just comment something, anything, it would make me so happy to know someone else read this whole thing! Thank you!
Hey there! I have been working on quality-of-life improvements, such as adding a nice visual indicator when the next break is skipped by making the timer red, adding dismiss buttons to the notification, making the hotkey field automatically register the key pressed and adding the option to write a custom break message. Behind the scenes I also made some quality-of-life changes to the codebase. Now the configuration autosaves after each change, so I don’t need to worry about losing the config, and thats the only big change to the codebase. Im also proud to report that now the icon is also present on the notification, which is a small but important and elegant addition😆 Now I want to focus on making the app automaticly start on user login and figuring out how to properly install it on the computer.
Holla, I worked on some core features but also some little improvements. The biggest change is that the app can now automatically start and this is a togglable feature from the settings with also has a nice toggle. It wasn’t hard to implement it science there is already api for it and all I had to do is create some basic functions to use it. Next, I added dismiss buttons in the notification for 5 and 10 minutes respectively. I also fixed the bug where when dismissing the break, it would only add the minutes to the visual timer, but it wouldn’t actually dismiss the break. Also, I figured that the break message and the countdown timer during the blackout (the break) was a bit distracting, so now only the primary monitor has the break message and the countdown, the rest are just blacked out. I added some small coloring touches to the Work time and the Break time, and they now look so much better. The final feature I added is a warning when the break time is smaller than the worktime; I figured that if you work or game or just use your computer for 60min, you should take a 60sec break, so for every X minutes of screentime you should take at least X seconds of break, so now that’s what the break message says. Thank you for reading, I appreciate all feedback! Bye!
Hello there, I added a few features that I needed while I was using ICare, and those being a nice background because the black one was just too basic and the timer stopping when the screen goes to sleep or when I lock the pc. To know when the pc went to sleep or the user locked the pc, I attached a listener to a SystemEvents thing, I don’t really know what it is, and now it constantly checks for SessionLock and SessionUnlock and pauses and starts the timer accordantly. For the pausing and starting the timer, I have redone its logic. Now, instead of calculating the exact time the break should start I use a stopwatch to track how much time has passed and when it reaches the desired time it triggers the break. It wasn’t easy because I runed into many bugs where, for example, it would just instantly start the break once the app launched and many such errors, but the latest version works flawlessly! Thanks for reading! Consider leaving a like or a comment if you enjoyed this devlog q(≧▽≦q)!
Dear reader, thank you for reading. I promise this devlog is gonna be fun to read trough. The biggest utility change is that the timer now pauses when the screen goes to sleep. To do this, I had to use some low-level hooks that I’m not a master in, but it was fun to use them and debug the errors. Then I wandered about how I could make the app report errors it had back to me while also putting YOUR 🫵 privacy on the first place. I found Sentry, an app which has a more than enough free plan for this use case. What Sentry does it’s that it collects all the errors and stores them in one dashboard, along with many other features. The setup was fairly simple; it wasn’t that big of a hustle. Next, I also added a darker picture for the background for when the pc is in dark mode so that you don’t get flash banged when a break suddenly starts and its 3am. To choose the correct picture, it checks a specific value from a specific path where Windows keeps the current theme. Here I had a problem with memory leak which required more debugging because the images were being kept in memory, twice, and they would also get deleted after each use? It was a mess, but now its fixed. The last change is in the UI. I decided to keep ICare at a fixed size so that the layout is more consistent, and then I adapted the Settings view to the new dimensions. Thank you so much for staying! I’m sure I have a long way to go until ICare reaches a reasonable standard, but I hope you had fun reading through my journey. Thanks again! P.S: You can show me that you’re interested in this by just leaving a like on this devlog and it will make me happy to know that someone read it!
Hy there, I implemented two major things, those being a dark theme and an actual installer and updater. The dark theme: For this, I created two xaml files with the same SolidColorBrush names but with different colors, then I used ResourceDictionary and MergedDictionaries to change the current used file for the theme. After this I had to play with the color values because apparently you have to have layers to your app and yeah, it was a long and boring process of running the app, thinking if it needs to be darker or lighter, then going to the color picker and changing the value accordantly, then copying that into the program and repeating, but it worked! To make the title bar change color I found out that you need to import some of those weird libraries, again. I don’t understand every part of that function, but it does work. To change the theme, I removed the custom message box from settings and replaced it with a light/dark toggle for the theme. The installer and updater: For this, I used Velopack, which is great! It doesn’t require admin to install, it also has an updater, and it just works! Unfortunately, for the GitHub build action, I had no ideea how to write it, so just used Claude to do it for me, but that’s not really part of the app so it’s ok (I think?). Then, I wanted to have a way for the user to update the app with some confirmation things, because before I just had one button that you clicked, it shows no progress, and if it did find an update it would immediately restart the app, no questions asked. Now, in the bottom right of settings, there is some text that acts like a button which has all the states from let’s say no update found to ready to download to ready to install and more. That’s pretty much it, thanks for reading!
Holla, I’ve been working on a kind of useless bug that took me a long time to fix. The problem was that when the app was enabled to start automatically, you could still disable it from task manager. The bad thing is, I had no way of knowing if it was enabled or disabled from task manager, so I build one, and after that, I wanted a way to get notified when the user changed the disabled/enabled state, so I used a function named RegNotifyChangeKeyValue witch I’ve configured to notify the app when ICare’s state changed. I created a hole separate class for that named AutostartWatcher.cs, and it works flawlessly! Thanks for reading!
Hi there, I’m writing this from my laptop since the PC is used right now, I hope the recording still looks smooth :) I took a break for a few weeks; therefore, I don’t remember what the first few hours of this devlog went into, I recon I might have just fixed some bugs I found while using the app. Buuuuuuut I do know the latest feature I’ve been working on, right now it’s just a menu with the apps installed (almost all), and the target functionality is to be able to create multiple apps groups in which the app will either just pause or alert you with a message similar to the meeting overlay. While implementing this new window, I learned about ObservableCollection and ListBox s, which were new concepts to me, but I love how they nicely combine together. For the ObservableCollecton specifically, I created a new data model called InstalledApp, which has a Name, a ExePath and an Icon field. After hitting random bugs, such as the view (an ListCollectionView ) not being initialized fast enough, I finally got a bare-bones version working. It’s ugly, it’s messy, but I’m hitting the 10h mark and I have to write this devlog.
Holla dear readers! In this devlog I’m happy to announce that I finally added tests to the app, and they are great, they helped me debug much faster, and that’s not the only feature I added. But by far the most important feature added is that now the break warning will also be displayed if there is currently a full screen app opened, which might be the most important feature of the hole app. As you can see in the screenshot below, I modified the break overlay warning message box to be a floating island with a see trough background with rounded corners! Also, when it gets down to 3 seconds, the timer turns red , and I’m super happy with how it turned out! That’s it for this devlog, enjoy the new version!
Okkkkkkkay. I finally finished making two more views and linked the logic of the app groups/folders with their specific rules to the actual app timer. Even though the GUI isn’t pretty to look at, I just focused on getting it working. I did a terrific job at sniping all the bugs (took me 9h man😭😭), but I did also use a Claude’s help when I couldn’t find the root cause. The core ideea of the app works right now, what I do have left is fixing the UI for the newly added views (i have a LOT of work to do here) and implementing the rest of the “small” features I have in mind. Right now, it’s not pleasant to look at, but this is not what this devlog is about, it’s about the functionality I added to the app. To explain it in more detail, you can now create groups/folders with different apps inside of them and different rules applied for each group , meaning that if you don’t want the app to track the time you spend in let’s say Slack and other messaging apps, you can create a folder with that rule, and thats it. There are still bugs, like it not saving its config file 100% of the time or the fact that you can’t delete folders, or that you can add an app to multiple folders, etc… But I was getting close to the 10h mark and I had to post a devlog. See ya next time!
Hi there, I realized that I won’t have enough time to build all the features I want for ICare, so I updated the readme, polished some things, temporarily disabled the AppsView since it still needs a lot of work on animations and other stuff, and I’m ready to ship!
Ships:
ICare is an eye break reminder app that FORCES you to take your breaks, and not just that, it adapts to YOUR needs. Overlay warnings, notifications, dark/light theme, automatic start, idle detection, Fullscreen detection, meeting trackers and more! ICare has them all. It started with my eye doctor telling me to start using the 20/20/20 rule, but it was hard to keep consistency, so I started building an app, and then added a new feature, and another one, and so on until we are here XD! I strongly recommend you read the readme file from GitHub, I explained everything in depth there. IMPORTANT - WINDOWS 10/11 ONLY...
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matthew.heng.org by @Hengtime787 | Stardance
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Hengtime787
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1
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8.38
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T07:32:29Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website, to display updates on me, my projects, and anything that I find interesting. The custom styling was difficult, especially with weird blur propertiesm as was Javascript at the start, to toggle the custom responsive navigation bar. Overall, I think I created a unique website that is a little weird, just like me.", "repo": "https://github.com/Hengtime787/Astra", "demo": "https://matthew.heng.org"}]...
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[{"post_id": 72051, "ts": "202 [{"post_id": 72051, "ts": "2026-09-22T02:38:54Z", "hours": 0.3775, "text": "Just updated the super small readme with a bunch of stuff. ps – whoever invented the .md file; thank you so much."}, {"post_id": 71037, "ts": "2026-09-20T07:29:06Z", "hours": 0.6561, "text": "Hi everyone! matthew.heng.org is ready for shipping! It’s my personal website that I post my current project info on. I like tinkering with the styling and layout every now and then, and stardance was a great chance to do a bit more. If it sounds interesting do you, feel free to drop by at https://matthew.heng.org . Thanks for reading!"}, {"post_id": 64059, "ts": "2026-09-08T06:02:51Z", "hours": 1.0256, "text": "Hi! My website is mostly ready for shipping! https://matthew.heng.org (may not be up to date because of filezilla manual transfers). I use it for posting updates of my latest projects, random stuff about me, and just as a platform for testing things out. A few more things to implement before I ship. 1 - a reliable posting system, almost like a blog and these sorts of devlogs. 2- Nav bar spinner to indicate weather the navigation menu is opened or closed, like that found on https://asus-linux.org (I’m not affiliated! Just love their web design). I lost about 39 minutes of coding time because when I came back from vacation, my git repo was out of sync with my local (computer at home one), which I had a few changes on, so I just nuked the local dir, and restarted which is fine, because I did coding on vacation. Then I realised that I had renamed the folder, so in Code -OSS, Hackatime thought that I was working on a different project. Theres a few issues with Hackatime and how a lot of platforms don’t support it, as displayed in my Atlas devlogs. I did some digging too, and this isn’t really Hack Club’s fault. The fact that they made such a comprehensive tracking plugin (albeit on the shoulders of Wakatime), is pretty cool already. For editors like SPCK, the one I used on my phone on vacation just don’t have a way to make the plugin available to it. Totally fine, just maybe something cool to be fixed? Anyways, ramble aside, Thank you for reading this enourmous log written at exactly 23:59 in the morning. And thanks Hack Club! – ps, in the screenshot I have like three panes in code oss. I don’t code like that, that would fry my brain. –"}, {"post_id": 49342, "ts": "2026-08-18T03:30:49Z", "hours": 6.1972, "text": "Been working on a few projects coding off my phone on vacation. Sadly hacktime isn’t supported by spck editor, so my new Atlas project is under the radar, as is my recent website changes. Can still post to github though, so that’s cool. Anyways, website has been updated with better fonts and less jank."}, {"post_id": 631, "ts": "2026-06-02T04:34:59Z", "hours": 0.5153, "text": "My (Slightly Self Centred) Website. Started it a while ago and now I’m actually updating it."}]...
|
Title: matthew.heng.org by @Hengtime787 | Stardanc Title: matthew.heng.org by @Hengtime787 | Stardance
Devlogs:
My (Slightly Self Centred) Website. Started it a while ago and now I’m actually updating it.
Been working on a few projects coding off my phone on vacation. Sadly hacktime isn’t supported by spck editor, so my new Atlas project is under the radar, as is my recent website changes. Can still post to github though, so that’s cool. Anyways, website has been updated with better fonts and less jank.
Hi! My website is mostly ready for shipping! https://matthew.heng.org (may not be up to date because of filezilla manual transfers). I use it for posting updates of my latest projects, random stuff about me, and just as a platform for testing things out. A few more things to implement before I ship. 1 - a reliable posting system, almost like a blog and these sorts of devlogs. 2- Nav bar spinner to indicate weather the navigation menu is opened or closed, like that found on https://asus-linux.org (I’m not affiliated! Just love their web design). I lost about 39 minutes of coding time because when I came back from vacation, my git repo was out of sync with my local (computer at home one), which I had a few changes on, so I just nuked the local dir, and restarted which is fine, because I did coding on vacation. Then I realised that I had renamed the folder, so in Code -OSS, Hackatime thought that I was working on a different project. Theres a few issues with Hackatime and how a lot of platforms don’t support it, as displayed in my Atlas devlogs. I did some digging too, and this isn’t really Hack Club’s fault. The fact that they made such a comprehensive tracking plugin (albeit on the shoulders of Wakatime), is pretty cool already. For editors like SPCK, the one I used on my phone on vacation just don’t have a way to make the plugin available to it. Totally fine, just maybe something cool to be fixed? Anyways, ramble aside, Thank you for reading this enourmous log written at exactly 23:59 in the morning. And thanks Hack Club! – ps, in the screenshot I have like three panes in code oss. I don’t code like that, that would fry my brain. –
Hi everyone! matthew.heng.org is ready for shipping! It’s my personal website that I post my current project info on. I like tinkering with the styling and layout every now and then, and stardance was a great chance to do a bit more. If it sounds interesting do you, feel free to drop by at https://matthew.heng.org . Thanks for reading!
Just updated the super small readme with a bunch of stuff. ps – whoever invented the .md file; thank you so much.
Ships:
I made a personal website, to display updates on me, my projects, and anything that I find interesting. The custom styling was difficult, especially with weird blur propertiesm as was Javascript at the start, to toggle the custom responsive navigation bar. Overall, I think I created a unique website that is a little weird, just like me....
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1793008193.7317605
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1793094593.7317605
|
|
57890
|
Entering dimension by @Irongolem | Stardance
|
Irongolem
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T07:26:47Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "hey guys so i made this website based on a puzzle ,i mean this website has a puzzle in it self ,visitors have to find a 1.show which is quite popular (hint: it is a conspiracy drama),2. a game which is very creative ,3. a comic book (hint: it is written by belgian writer ) this is my first project and i was unfamiliar with the terms and applications but gradually got adapted i took a little help from ai to understand some terms ,,,so thats it", "repo": "https://github.com/Irongolem222/Entering-dimension", "demo": "https://irongolem222.github.io/Entering-dimension/"}]...
|
[{"post_id": 61440, "ts": "202 [{"post_id": 61440, "ts": "2026-09-04T11:06:42Z", "hours": 1.0622, "text": "I created a website that interesting puzzle it is actually very easy to solve in which we have to guess 1 show ,1 game ,1 comic book in order to do that we can get the hints that are present on the site inn form of text or image … Best of luck"}]...
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Title: Entering dimension by @Irongolem | Stardanc Title: Entering dimension by @Irongolem | Stardance
Devlogs:
I created a website that interesting puzzle it is actually very easy to solve in which we have to guess 1 show ,1 game ,1 comic book in order to do that we can get the hints that are present on the site inn form of text or image … Best of luck
Ships:
hey guys so i made this website based on a puzzle ,i mean this website has a puzzle in it self ,visitors have to find a 1.show which is quite popular (hint: it is a conspiracy drama),2. a game which is very creative ,3. a comic book (hint: it is written by belgian writer ) this is my first project and i was unfamiliar with the terms and applications but gradually got adapted i took a little help from ai to understand some terms ,,,so thats it...
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1793005029.0227587
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1793091429.0227587
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63664
|
CatOS by @CatPowerz | Stardance
|
CatPowerz
|
2
|
3.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T07:02:34Z", "hours": 1.0, "multiplier": 1.95, "payout": 3, "blessing": "neutral", "text": "This is CatOS, aka WebOS 2, a better and more complete version than WebOS 1. It has multiple extra features, and even my own music that I composed! Please check it out, I’m very proud that the website turned out so well. It was pretty hard juggling the urge to finish this with the rest of my project, but I learned how to do so.", "repo": "https://github.com/CatPowerz/StardanceWebOS/", "demo": "https://catpowerz.github.io/StardanceWebOS/"}, {"ship_num": 2, "ts": "2026-09-19T12:00:47Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "CatOS is live! A fully working WebOS 1 made for Stardance, featuring cute cats, a notepad and a welcome screen. The project is live on Github Pages. It was pretty doable, but it took some time. I barely used AI, only for debugging specific logic, but the main CSS/HTML is handwritten by me.", "repo": "https://github.com/CatPowerz/StardanceWebOS/", "demo": "https://catpowerz.github.io/StardanceWebOS/"}]...
|
[{"post_id": 71022, "ts": "202 [{"post_id": 71022, "ts": "2026-09-20T06:53:45Z", "hours": 0.4553, "text": "Oops, I nearly forgot to write the README. I polished everything and if nothing went wrong it’s now live."}, {"post_id": 71010, "ts": "2026-09-20T06:24:37Z", "hours": 0.5292, "text": "CatAudio is the final app for WebOS 2: an app where you can play two soundtracks composed by the great great…. me?? Guys I really need FL Studio cuz my DAW is feeling like editing audio like MS Paint. However, I’m still very proud. Just a few more changes and then I can ship."}, {"post_id": 70992, "ts": "2026-09-20T05:32:50Z", "hours": 0.4936, "text": "Oohhh, spicy Notepad save/load system and settings panel where you can change the background image, the background transparency (brightness) and even the font."}, {"post_id": 70577, "ts": "2026-09-19T11:55:41Z", "hours": 0.3406, "text": "CatOS is done! The app now fully works, has three apps (new is a notepad, which you can write in. It does not yet save, so upon closing a tab (not minimizing) you’ll lose the notes. I’ll add save/load in WebOS 2). The app feels really smooth. Go check it out on https://catpowerz.github.io/StardanceWebOS/"}, {"post_id": 70554, "ts": "2026-09-19T11:15:24Z", "hours": 0.2717, "text": "Once you got your WebOS framework done, making new windows isn’t even that hard. The second app on the desktop is now a picture of my cute cat named Pixel :). I also polished a bit (by making windows spawn randomly) and got ready to make the third and final app for WebOS 1, a notepad."}, {"post_id": 70483, "ts": "2026-09-19T08:27:55Z", "hours": 1.8575, "text": "I now have a welcome window ready. Basic functions, like open/close, minimize, and fullscreen now work. Also topbar and bottombar work. You can drag the window btw ;) Now I’m thinking to add a photo of my cat Pixel and a notepad. I already configured the buttons."}]...
|
Title: CatOS by @CatPowerz | Stardance
Devlogs:
I Title: CatOS by @CatPowerz | Stardance
Devlogs:
I now have a welcome window ready. Basic functions, like open/close, minimize, and fullscreen now work. Also topbar and bottombar work. You can drag the window btw ;) Now I’m thinking to add a photo of my cat Pixel and a notepad. I already configured the buttons.
Once you got your WebOS framework done, making new windows isn’t even that hard. The second app on the desktop is now a picture of my cute cat named Pixel :). I also polished a bit (by making windows spawn randomly) and got ready to make the third and final app for WebOS 1, a notepad.
CatOS is done! The app now fully works, has three apps (new is a notepad, which you can write in. It does not yet save, so upon closing a tab (not minimizing) you’ll lose the notes. I’ll add save/load in WebOS 2). The app feels really smooth. Go check it out on https://catpowerz.github.io/StardanceWebOS/
Oohhh, spicy Notepad save/load system and settings panel where you can change the background image, the background transparency (brightness) and even the font.
CatAudio is the final app for WebOS 2: an app where you can play two soundtracks composed by the great great…. me?? Guys I really need FL Studio cuz my DAW is feeling like editing audio like MS Paint. However, I’m still very proud. Just a few more changes and then I can ship.
Oops, I nearly forgot to write the README. I polished everything and if nothing went wrong it’s now live.
Ships:
CatOS is live! A fully working WebOS 1 made for Stardance, featuring cute cats, a notepad and a welcome screen. The project is live on Github Pages. It was pretty doable, but it took some time. I barely used AI, only for debugging specific logic, but the main CSS/HTML is handwritten by me.
This is CatOS, aka WebOS 2, a better and more complete version than WebOS 1. It has multiple extra features, and even my own music that I composed! Please check it out, I’m very proud that the website turned out so well. It was pretty hard juggling the urge to finish this with the rest of my project, but I learned how to do so....
|
1793058788.507795
|
1793145188.507795
|
|
58239
|
JainilOS by @jainilgringlani | Stardance
|
jainilgringlani
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T06:34:01Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "“I have made my own personal web-based OS. My OS consists of a file manager, a recycle bin, notes, and a terminal. I am very proud that I can now use my own OS.”", "repo": "https://github.com/jainilgringlani499-cloud/JainilOS", "demo": "https://jainilgringlani499-cloud.github.io/JainilOS/"}]...
|
[{"post_id": 70568, "ts": "202 [{"post_id": 70568, "ts": "2026-09-19T11:37:49Z", "hours": 0.7114, "text": "Just to make a newer version of my os version 3"}, {"post_id": 68099, "ts": "2026-09-14T14:47:54Z", "hours": 4.3222, "text": "I am working on my project to make it more good I am improving it."}, {"post_id": 61994, "ts": "2026-09-05T06:16:32Z", "hours": 0.2581, "text": "I am working on my personal OS. JainilOS"}]...
|
Title: JainilOS by @jainilgringlani | Stardance
D Title: JainilOS by @jainilgringlani | Stardance
Devlogs:
I am working on my personal OS. JainilOS
I am working on my project to make it more good I am improving it.
Just to make a newer version of my os version 3
Ships:
“I have made my own personal web-based OS. My OS consists of a file manager, a recycle bin, notes, and a terminal. I am very proud that I can now use my own OS.”...
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1793008064.4908671
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1793094464.4908671
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|
9623
|
Doombot - Slack by @Imtiaz | Stardance
|
Imtiaz
|
2
|
4.0
|
8
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T06:07:48Z", "hours": 3.0, "multiplier": 2.84, "payout": 8, "blessing": "neutral", "text": "Doombot, Full Project, running on nest, working.", "repo": "https://github.com/imtua/doombot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}, {"ship_num": 2, "ts": "2026-08-01T01:48:00Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Done as it said, nest doing its work and mridu slack bot replying!", "repo": "https://github.com/imtua/doombot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
|
[{"post_id": 54208, "ts": "202 [{"post_id": 54208, "ts": "2026-08-25T02:59:15Z", "hours": 0.26, "text": "worked on the repo and readme file"}, {"post_id": 53784, "ts": "2026-08-24T14:12:22Z", "hours": 2.0833, "text": "Guess it works."}, {"post_id": 39231, "ts": "2026-08-02T02:00:29Z", "hours": 0.5914, "text": "Fixed everything it needed to be fixed. Now it’s working! Go to hack club workspace, head to #bot-spam and try /mridu-help."}, {"post_id": 9262, "ts": "2026-06-15T15:34:19Z", "hours": 0.2911, "text": "Added features!"}, {"post_id": 9199, "ts": "2026-06-15T13:18:00Z", "hours": 0.4108, "text": "Just completed the guide as the stardance guide says, ill take it now and start doing afterwards."}]...
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Title: Doombot - Slack by @Imtiaz | Stardance
Dev Title: Doombot - Slack by @Imtiaz | Stardance
Devlogs:
Just completed the guide as the stardance guide says, ill take it now and start doing afterwards.
Added features!
Fixed everything it needed to be fixed. Now it’s working! Go to hack club workspace, head to #bot-spam and try /mridu-help.
Guess it works.
worked on the repo and readme file
Ships:
Done as it said, nest doing its work and mridu slack bot replying!
Doombot, Full Project, running on nest, working....
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1792994153.39943
|
1793080553.39943
|
|
4192
|
Artemis Hub by @PolarisSpace | Stardance
|
PolarisSpace
|
2
|
26.71
|
220
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T05:49:39Z", "hours": 7.0, "multiplier": 11.2, "payout": 78, "blessing": "neutral", "text": "This is my final ship for this project, I would encourage you to read my last shipment as I go in more detail of what the project is about. Basically, I built a central website hub that provides information on the Artemis Program. You can find certain information on my website within a few clicks what takes 4-8 clicks on the NASA website. Between the first ship to this one, I’ve mainly just been implementing some feedback I got from the first ship such as adding more text information in case someone doesn’t want to watch the videos, and adding random facts about the astronauts. I added dropdowns which display text which you can click to show, I made them drop down just to save space in the screen if it’s not being used. What took me a bit of time though was adding a script that would provide random information about each Artemis mission every time the page is loaded. That part took a little bit because I was running into an issue where facts for Artemis II would show but not Artemis III, it all had to do with text above overriding the text below. I just resolved this issue by adding the Arrays to the individual HTML files as they just shared the main.js file before.", "repo": "https://github.com/PolarisSpaceDev/ArtemisHub.github.io", "demo": "https://ursa-minor-studios.github.io/ArtemisHub.github.io/"}, {"ship_num": 2, "ts": "2026-07-12T02:00:28Z", "hours": 18.0, "multiplier": 7.99, "payout": 142, "blessing": "neutral", "text": "My project is called Artemis Hub, a static website that provides centralized information about the Artemis Program while showing our progress in building a moon base. It prevents people from navigating to multiple YouTube videos or the entire NASA site (I Frequently have to make multiple clicks to navigate that massive site), and just provides all that information on one page. Even to read information about Artemis II on the NASA site, you still have to view more than one page. So that’s the problem this project solves. To me the most challenging part of it was UI design, that’s what I spent most of my time on. I’m not very good at UI design, so this project allowed me to experiment with UI and I’m getting an idea of what works, doesn’t or what could be done better which will help me in future projects. I’ve also learned how to create a JavaScript countdown timer. For those testing the project, I am still working on responsive design, the site is navigable on mobile devices, but it’s a work in progress. This isn’t the final site, I still have more to do, but I’m doing a in-progress shipment. One thing I am proud of is getting the JavaScript countdown working, and the horizontal carousels made. I was too lazy to figure out how to make a carousel in JavaScript so I just used CSS to position each card and style the trackbar. I wasn’t sure if it was going to work, but it did.", "repo": "https://github.com/PolarisSpaceDev/ArtemisHub.github.io", "demo": "https://ursa-minor-studios.github.io/ArtemisHub.github.io/"}]...
|
[{"post_id": 78906, "ts": "202 [{"post_id": 78906, "ts": "2026-10-12T00:16:04Z", "hours": 1.7078, "text": "Made some progress on my Artemis website! Below is the changelog, but the highlight I have to share is the addition of a “Blogs” page that organizes blogs into rows. These blogs will be more detailed Artemis Updates. It’s the first blog structure I’ve done, so wanted to try it out. I also moved the left navigation bubble content to a bottom navigation bar. Removed Removed the bubble navbar on left side (Got moved to newely added bottom navbar) Added Bottom navigation bar Blog Page First Artemis Blog I would encourage you to look around the repository because I made some additions to it. I added badges at the top of the README file to neatly display some information about the website such as its version, programming languages, etc. Also added a CHANGELOG.md file so you can read every single change I’ve made to this website and read any future updates that are released. Created a Discussions tab at Top menu bar > Discussions so I can make announcements and updates about this project."}, {"post_id": 51420, "ts": "2026-08-21T03:36:32Z", "hours": 1.2047, "text": "Completed Artemis II page Completed the Artemis II page where I explained the flight profile, preparations, and its full flight timeline."}, {"post_id": 50781, "ts": "2026-08-20T04:49:37Z", "hours": 0.71, "text": "Artemis II Page Update! Devlog Formatting This is the first devlog that’s formatted nicely, I’ve been writing them on my phone and for some reason it doesn’t format there at all just displays as a large paragraph. But I’m writing this one on a computer allowing me to format paragraphs and headings. Artemis II page I’ve been working on the Artemis II page, I’m not quite finished but got the history of it and the preperations which explains the stacking timeline and the heatshield issue. Artemis I Timeline I added a timeline to the Artemis I page which you can see in the demo link. It shows major events that happened from stacking to reentry. Another thing I did was update the status of Artemis III below that countdown banner."}, {"post_id": 50607, "ts": "2026-08-19T20:21:50Z", "hours": 5.0447, "text": "Hello It’s been a little while since my last devlog but I plan to make them more frequently. This is my first log sincemy first shipment and Ive been spending thelasst 5 hours trying to implement the feedback I got. 1. Someone said it would be nice to see some facts about the astronauts, so I did something like that. I made an array that displays a random fact about the missions every time the page loads. This one took me a while to do because I was running into an issue where the Artemis I facts would display but not the subsequent ones. I went onto Stack Overflow and problem is resolved. 2. Someone said it would be nice to read texts about the missions rather thaan rely on videos because some people have different preferences for how they learn information. So what I did is created a series of dropdowns on the very bottom that tells you information aout the mission. I chose a dropdown format so they dont take up as much space on the page if its not being read."}, {"post_id": 26960, "ts": "2026-07-12T01:48:18Z", "hours": 1.1619, "text": "During this time, I have embedded two NASA simulations into the website for visualization. You can fine them by going to the Artemis II page and going to the moon base page under “Explore”. I also embedded some YouTube videos to #1 let people understand the idea of the Artemis Program and CLPS who aren’t familiar, and #2 you don’t have to search for multiple YouTube videos potentially on different channels. They all are here. And honestly, when you’re navigating a website, it’s more convenient to watch an embedded video than navigate to YouTube. The last thing I worked on a little bit was making the moon base section more mobile responsive. Still looks a little off, but better than it was before."}, {"post_id": 26647, "ts": "2026-07-11T16:13:29Z", "hours": 4.8525, "text": "Quite afew things have been added since my first devlog. So far I’ve worked a little bit on responsive design to make it more viewable on mobile. I also created a little bubble menu which allows you to transition between Hubs. I created a moon basepage which will provide centralized infirmation on our moon base plans specifically. I’m currently inn the process of implementing some of the simulations NASA created within my website through embedding."}, {"post_id": 17701, "ts": "2026-06-28T16:49:08Z", "hours": 6.7403, "text": "I did quite a few things during this 6 hours. First off, I moved the countdown to the top, andit sticks to the top. Secondly, I added a timeline to visually see each launch. The timeline I used is called JSTimrline which ises a spreadsheet you can embed to add a timeline. They also leave the option for you to create a JSON file ehich gives you more styling options. But I didn’t opt into that. Last thing, I’m leaarning how to use api’s. What you can see in the console is the bio for Cristina Koch provided by Launch Library II. I plan to create a bio for eaach of these astronauts only using the api, if the contents of the api change the web page should change automatically. Although I’m limited to 15 requests per hour which is annoying."}, {"post_id": 6291, "ts": "2026-06-10T16:00:06Z", "hours": 2.4675, "text": "I figured out how to make a countdown timer with JavaScript. This will count down the time left until the next Artemis launch. I also included a little tour of the website in the video. In the video I wait fir about 20 seconds to see that number hit 0. You can skip about 20 seconds if you don’t want to wait for that. Then the bottom of the countdown I will input the status of the Artemis mission. I don’t spend a whole lot of time with JavaScript which is why it took me 2 hours to do. Most of my time was figuring out the milliseconds to years, months, days, etc. I wanted it to show 2 days and 4 hours instead of something like 4000 hours. Another thing included in the video is a tour of some of my code. Let me know if you have any feedback."}, {"post_id": 4664, "ts": "2026-06-08T02:08:01Z", "hours": 2.5367, "text": "I’m creating a website that will provide centralized information about the Artemis Program. Demo is linked in the project for you to try out. I still need to make the website more responsive. What I did today was make the landing page for this website. This so far will include Artemis livestreams, videos, and information on specific missions. Deploying this on Github was a big pain because I needed to restructure the entire website directory, so GitHub could find my index.html file, stylesheet, and images. Let me know if you have any feedback, I’m probably going to make the carousels smaller."}]...
|
Title: Artemis Hub by @PolarisSpace | Stardance
D Title: Artemis Hub by @PolarisSpace | Stardance
Devlogs:
I’m creating a website that will provide centralized information about the Artemis Program. Demo is linked in the project for you to try out. I still need to make the website more responsive. What I did today was make the landing page for this website. This so far will include Artemis livestreams, videos, and information on specific missions. Deploying this on Github was a big pain because I needed to restructure the entire website directory, so GitHub could find my index.html file, stylesheet, and images. Let me know if you have any feedback, I’m probably going to make the carousels smaller.
I figured out how to make a countdown timer with JavaScript. This will count down the time left until the next Artemis launch. I also included a little tour of the website in the video. In the video I wait fir about 20 seconds to see that number hit 0. You can skip about 20 seconds if you don’t want to wait for that. Then the bottom of the countdown I will input the status of the Artemis mission. I don’t spend a whole lot of time with JavaScript which is why it took me 2 hours to do. Most of my time was figuring out the milliseconds to years, months, days, etc. I wanted it to show 2 days and 4 hours instead of something like 4000 hours. Another thing included in the video is a tour of some of my code. Let me know if you have any feedback.
I did quite a few things during this 6 hours. First off, I moved the countdown to the top, andit sticks to the top. Secondly, I added a timeline to visually see each launch. The timeline I used is called JSTimrline which ises a spreadsheet you can embed to add a timeline. They also leave the option for you to create a JSON file ehich gives you more styling options. But I didn’t opt into that. Last thing, I’m leaarning how to use api’s. What you can see in the console is the bio for Cristina Koch provided by Launch Library II. I plan to create a bio for eaach of these astronauts only using the api, if the contents of the api change the web page should change automatically. Although I’m limited to 15 requests per hour which is annoying.
Quite afew things have been added since my first devlog. So far I’ve worked a little bit on responsive design to make it more viewable on mobile. I also created a little bubble menu which allows you to transition between Hubs. I created a moon basepage which will provide centralized infirmation on our moon base plans specifically. I’m currently inn the process of implementing some of the simulations NASA created within my website through embedding.
During this time, I have embedded two NASA simulations into the website for visualization. You can fine them by going to the Artemis II page and going to the moon base page under “Explore”. I also embedded some YouTube videos to #1 let people understand the idea of the Artemis Program and CLPS who aren’t familiar, and #2 you don’t have to search for multiple YouTube videos potentially on different channels. They all are here. And honestly, when you’re navigating a website, it’s more convenient to watch an embedded video than navigate to YouTube. The last thing I worked on a little bit was making the moon base section more mobile responsive. Still looks a little off, but better than it was before.
Hello It’s been a little while since my last devlog but I plan to make them more frequently. This is my first log sincemy first shipment and Ive been spending thelasst 5 hours trying to implement the feedback I got. 1. Someone said it would be nice to see some facts about the astronauts, so I did something like that. I made an array that displays a random fact about the missions every time the page loads. This one took me a while to do because I was running into an issue where the Artemis I facts would display but not the subsequent ones. I went onto Stack Overflow and problem is resolved. 2. Someone said it would be nice to read texts about the missions rather thaan rely on videos because some people have different preferences for how they learn information. So what I did is created a series of dropdowns on the very bottom that tells you information aout the mission. I chose a dropdown format so they dont take up as much space on the page if its not being read.
Artemis II Page Update! Devlog Formatting This is the first devlog that’s formatted nicely, I’ve been writing them on my phone and for some reason it doesn’t format there at all just displays as a large paragraph. But I’m writing this one on a computer allowing me to format paragraphs and headings. Artemis II page I’ve been working on the Artemis II page, I’m not quite finished but got the history of it and the preperations which explains the stacking timeline and the heatshield issue. Artemis I Timeline I added a timeline to the Artemis I page which you can see in the demo link. It shows major events that happened from stacking to reentry. Another thing I did was update the status of Artemis III below that countdown banner.
Completed Artemis II page Completed the Artemis II page where I explained the flight profile, preparations, and its full flight timeline.
Made some progress on my Artemis website! Below is the changelog, but the highlight I have to share is the addition of a “Blogs” page that organizes blogs into rows. These blogs will be more detailed Artemis Updates. It’s the first blog structure I’ve done, so wanted to try it out. I also moved the left navigation bubble content to a bottom navigation bar. Removed Removed the bubble navbar on left side (Got moved to newely added bottom navbar) Added Bottom navigation bar Blog Page First Artemis Blog I would encourage you to look around the repository because I made some additions to it. I added badges at the top of the README file to neatly display some information about the website such as its version, programming languages, etc. Also added a CHANGELOG.md file so you can read every single change I’ve made to this website and read any future updates that are released. Created a Discussions tab at Top menu bar > Discussions so I can make announcements and updates about this project.
Ships:
My project is called Artemis Hub, a static website that provides centralized information about the Artemis Program while showing our progress in building a moon base. It prevents people from navigating to multiple YouTube videos or the entire NASA site (I Frequently have to make multiple clicks to navigate that massive site), and just provides all that information on one page. Even to read information about Artemis II on the NASA site, you still have to view more than one page. So that’s the problem this project solves. To me the most challenging part of it was UI design, that’s what I spent most of my time on. I’m not very good at UI design, so this project allowed me to experiment with UI and I’m getting an idea of what works, doesn’t or what could be done better which will help me in future projects. I’ve also learned how to create a JavaScript countdown timer. For those testing the project, I am still working on responsive design, the site is navigable on mobile devices, but it’s a work in progress. This isn’t the final site, I still have more to do, but I’m doing a in-progress shipment. One thing I am proud of is getting the JavaScript countdown working, and the horizontal carousels made. I was too lazy to figure out how to make a carousel in JavaScript so I just used CSS to position each card and style the trackbar. I wasn’t sure if it was going to work, but it did.
This is my final ship for this project, I would encourage you to read my last shipment as I go in more detail of what the project is about. Basically, I built a central website hub that provides information on the Artemis Program. You can find certain information on my website within a few clicks what takes 4-8 clicks on the NASA website. Between the first ship to this one, I’ve mainly just been implementing some feedback I got from the first ship such as adding more text information in case someone doesn’t want to watch the videos, and adding random facts about the astronauts. I added dropdowns which display text which you can click to show, I made them drop down just to save space in the screen if it’s not being used. What took me a bit of time though was adding a script that would provide random information about each Artemis mission every time the page is loaded. That part took a little bit because I was running into an issue where facts for Artemis II would show but not Artemis III, it all had to do with text above overriding the text below. I just resolved this issue by adding the Arrays to the individual HTML files as they just shared the main.js file before....
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1792986560.635095
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1793072960.635095
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53985
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Charlie's Terminal Game Compendium by @Charlie Charlie's Terminal Game Compendium by @Charlie_Coder | Stardance...
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Charlie_Coder
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1
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14.29
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T05:41:25Z", "hours": 14.0, "multiplier": 1.38, "payout": 0, "blessing": "neutral", "text": "I have made a simple game compendium which runs in the terminal and is text based. It is a python based compendium, which stores data in text files, and is installed using pip (instructions on the pypi project). There are three games: Connect 4, Tic Tac Toe, and Number Guesser. These games challenged my abilities in coding, as this was a very challenging game to code. I have only very basic knowledge of python coding. However, number guesser was noticeably easier as it was single lines, rather than me trying to invent a way to store the data of where various tokens were positioned. Overall, I put a lot of effort and time into this game compendium. While I am a beginner coder, and while it is only text based, I am proud of what I have managed to create, and that it can now be installed with pip. I hope you enjoy this game :)", "repo": "https://github.com/CharlieLindsay/charlie-s-game-compendium", "demo": "https://pypi.org/project/charlie-game-compendium/"}]...
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[{"post_id": 77179, "ts": "202 [{"post_id": 77179, "ts": "2026-10-05T23:02:53Z", "hours": 0.2889, "text": "My last shipment failed because I was getting the user to manually state when they win. While this was intentional, as in real life, part of Connect 4 and Tic Tac Toe (noughts and crosses) is keeping track. However, I like the suggestion, and the 2 games that didn’t have win detection now do. Now I believe I am ready to ship. This project was supposed to be a small code I was writing for me to learn Python skills, but it has turned out much bigger than I expected, and now I am proud of that implementation, so I am going to ship again :)"}, {"post_id": 70994, "ts": "2026-09-20T05:35:19Z", "hours": 0.5897, "text": "Hopefully time to ship! I have done some of the final touches, and I got it on pypi, so it can now be installed using pip command: pip install charlie-game-compendium and run using: charlie-games"}, {"post_id": 69773, "ts": "2026-09-17T19:19:40Z", "hours": 1.5142, "text": "I have completed the tic tac toe game and leaderboard. The overall shell of the game is complete :)"}, {"post_id": 69023, "ts": "2026-09-16T07:36:00Z", "hours": 2.2769, "text": "I have fixed lots of the problems with the game failing on bad values, and have started the Tic Tac Toe game (and the number guesser which is very easy compared to the others), which works in a similar way to the Connect 4 game."}, {"post_id": 68480, "ts": "2026-09-15T06:10:56Z", "hours": 8.4733, "text": "I completely forgot to do development logs!! So frustrated but I will try to name my progress over the 8 hours of work. I have recorded what the game does now, it doesn’t work on most boundary cases and there are a lot of ways to break it, such as saying a number too high in Connect 4 creates an uncaught IndexError. However, I am just proud to get a Connect 4 board that renders the positions of the tokens, and makes sure they fall to the bottom. It also stores the leaderboard in a text file in a slightly weird looking syntax I created. Also, the user name is saved."}, {"post_id": 59888, "ts": "2026-09-01T21:32:29Z", "hours": 1.4994, "text": "I’ve got the basics sorted, a laid out plan and have started the menu. My main highlight so far has been getting the file checking working, so it greets the user by it’s name if they have it stored in the user data file and otherwise it catches it rather than crashing on FileNotFoundError."}]...
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Title: Charlie's Terminal Game Compendium by @ Title: Charlie's Terminal Game Compendium by @Charlie_Coder | Stardance
Devlogs:
I’ve got the basics sorted, a laid out plan and have started the menu. My main highlight so far has been getting the file checking working, so it greets the user by it’s name if they have it stored in the user data file and otherwise it catches it rather than crashing on FileNotFoundError.
I completely forgot to do development logs!! So frustrated but I will try to name my progress over the 8 hours of work. I have recorded what the game does now, it doesn’t work on most boundary cases and there are a lot of ways to break it, such as saying a number too high in Connect 4 creates an uncaught IndexError. However, I am just proud to get a Connect 4 board that renders the positions of the tokens, and makes sure they fall to the bottom. It also stores the leaderboard in a text file in a slightly weird looking syntax I created. Also, the user name is saved.
I have fixed lots of the problems with the game failing on bad values, and have started the Tic Tac Toe game (and the number guesser which is very easy compared to the others), which works in a similar way to the Connect 4 game.
I have completed the tic tac toe game and leaderboard. The overall shell of the game is complete :)
Hopefully time to ship! I have done some of the final touches, and I got it on pypi, so it can now be installed using pip command: pip install charlie-game-compendium and run using: charlie-games
My last shipment failed because I was getting the user to manually state when they win. While this was intentional, as in real life, part of Connect 4 and Tic Tac Toe (noughts and crosses) is keeping track. However, I like the suggestion, and the 2 games that didn’t have win detection now do. Now I believe I am ready to ship. This project was supposed to be a small code I was writing for me to learn Python skills, but it has turned out much bigger than I expected, and now I am proud of that implementation, so I am going to ship again :)
Ships:
I have made a simple game compendium which runs in the terminal and is text based. It is a python based compendium, which stores data in text files, and is installed using pip (instructions on the pypi project). There are three games: Connect 4, Tic Tac Toe, and Number Guesser. These games challenged my abilities in coding, as this was a very challenging game to code. I have only very basic knowledge of python coding. However, number guesser was noticeably easier as it was single lines, rather than me trying to invent a way to store the data of where various tokens were positioned. Overall, I put a lot of effort and time into this game compendium. While I am a beginner coder, and while it is only text based, I am proud of what I have managed to create, and that it can now be installed with pip. I hope you enjoy this game :)...
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1793008136.9155364
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1793094536.9155364
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32567
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Marine Odyssey by @Kartik_B | Stardance
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Kartik_B
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2
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33.0
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238
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T05:21:53Z", "hours": 5.0, "multiplier": 4.25, "payout": 20, "blessing": "neutral", "text": "I have made an endless underwater themed submarine game. You have to survive as long as you can. There are threats like shark, starfish, titan and sea mines. Two types of controls in pc and joystick controls in mobile. Also, the game is now fully zero AI used game. I have just added the android support to the games.", "repo": "https://github.com/K-BIDDOLIYA/Marine-Odyssey", "demo": "https://kartik-biddoliya.itch.io/marine-odyssey"}, {"ship_num": 2, "ts": "2026-08-17T07:58:36Z", "hours": 28.0, "multiplier": 7.94, "payout": 218, "blessing": "neutral", "text": "This is Marine Odyssey Ans underwater submarine game where you have to survive as long as you can. There can be Sharks, Titan, Starfish and Sea mines. The danger will increase with time. You have two controller modes, Cursor mode and WASD/arrow. You can also luckily pick a health boost. Beware, the Titan is really mad at you.", "repo": "https://github.com/K-BIDDOLIYA/Marine-Odyssey", "demo": "https://kartik-biddoliya.itch.io/marine-odyssey"}]...
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[{"post_id": 70515, "ts": "202 [{"post_id": 70515, "ts": "2026-09-19T09:39:53Z", "hours": 2.5186, "text": "I just added the android version for marine odyssey. Some final tests still remain…"}, {"post_id": 55445, "ts": "2026-08-27T09:08:08Z", "hours": 2.0872, "text": "Last devlog I have fixed all the issues that were pointed out in the first ship. I have tried my best to write most of the code by myself and only 1 sprite is ai generated cause i couldn’t find that anywhere. But still its less than 30% AI."}, {"post_id": 48722, "ts": "2026-08-17T07:45:44Z", "hours": 2.3597, "text": "🌊 Marine Odyssey — It’s Finished!"}, {"post_id": 48167, "ts": "2026-08-16T13:42:40Z", "hours": 5.1744, "text": "Marine Odyssey Devlog - #10 Update - I have added the Home scene, it deisplays the running game scene in background (without submarine). I have added some more sprites and most importantly, Audio and BGM. I added two types of controller mode also, Cursor and WASD. Next up, im making the health boost and and some more collectable stuff. Then, Ship it!"}, {"post_id": 45707, "ts": "2026-08-12T11:34:17Z", "hours": 3.1664, "text": "I added a bunch of sprites for: Background, starfish, sea mines, corals, submarine. Also, improved a lot of game play features. But still, the homw scene remains untouched till now. I’ll start working for that also. For now, please suggest me any ui improvements needed. (i have used ai to generate bg and coral sprites)"}, {"post_id": 42461, "ts": "2026-08-07T06:43:55Z", "hours": 1.8383, "text": "Marine Odyssey - Devlog #8 Today, I : Added bg sprite. Added shark sprite. Improved the game play. Fixed some code. Upgraded damage system."}, {"post_id": 41879, "ts": "2026-08-06T11:24:51Z", "hours": 6.1014, "text": "Marine Odyssey - Devlog #7 I almost forgot to devlog for some days. Here’s what is have done: Completed Titan hand. Completed Starfish. Completed Seamines. Completed sharks. Some game ui. No Sprites till now, No home scene, no audio."}, {"post_id": 29448, "ts": "2026-07-16T12:16:31Z", "hours": 1.875, "text": "Marine Odyssey - Devlog #6 There were MANY small tweaks and fixes to do in the game and in the event. I just: Fixed tentacle rotation. Added camera shake. Fixed submarine movement. Fixed Dark effect. Adjusted timings. Debugged some code. The Marine Odyssey is 20% completed. Still no UI, audio, buttons etc. One more thing, please give me some ideas of what can i add besides Kraken, Sharks and Starfish swarm. Or any feature you have in mind that will look good."}, {"post_id": 28878, "ts": "2026-07-15T13:35:47Z", "hours": 1.7692, "text": "Marine Odyssey - Devlog #5 Phew…!! It was a long day fighting errors and adjusting stuff. What i did is to implement the full Kraken. The old codes had soo many errors and structural issues and was incomplete. So, i had to replace almost everything and also upgraded the gameplan Some features are still missing though, that i’ll add later. And yeah, i still haven’t added the sprites and UI, just working on the gameplay."}, {"post_id": 28212, "ts": "2026-07-14T11:09:26Z", "hours": 1.1769, "text": "Marine Odyssey - Devlog #4 Been focusing on gameplay systems instead of visuals lately. The shark encounters are now working, with coral hiding fully integrated into the core gameplay loop. After some playtesting, I scrapped one of my original enemy ideas because it just wasn’t as interesting and started building a Kraken event instead. The Kraken is turning into one of the game’s biggest moments. Instead of permanent obstacles, giant tentacles will strike from beneath the seabed, forcing quick reactions and precise movement. I’ve also finished setting up the event system that controls the warnings, ocean darkening, cooldowns, and attack sequence. The tentacle system is now being rebuilt to use movement rather than scaling, which should make the final animations look much more natural once the real art is added. Still sticking with placeholder shapes for now. Getting the mechanics right before worrying about the visuals has been the best decision so far."}, {"post_id": 27682, "ts": "2026-07-13T13:51:33Z", "hours": 1.5522, "text": "Marine Odyssey - Devlog #3 Made a lot of progress today. The coral system is now in place, including hiding zones that the submarine can use to avoid sharks. I also got the first enemy working—sharks now patrol the ocean, chase the player when spotted, and lose interest if you disappear into the coral. I spent some time cleaning up the game’s structure too, fixing early issues with the camera, movement, and world scale so everything feels much more open. I also scrapped one of my original enemy ideas and replaced it with a Secret event that’s going to be a full event instead of just another obstacle. Still using placeholder shapes for everything. Focusing on making the gameplay fun first before moving on to art and polish."}, {"post_id": 27018, "ts": "2026-07-12T05:09:38Z", "hours": 1.8144, "text": "Marine Odyssey - Devlog #2 Made some solid progress on the submarine game today. I finished the core movement systems, added an endless scrolling ocean, and reworked the camera so it follows the submarine vertically while the world keeps moving forward. I also cleaned up a few early design decisions to make the ocean feel much larger and easier to build on later. Started working on the coral system as well. The coral foreground now loops endlessly with the environment, and I’m laying the groundwork for hiding mechanics that’ll be used to avoid predators later on. Still using placeholder shapes—gameplay first, art later. I’m really excited to complete this game and show it to you all!!!"}, {"post_id": 25344, "ts": "2026-07-09T16:05:18Z", "hours": 0.68, "text": "Marine Odyssey - Devlog #1 Just started off this underwater submarine game. I went through a lot of ideas following the arcady style 2D game and landed on this game idea. Wait to see the whole game reveal itself"}]...
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Title: Marine Odyssey by @Kartik_B | Stardance
De Title: Marine Odyssey by @Kartik_B | Stardance
Devlogs:
Marine Odyssey - Devlog #1 Just started off this underwater submarine game. I went through a lot of ideas following the arcady style 2D game and landed on this game idea. Wait to see the whole game reveal itself
Marine Odyssey - Devlog #2 Made some solid progress on the submarine game today. I finished the core movement systems, added an endless scrolling ocean, and reworked the camera so it follows the submarine vertically while the world keeps moving forward. I also cleaned up a few early design decisions to make the ocean feel much larger and easier to build on later. Started working on the coral system as well. The coral foreground now loops endlessly with the environment, and I’m laying the groundwork for hiding mechanics that’ll be used to avoid predators later on. Still using placeholder shapes—gameplay first, art later. I’m really excited to complete this game and show it to you all!!!
Marine Odyssey - Devlog #3 Made a lot of progress today. The coral system is now in place, including hiding zones that the submarine can use to avoid sharks. I also got the first enemy working—sharks now patrol the ocean, chase the player when spotted, and lose interest if you disappear into the coral. I spent some time cleaning up the game’s structure too, fixing early issues with the camera, movement, and world scale so everything feels much more open. I also scrapped one of my original enemy ideas and replaced it with a Secret event that’s going to be a full event instead of just another obstacle. Still using placeholder shapes for everything. Focusing on making the gameplay fun first before moving on to art and polish.
Marine Odyssey - Devlog #4 Been focusing on gameplay systems instead of visuals lately. The shark encounters are now working, with coral hiding fully integrated into the core gameplay loop. After some playtesting, I scrapped one of my original enemy ideas because it just wasn’t as interesting and started building a Kraken event instead. The Kraken is turning into one of the game’s biggest moments. Instead of permanent obstacles, giant tentacles will strike from beneath the seabed, forcing quick reactions and precise movement. I’ve also finished setting up the event system that controls the warnings, ocean darkening, cooldowns, and attack sequence. The tentacle system is now being rebuilt to use movement rather than scaling, which should make the final animations look much more natural once the real art is added. Still sticking with placeholder shapes for now. Getting the mechanics right before worrying about the visuals has been the best decision so far.
Marine Odyssey - Devlog #5 Phew…!! It was a long day fighting errors and adjusting stuff. What i did is to implement the full Kraken. The old codes had soo many errors and structural issues and was incomplete. So, i had to replace almost everything and also upgraded the gameplan Some features are still missing though, that i’ll add later. And yeah, i still haven’t added the sprites and UI, just working on the gameplay.
Marine Odyssey - Devlog #6 There were MANY small tweaks and fixes to do in the game and in the event. I just: Fixed tentacle rotation. Added camera shake. Fixed submarine movement. Fixed Dark effect. Adjusted timings. Debugged some code. The Marine Odyssey is 20% completed. Still no UI, audio, buttons etc. One more thing, please give me some ideas of what can i add besides Kraken, Sharks and Starfish swarm. Or any feature you have in mind that will look good.
Marine Odyssey - Devlog #7 I almost forgot to devlog for some days. Here’s what is have done: Completed Titan hand. Completed Starfish. Completed Seamines. Completed sharks. Some game ui. No Sprites till now, No home scene, no audio.
Marine Odyssey - Devlog #8 Today, I : Added bg sprite. Added shark sprite. Improved the game play. Fixed some code. Upgraded damage system.
I added a bunch of sprites for: Background, starfish, sea mines, corals, submarine. Also, improved a lot of game play features. But still, the homw scene remains untouched till now. I’ll start working for that also. For now, please suggest me any ui improvements needed. (i have used ai to generate bg and coral sprites)
Marine Odyssey Devlog - #10 Update - I have added the Home scene, it deisplays the running game scene in background (without submarine). I have added some more sprites and most importantly, Audio and BGM. I added two types of controller mode also, Cursor and WASD. Next up, im making the health boost and and some more collectable stuff. Then, Ship it!
🌊 Marine Odyssey — It’s Finished!
Last devlog I have fixed all the issues that were pointed out in the first ship. I have tried my best to write most of the code by myself and only 1 sprite is ai generated cause i couldn’t find that anywhere. But still its less than 30% AI.
I just added the android version for marine odyssey. Some final tests still remain…
Ships:
This is Marine Odyssey Ans underwater submarine game where you have to survive as long as you can. There can be Sharks, Titan, Starfish and Sea mines. The danger will increase with time. You have two controller modes, Cursor mode and WASD/arrow. You can also luckily pick a health boost. Beware, the Titan is really mad at you.
I have made an endless underwater themed submarine game. You have to survive as long as you can. There are threats like shark, starfish, titan and sea mines. Two types of controls in pc and joystick controls in mobile. Also, the game is now fully zero AI used game. I have just added the android support to the games....
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1792986696.8130991
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1793073096.8130991
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4994
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Tamagochi pet by @S0l4Ce | Stardance
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S0l4Ce
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1
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52.03
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T05:08:22Z", "hours": 45.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a tamagotchi pet (i am aware that throughout the project, the spelling of it has been inconsistent) But anyway, what i found most challenging was having to look through the loop constantly making adjustments based off minor errors during each test run and incorrect wiring making me feel like i had the code wrong. I am proud that I learned surprisingly a lot. The screenshot is merely just part of it and you should check it out yourself! both the source for the software and hardware is in there. The latest software build is in a separate branch and you may need to scope around for the latest hardware build. PLEASE note that all of the hardware additions - if you truly want to build it yourself, is pushing the limits of the esp32 so please run it while using a powerful cable.", "repo": "https://github.com/mootonlee/tamagotchi-", "demo": ""}]...
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[{"post_id": 81143, "ts": "202 [{"post_id": 81143, "ts": "2026-10-20T02:14:13Z", "hours": 1.0578, "text": "spent this hour troubleshooting and figuring out how to add wires. was super unsucessful and wasted my time. im pretty annoyed"}, {"post_id": 80851, "ts": "2026-10-19T00:50:55Z", "hours": 2.3, "text": "Finished adding modules like the LEDs, resistors, etc. All i need now is the wiring which i heard is tedious"}, {"post_id": 80585, "ts": "2026-10-18T07:04:57Z", "hours": 1.4167, "text": "Im very proud of my work! i finished up the screen, fixed misalignments, ensured precision, and in the end, everything fit perfectly!"}, {"post_id": 80513, "ts": "2026-10-17T22:48:45Z", "hours": 2.26, "text": "got mad countless times. Im doing my CAD for my project because youll now get permanently rejected if you miss it and i never knew. Im making the screen myself because i cant find it online. Below is a picture of how its assembled so far, and i would post the part im making right now but this just looks better. Also, does the CAD have to be fully accurate? ive never done a CAD before so parts i make myself may look off but ill try my best to make the measurements right."}, {"post_id": 70980, "ts": "2026-09-20T04:48:45Z", "hours": 6.0014, "text": "finally finished the 2nd personality. will be shipping my project. only thing left to do is fix bugs (i already scanned software and hardware for bugs. though the code seems somewhat contradictory to itself, it still works but please report bugs under this one’s comment and check out my submission and the demo video!"}, {"post_id": 63407, "ts": "2026-09-07T07:10:06Z", "hours": 1.4625, "text": "im starting work on the radiobuttons for interchangable personality to wrap up the project. im using placeholders so the face looks red if the radiobuttons are selected so it would look unpleasant to see but yeah"}, {"post_id": 59986, "ts": "2026-09-02T02:11:14Z", "hours": 2.4203, "text": "Got back on track, finally! It now gets visibly dim below 50 value on light, and dark below 25, along with squint and sleep. Im now going to begin working on the other expressions after I finish adding the dim to smile and alone faces. This thing is ending soon so idk if i will be able to add the computer control functions as promised :( I also switched to cachyos so Idk how that would go either. Check out the hardware version on my page though! its finished"}, {"post_id": 52633, "ts": "2026-08-22T21:16:19Z", "hours": 0.5211, "text": "My windows OS broke, not sure how, so im running on my second SSD and my most recent work has been erased! (software version) random thumbnail ig but im gonna be re-doing whatever has been erased.."}, {"post_id": 41108, "ts": "2026-08-05T03:07:48Z", "hours": 3.4297, "text": "finally added a sleep system, dimming system, and a fully fixed and functional lonely system. when lights are at or below 50, the lights will go dim, and below 25, they will go even dimmer, and it will sleep (software) I will the face variants next, and then actual interactive computer controls. shy and moody are still not ready yet"}, {"post_id": 34593, "ts": "2026-07-25T13:29:57Z", "hours": 2.5967, "text": "added lonely, smile, and neutral, also added placeholders for the soon to be added personalities and a brightness slider. Both are unfunctional and i only have the 3 faces for now. go check out my hardware version, its fully functional"}, {"post_id": 32247, "ts": "2026-07-21T09:09:49Z", "hours": 1.2072, "text": "working on a software version of my project 🔥 I main micropython but I’m adjusting to python for this and learning the different ways things are written, and figuring out how to make faces. Can anyone tell me if theres a designer that gives you the code when you draw something on a canvas? similar to lopaka?? The software version is projected to have more features for computer control than the hardware version. After finishing the faces and overall logic, I will add the additional side controls for it, like light and stuff"}, {"post_id": 32144, "ts": "2026-07-21T03:23:42Z", "hours": 9.8794, "text": "built an extension for the pet. It connects to the pet using gnd and 4 labeled gpio pins, though the 4th one connects to 0 and not 40. It works somewhat like a stream deck; It opens 2 games, 2 code editors, a browser, and shuts off or closes tabs on my computer without needing special permissions, it is built for windows though. Most of the hours logged came from trial and error. Most of the time the buttons wouldnt register, spam the same commands, double clicks wouldnt register, and it was a mess for hours. did some bugfixes involving screen bugs during personality swaps, and the pet “forgetting” its personality. please suggest additional ideas."}, {"post_id": 30476, "ts": "2026-07-18T02:37:34Z", "hours": 1.7375, "text": "Rewired to remove clutter. Back isn’t looking too good but the front is, when I run out of ideas ill probably build a shell for it please make recommendations"}, {"post_id": 30124, "ts": "2026-07-17T13:22:42Z", "hours": 2.4481, "text": "Added another personality, shy. added “cores” that determine the personality when plugged in, red for moody and blue for shy. unplug for normal. The shy personality features new unique faces. led colors and shaken face remain same"}, {"post_id": 29977, "ts": "2026-07-17T06:07:54Z", "hours": 1.6644, "text": "Ignore devlog: Tried making online demo but i pressed a button and all my tabs refreshed all at once and reset my work. Im publishing the devlog because i still did the work and i dont want it to go to waste (IGNORE THIS DEVLOG)"}, {"post_id": 29812, "ts": "2026-07-16T23:08:57Z", "hours": 3.2333, "text": "Added extra personality. If you plug a red LED in, it will get a more of a moody personality. It will look angry, sleep angry, and will usually just be angry (shaken face does not change.) unplugging the red LED will make it instantly revert to default personality let me know other interchangeable personalities I should add, or other software and hardware suggestions. Thanks."}, {"post_id": 28868, "ts": "2026-07-15T13:02:50Z", "hours": 2.6472, "text": "Added a gyroscope so the pet can become dizzy when shook. It features a red backlight, and remains dizzy for about 5 seconds. It was really a 20-30 minute setup after learning how to code and use one, and installing the libraries, but that extra addition turned into hours of additional troubleshooting since I was unfamiliar with the hardware. I eventually got it working after plenty of trial and error, and the real issue was just a couple lines of code. I’m unfortunately not getting much views, which is discouraging, but if you do come across this and decide to click on it, please suggest something in the comments. Thanks."}, {"post_id": 28151, "ts": "2026-07-14T08:19:06Z", "hours": 0.6217, "text": "Added status lights; finishing off full basic functionality for the pet. any additional features would be improvements, hardware additions, and wiring. full explanation of functions below: The “pet” is a TFT resistive touchscreen. Its face, as you can see, is a simple white and black pixelated look. 4 functions (for now): lonely - after 30 seconds of no interaction, after waking up or not being pet, it will become lonely, which is a sad face of course. The backlight glows a gloomy blue, slightly purple. neutral - base face, the pet is neutral when it isn’t lonely, had just woken up, and had recently been pet. the 3 other moods can occur when it is neutral. the backlight is white. sleeping - when the ambient light is low enough the pet will sleep. It cannot be disturbed and cannot become lonely until woken up. This is what i personally thought was a nice addition to the pet and would bring more realism and life to the pet. This is done by having a photocell near the face for most light accuracy. the backlight features a light purple blue. happy - when you pet it (or interact with the screen), it will smile. the blush being blue and not red was both intentional and unintentional feature. The color system is inverted same with the screen rotation. I did not know how to correct it but i felt the blue looked different and I kinda liked it so I didn’t spend extra time troubleshooting. the backlight features a bright hot pink color. PLEASE add any suggestions and I will likely consider, like adding a thermistor, weather, USB OTG, etc. When i feel like it, I may add a USB mode where it can do things on my computer when plugged in, like opening an app or powering off my computer. (the 35 minutes logged was for fixing the code and adding the lights. Not the full code itself.)"}, {"post_id": 27970, "ts": "2026-07-13T22:34:39Z", "hours": 3.7561, "text": "added functionality to the pet and added made a separate smaller one. It now has multiple moods with the ability to sleep when lights are dimmed enough."}, {"post_id": 16541, "ts": "2026-06-26T22:02:40Z", "hours": 1.0939, "text": "working on the wiring of the tomogachi pet n stuff no coding yet has a touchscreen now"}]...
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Title: Tamagochi pet by @S0l4Ce | Stardance
Devlo Title: Tamagochi pet by @S0l4Ce | Stardance
Devlogs:
working on the wiring of the tomogachi pet n stuff no coding yet has a touchscreen now
added functionality to the pet and added made a separate smaller one. It now has multiple moods with the ability to sleep when lights are dimmed enough.
Added status lights; finishing off full basic functionality for the pet. any additional features would be improvements, hardware additions, and wiring. full explanation of functions below: The “pet” is a TFT resistive touchscreen. Its face, as you can see, is a simple white and black pixelated look. 4 functions (for now): lonely - after 30 seconds of no interaction, after waking up or not being pet, it will become lonely, which is a sad face of course. The backlight glows a gloomy blue, slightly purple. neutral - base face, the pet is neutral when it isn’t lonely, had just woken up, and had recently been pet. the 3 other moods can occur when it is neutral. the backlight is white. sleeping - when the ambient light is low enough the pet will sleep. It cannot be disturbed and cannot become lonely until woken up. This is what i personally thought was a nice addition to the pet and would bring more realism and life to the pet. This is done by having a photocell near the face for most light accuracy. the backlight features a light purple blue. happy - when you pet it (or interact with the screen), it will smile. the blush being blue and not red was both intentional and unintentional feature. The color system is inverted same with the screen rotation. I did not know how to correct it but i felt the blue looked different and I kinda liked it so I didn’t spend extra time troubleshooting. the backlight features a bright hot pink color. PLEASE add any suggestions and I will likely consider, like adding a thermistor, weather, USB OTG, etc. When i feel like it, I may add a USB mode where it can do things on my computer when plugged in, like opening an app or powering off my computer. (the 35 minutes logged was for fixing the code and adding the lights. Not the full code itself.)
Added a gyroscope so the pet can become dizzy when shook. It features a red backlight, and remains dizzy for about 5 seconds. It was really a 20-30 minute setup after learning how to code and use one, and installing the libraries, but that extra addition turned into hours of additional troubleshooting since I was unfamiliar with the hardware. I eventually got it working after plenty of trial and error, and the real issue was just a couple lines of code. I’m unfortunately not getting much views, which is discouraging, but if you do come across this and decide to click on it, please suggest something in the comments. Thanks.
Added extra personality. If you plug a red LED in, it will get a more of a moody personality. It will look angry, sleep angry, and will usually just be angry (shaken face does not change.) unplugging the red LED will make it instantly revert to default personality let me know other interchangeable personalities I should add, or other software and hardware suggestions. Thanks.
Ignore devlog: Tried making online demo but i pressed a button and all my tabs refreshed all at once and reset my work. Im publishing the devlog because i still did the work and i dont want it to go to waste (IGNORE THIS DEVLOG)
Added another personality, shy. added “cores” that determine the personality when plugged in, red for moody and blue for shy. unplug for normal. The shy personality features new unique faces. led colors and shaken face remain same
Rewired to remove clutter. Back isn’t looking too good but the front is, when I run out of ideas ill probably build a shell for it please make recommendations
built an extension for the pet. It connects to the pet using gnd and 4 labeled gpio pins, though the 4th one connects to 0 and not 40. It works somewhat like a stream deck; It opens 2 games, 2 code editors, a browser, and shuts off or closes tabs on my computer without needing special permissions, it is built for windows though. Most of the hours logged came from trial and error. Most of the time the buttons wouldnt register, spam the same commands, double clicks wouldnt register, and it was a mess for hours. did some bugfixes involving screen bugs during personality swaps, and the pet “forgetting” its personality. please suggest additional ideas.
working on a software version of my project 🔥 I main micropython but I’m adjusting to python for this and learning the different ways things are written, and figuring out how to make faces. Can anyone tell me if theres a designer that gives you the code when you draw something on a canvas? similar to lopaka?? The software version is projected to have more features for computer control than the hardware version. After finishing the faces and overall logic, I will add the additional side controls for it, like light and stuff
added lonely, smile, and neutral, also added placeholders for the soon to be added personalities and a brightness slider. Both are unfunctional and i only have the 3 faces for now. go check out my hardware version, its fully functional
finally added a sleep system, dimming system, and a fully fixed and functional lonely system. when lights are at or below 50, the lights will go dim, and below 25, they will go even dimmer, and it will sleep (software) I will the face variants next, and then actual interactive computer controls. shy and moody are still not ready yet
My windows OS broke, not sure how, so im running on my second SSD and my most recent work has been erased! (software version) random thumbnail ig but im gonna be re-doing whatever has been erased..
Got back on track, finally! It now gets visibly dim below 50 value on light, and dark below 25, along with squint and sleep. Im now going to begin working on the other expressions after I finish adding the dim to smile and alone faces. This thing is ending soon so idk if i will be able to add the computer control functions as promised :( I also switched to cachyos so Idk how that would go either. Check out the hardware version on my page though! its finished
im starting work on the radiobuttons for interchangable personality to wrap up the project. im using placeholders so the face looks red if the radiobuttons are selected so it would look unpleasant to see but yeah
finally finished the 2nd personality. will be shipping my project. only thing left to do is fix bugs (i already scanned software and hardware for bugs. though the code seems somewhat contradictory to itself, it still works but please report bugs under this one’s comment and check out my submission and the demo video!
got mad countless times. Im doing my CAD for my project because youll now get permanently rejected if you miss it and i never knew. Im making the screen myself because i cant find it online. Below is a picture of how its assembled so far, and i would post the part im making right now but this just looks better. Also, does the CAD have to be fully accurate? ive never done a CAD before so parts i make myself may look off but ill try my best to make the measurements right.
Im very proud of my work! i finished up the screen, fixed misalignments, ensured precision, and in the end, everything fit perfectly!
Finished adding modules like the LEDs, resistors, etc. All i need now is the wiring which i heard is tedious
spent this hour troubleshooting and figuring out how to add wires. was super unsucessful and wasted my time. im pretty annoyed
Ships:
I made a tamagotchi pet (i am aware that throughout the project, the spelling of it has been inconsistent) But anyway, what i found most challenging was having to look through the loop constantly making adjustments based off minor errors during each test run and incorrect wiring making me feel like i had the code wrong. I am proud that I learned surprisingly a lot. The screenshot is merely just part of it and you should check it out yourself! both the source for the software and hardware is in there. The latest software build is in a separate branch and you may need to scope around for the latest hardware build. PLEASE note that all of the hardware additions - if you truly want to build it yourself, is pushing the limits of the esp32 so please run it while using a powerful cable....
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1793004735.0102348
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1793091135.0102348
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59622
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study site by @krupa_pramod | Stardance
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krupa_pramod
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1
|
6.0
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27
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T05:01:53Z", "hours": 6.0, "multiplier": 4.29, "payout": 27, "blessing": "neutral", "text": "I made a studying website using HTML, CSS, and JS. It has multiple apps, functionalities such as a calendar and updating time, and color themes. This helped me learn how to use localStorage and a lot more JS logic that I didn’t know before. There is notes, a calculator, stopwatch, tasks, and links to music and one of my favourite productivity sites. I also added an advice generator I thought was funny and a spotify embedded study playlist. Overall there is everything I would use for productivity in one area. It was difficult to kind of figure out JS logic but I got help with tutorials and more for that.", "repo": "https://github.com/krupa-pramod/studysite", "demo": "https://krupa-pramod.github.io/studysite/index.html"}]...
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[{"post_id": 70979, "ts": "202 [{"post_id": 70979, "ts": "2026-09-20T04:48:41Z", "hours": 0.2833, "text": "Very easy simple stopwatch the idea is that you can use this to time study sessions or what not. Nothing much to this did it really quick. I think this is the final update and with that we have hit 30 hrs on stardance! Yay!"}, {"post_id": 70973, "ts": "2026-09-20T04:29:07Z", "hours": 0.8219, "text": "Added a calculator! I don’t have a lot of JS experience when it comes to logic I have only done it with web dev and stuff so I did this with the help of a geeksforgeeks guide. Overall went pretty smoothly I had to figure out some styling stuff with the grid display but it works pretty well!"}, {"post_id": 70903, "ts": "2026-09-20T00:03:34Z", "hours": 0.7472, "text": "the tasks app is finally done! this was SUCH a pain to test there was something with live server about my cache not reloading and then none of the css was loading and I had to do a bunch of like tests to figure out what was wrong and yeah it randomly started working so then I could finally just clear it. It was also a little confusing how to put it in a class and then target specific stuff but its done now!"}, {"post_id": 68991, "ts": "2026-09-16T05:37:53Z", "hours": 0.8172, "text": "I started the tasks app its basically the same as notes but now I need to implement the logic where if you click on it it’ll disappear it shouldn’t be too hard. I’m debating whether to add like checkboxes which would defintiely look nicer but I am pretty busy with school so we shall see. But the layout for this is done!"}, {"post_id": 66990, "ts": "2026-09-13T00:12:02Z", "hours": 0.8069, "text": "The notes app is complete! It looks kind of boring now so I may add some more flavour to it but for now it is done (the logic and base). You enter whatever notes you want in the textbox, click enter, and then it is saved to an array in localStorage along with the date. This means even when you close it the notes you wrote will still be there! I haven’t really used this before so it required quite some time and I needed some help from ai as well T-T but this is a good knowledge to have now. Clear notes gets rid of all the notes. Now the next app!"}, {"post_id": 64532, "ts": "2026-09-09T00:39:17Z", "hours": 0.8972, "text": "Updates have been made! I made it so that localstorage like remembers what theme you chose and is consistent across all the apps, so I created the notes app first to check but it’s not functional and there’s basically nothing on it. This took me way to long and was lowkey really annoying but it’s fine… anyways this is what the notes app looks so far and now I have to like actually make it work which means figuring out localStorage and it’s probably not that bad but I have like 0.5% JS knowledge but oh well I guess it’s a learning oppurtunity. Allons-y!"}, {"post_id": 64003, "ts": "2026-09-08T03:23:32Z", "hours": 1.8175, "text": "This is my new project a study OS! It is going to be a bunch of study apps like notes, a pomodoro timer, tasks, etc. I am learning more js through this and hoping to do more arrays and localStorage stuff so I thought something like this where you have to store data would be kind of good. Today I did the basic setup which is the desktop home screen and added widgets, background themes, decorated it, really the fun stuff of coding lol before all the js comes. Overall pretty easy but kinda became time consuming because the styling of stuff got annoying like with the apps grid and stuff but it got worked out. All good so far!"}]...
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Title: study site by @krupa_pramod | Stardance
De Title: study site by @krupa_pramod | Stardance
Devlogs:
This is my new project a study OS! It is going to be a bunch of study apps like notes, a pomodoro timer, tasks, etc. I am learning more js through this and hoping to do more arrays and localStorage stuff so I thought something like this where you have to store data would be kind of good. Today I did the basic setup which is the desktop home screen and added widgets, background themes, decorated it, really the fun stuff of coding lol before all the js comes. Overall pretty easy but kinda became time consuming because the styling of stuff got annoying like with the apps grid and stuff but it got worked out. All good so far!
Updates have been made! I made it so that localstorage like remembers what theme you chose and is consistent across all the apps, so I created the notes app first to check but it’s not functional and there’s basically nothing on it. This took me way to long and was lowkey really annoying but it’s fine… anyways this is what the notes app looks so far and now I have to like actually make it work which means figuring out localStorage and it’s probably not that bad but I have like 0.5% JS knowledge but oh well I guess it’s a learning oppurtunity. Allons-y!
The notes app is complete! It looks kind of boring now so I may add some more flavour to it but for now it is done (the logic and base). You enter whatever notes you want in the textbox, click enter, and then it is saved to an array in localStorage along with the date. This means even when you close it the notes you wrote will still be there! I haven’t really used this before so it required quite some time and I needed some help from ai as well T-T but this is a good knowledge to have now. Clear notes gets rid of all the notes. Now the next app!
I started the tasks app its basically the same as notes but now I need to implement the logic where if you click on it it’ll disappear it shouldn’t be too hard. I’m debating whether to add like checkboxes which would defintiely look nicer but I am pretty busy with school so we shall see. But the layout for this is done!
the tasks app is finally done! this was SUCH a pain to test there was something with live server about my cache not reloading and then none of the css was loading and I had to do a bunch of like tests to figure out what was wrong and yeah it randomly started working so then I could finally just clear it. It was also a little confusing how to put it in a class and then target specific stuff but its done now!
Added a calculator! I don’t have a lot of JS experience when it comes to logic I have only done it with web dev and stuff so I did this with the help of a geeksforgeeks guide. Overall went pretty smoothly I had to figure out some styling stuff with the grid display but it works pretty well!
Very easy simple stopwatch the idea is that you can use this to time study sessions or what not. Nothing much to this did it really quick. I think this is the final update and with that we have hit 30 hrs on stardance! Yay!
Ships:
I made a studying website using HTML, CSS, and JS. It has multiple apps, functionalities such as a calendar and updating time, and color themes. This helped me learn how to use localStorage and a lot more JS logic that I didn’t know before. There is notes, a calculator, stopwatch, tasks, and links to music and one of my favourite productivity sites. I also added an advice generator I thought was funny and a spotify embedded study playlist. Overall there is everything I would use for productivity in one area. It was difficult to kind of figure out JS logic but I got help with tutorials and more for that....
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1793008227.2004135
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1793094627.2004135
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53979
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Tetr.AI by @caleb_welch | Stardance
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caleb_welch
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1
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25.41
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401
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T04:54:20Z", "hours": 23.0, "multiplier": 17.26, "payout": 401, "blessing": "neutral", "text": "Tetr.AI This is the first release of Tetr.AI, my first ever reinforcement-learning project built for the Hack Club Stardance YSWS. Tetr.AI includes: A custom built Tetris environment built with PyGame which allows you to train and run your own models as well as just play Tetris A PyTorch neural network Deep-Q-learning Model checkpoint saving and loading Saving of training statistics into a CSV file A graphing script to allow you to visualize how well your model trained Windows and Linux setup scripts Model status The training pipeline is completely functional, but due to time constraints this release won’t contain a model which can play Tetris well. I completed two long duration training experiments during development which revealed problems with reward shaping, epsilon, and sparse rewards. Everything on this is documented in the README. Training and experimentation will continue after stardance", "repo": "https://github.com/sourcream1012/Tetr.AI", "demo": "https://github.com/sourcream1012/Tetr.AI/releases/tag/v1.0.1-stardance"}]...
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[{"post_id": 74121, "ts": "202 [{"post_id": 74121, "ts": "2026-09-26T18:31:12Z", "hours": 2.4075, "text": "Not to big of a devlog but I added executable files for easy running for this project. Also added a training_config json file to easily change training values."}, {"post_id": 70969, "ts": "2026-09-20T04:09:44Z", "hours": 2.9878, "text": "DEVLOG 8: I think I may ship soon… Ok so I’ve hit a road block. Stardance ends soon which means I don’t really have much time left. My project is a completely working reinforcement learning AI which can play Tetris but not well. Originally I wanted to perfect a model and then ship the project but due to Stardance ending soon I may change that. Recent additions Added the ability to resume training on a model you made at your most recent checkpoint Added setup automation scripts for windows and linux Refined README with a getting started section and more detail in the Model History section to give the project more story Because I’m essentially prepped for shipping and it is a completely working project I will probably ship soon. Wish me luck. The screenshots shown are the results from training Tetr.AI-V2"}, {"post_id": 69842, "ts": "2026-09-17T21:48:57Z", "hours": 4.3036, "text": "DEVLOG 7: more AI training (hint: FAILED) This graph shows the results of my first training session of my AI showing how well the AI does over time through the reward. In total it lasted ~17 hours and its obviously not nearly enough time. The reward is supposed to go up over time, which it is. But not fast enough. Overall it only seems to increase in reward over time just by VERY little. Moving onto the other graph which shows the rows cleared over time. As you can see it never really increases on average. This shows that: MY AI SUCKSSSSSSS My AI is dumb Overall my AI can’t learn and I need to just keep on adjusting numbers over and over again."}, {"post_id": 63361, "ts": "2026-09-07T04:24:31Z", "hours": 2.3192, "text": "DEVLOG 6: actual learning Wow two devlogs in pretty much a day… I need to touch grass… But that is not the point. IT IS FINALLY LEARNING (just very inefficiently) Currently it only learns from two things: How many rows it cleared on a single run Whether or not it sold the game Now pretty much the rest of this project will just be tweaking and experimenting with things. Before I ship I do want to train and release a demo model that you can test locally on your PC ( and I may want to test if it would work on android phones too ) that will come with the project. I also want to make it to where you can create and train your own models and potentially share them with other people. CAN’T WAIT FOR EVERYTHING TO BE DONE!!!!!!"}, {"post_id": 63183, "ts": "2026-09-06T21:02:14Z", "hours": 1.6347, "text": "DEVLOG 5: Random movements An update from my previous devlog where I started learning pytorch. I have not learned pytorch to the point to where I can explain everything down to its finest details but enough to make my “AI” do some random junk with no direction. Pretty much I’m just initializing random weights and letting it go. I have 200 input neurons for my 20x10 board. The video I attached below shows the AI just doing some random stuff like rotating non stop and moving left and right."}, {"post_id": 61233, "ts": "2026-09-04T02:07:36Z", "hours": 3.1531, "text": "DEVLOG 4: The beginning of learning PyTorch & Working AI-Tetris-Environment Pretty much the title sums up what I’ve been doing for the past 3h and 9m of this. I have some prior knowledge of the basics of machine learning ( from The Nature Of Code by Daniel Shiffman awesome book about coding would recommend ) by making a single layer perceptron ( basically a single neuron algorithm ) that can separate linearly separable data. I attempted to make a multi layered perceptron which actually puts the network in neural network. But I got stuck on back propagation. I don’t really know what to put as the picture for this devlog so I’ll just show a visualization of a neural network."}, {"post_id": 58338, "ts": "2026-08-30T18:37:11Z", "hours": 2.1031, "text": "DEVLOG 3: TETRIS ✅ THE TETRIS GAME IS PRETTY MUCH COMPLETE (besides some finishing touches) the game is completely playable with: Moving pieces with arrow keys Rotating pieces Deleting rows And the game restarts after there is no more valid places to go So pretty much complete. Now it is time to dive into the deep waters that is… NEURAL NETWORKS Oh boy this is going to be fun (and hard). I already know that the kind of training that I have to do for this is reinforcement learning . Which basically is like giving dopamine to your artificial brain when it does something good and giving it a slap in the neck when it does something bad. Which in return it changes its weights based on its previous performance. But for the first thing I got to do is set up all of the mumbo jumbo that will actually allow the neural network to see. And I think I have a rough understanding on how I’m going to implement that. Stay tuned on this awesome journey of making an AI play Tetris!"}, {"post_id": 57362, "ts": "2026-08-29T14:21:46Z", "hours": 1.8567, "text": "DEVLOG 2 Ok it’s been a couple days but I’ve added key presses where: - Left Arrow = Piece moves to the left - Right Arrow = Piece moves to the right - Down Arrow = Piece soft drops. - Space Bar = Piece hard drops. Overall it wasn’t that hard to implement but I had this bug where after soft dropping it saves that position to the locked pieces array. Which in return kind of broke the whole game. Here is the broken code block: if event . type == pygame . KEYDOWN : if event . key == pygame . K_LEFT : self . currentPiece . x -= 1 if not validSpace ( self . currentPiece , self . grid ): self . currentPiece . x += 1 lockPiece ( self . currentPiece , self . locked_pos ) The problem was the last line where it says lockPiece ( self . currentPiece , self . locked_pos ) So all I had to do was remove that and it works perfectly. Now I need to make the game rules where if you finish a row it deletes it and then the hardest part… ROTATION."}, {"post_id": 55349, "ts": "2026-08-27T04:09:15Z", "hours": 4.8822, "text": "DEVLOG 1: Basic foundations It took me way longer than it should have but I finally did it. I learned how to use PyGame and now I’m on my way to remaking Tetris. I set up a function that puts a random Tetris shape onto the 2D array that is essentially the one source of truth in Tetris at least that’s how I think of it. With PyGame I then update every frame what it should display based on that 2D array. The picture below shows me spinning up 3 instances of this code working. Currently the blocks don’t do much but I’ll start working on that tomorrow. Plus I really want to get the Tetris remake done quick so I can start building and training the neural network to actually play the game for me."}]...
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Title: Tetr.AI by @caleb_welch | Stardance
Devlog Title: Tetr.AI by @caleb_welch | Stardance
Devlogs:
DEVLOG 1: Basic foundations It took me way longer than it should have but I finally did it. I learned how to use PyGame and now I’m on my way to remaking Tetris. I set up a function that puts a random Tetris shape onto the 2D array that is essentially the one source of truth in Tetris at least that’s how I think of it. With PyGame I then update every frame what it should display based on that 2D array. The picture below shows me spinning up 3 instances of this code working. Currently the blocks don’t do much but I’ll start working on that tomorrow. Plus I really want to get the Tetris remake done quick so I can start building and training the neural network to actually play the game for me.
DEVLOG 2 Ok it’s been a couple days but I’ve added key presses where: - Left Arrow = Piece moves to the left - Right Arrow = Piece moves to the right - Down Arrow = Piece soft drops. - Space Bar = Piece hard drops. Overall it wasn’t that hard to implement but I had this bug where after soft dropping it saves that position to the locked pieces array. Which in return kind of broke the whole game. Here is the broken code block: if event . type == pygame . KEYDOWN : if event . key == pygame . K_LEFT : self . currentPiece . x -= 1 if not validSpace ( self . currentPiece , self . grid ): self . currentPiece . x += 1 lockPiece ( self . currentPiece , self . locked_pos ) The problem was the last line where it says lockPiece ( self . currentPiece , self . locked_pos ) So all I had to do was remove that and it works perfectly. Now I need to make the game rules where if you finish a row it deletes it and then the hardest part… ROTATION.
DEVLOG 3: TETRIS ✅ THE TETRIS GAME IS PRETTY MUCH COMPLETE (besides some finishing touches) the game is completely playable with: Moving pieces with arrow keys Rotating pieces Deleting rows And the game restarts after there is no more valid places to go So pretty much complete. Now it is time to dive into the deep waters that is… NEURAL NETWORKS Oh boy this is going to be fun (and hard). I already know that the kind of training that I have to do for this is reinforcement learning . Which basically is like giving dopamine to your artificial brain when it does something good and giving it a slap in the neck when it does something bad. Which in return it changes its weights based on its previous performance. But for the first thing I got to do is set up all of the mumbo jumbo that will actually allow the neural network to see. And I think I have a rough understanding on how I’m going to implement that. Stay tuned on this awesome journey of making an AI play Tetris!
DEVLOG 4: The beginning of learning PyTorch & Working AI-Tetris-Environment Pretty much the title sums up what I’ve been doing for the past 3h and 9m of this. I have some prior knowledge of the basics of machine learning ( from The Nature Of Code by Daniel Shiffman awesome book about coding would recommend ) by making a single layer perceptron ( basically a single neuron algorithm ) that can separate linearly separable data. I attempted to make a multi layered perceptron which actually puts the network in neural network. But I got stuck on back propagation. I don’t really know what to put as the picture for this devlog so I’ll just show a visualization of a neural network.
DEVLOG 5: Random movements An update from my previous devlog where I started learning pytorch. I have not learned pytorch to the point to where I can explain everything down to its finest details but enough to make my “AI” do some random junk with no direction. Pretty much I’m just initializing random weights and letting it go. I have 200 input neurons for my 20x10 board. The video I attached below shows the AI just doing some random stuff like rotating non stop and moving left and right.
DEVLOG 6: actual learning Wow two devlogs in pretty much a day… I need to touch grass… But that is not the point. IT IS FINALLY LEARNING (just very inefficiently) Currently it only learns from two things: How many rows it cleared on a single run Whether or not it sold the game Now pretty much the rest of this project will just be tweaking and experimenting with things. Before I ship I do want to train and release a demo model that you can test locally on your PC ( and I may want to test if it would work on android phones too ) that will come with the project. I also want to make it to where you can create and train your own models and potentially share them with other people. CAN’T WAIT FOR EVERYTHING TO BE DONE!!!!!!
DEVLOG 7: more AI training (hint: FAILED) This graph shows the results of my first training session of my AI showing how well the AI does over time through the reward. In total it lasted ~17 hours and its obviously not nearly enough time. The reward is supposed to go up over time, which it is. But not fast enough. Overall it only seems to increase in reward over time just by VERY little. Moving onto the other graph which shows the rows cleared over time. As you can see it never really increases on average. This shows that: MY AI SUCKSSSSSSS My AI is dumb Overall my AI can’t learn and I need to just keep on adjusting numbers over and over again.
DEVLOG 8: I think I may ship soon… Ok so I’ve hit a road block. Stardance ends soon which means I don’t really have much time left. My project is a completely working reinforcement learning AI which can play Tetris but not well. Originally I wanted to perfect a model and then ship the project but due to Stardance ending soon I may change that. Recent additions Added the ability to resume training on a model you made at your most recent checkpoint Added setup automation scripts for windows and linux Refined README with a getting started section and more detail in the Model History section to give the project more story Because I’m essentially prepped for shipping and it is a completely working project I will probably ship soon. Wish me luck. The screenshots shown are the results from training Tetr.AI-V2
Not to big of a devlog but I added executable files for easy running for this project. Also added a training_config json file to easily change training values.
Ships:
Tetr.AI This is the first release of Tetr.AI, my first ever reinforcement-learning project built for the Hack Club Stardance YSWS. Tetr.AI includes: A custom built Tetris environment built with PyGame which allows you to train and run your own models as well as just play Tetris A PyTorch neural network Deep-Q-learning Model checkpoint saving and loading Saving of training statistics into a CSV file A graphing script to allow you to visualize how well your model trained Windows and Linux setup scripts Model status The training pipeline is completely functional, but due to time constraints this release won’t contain a model which can play Tetris well. I completed two long duration training experiments during development which revealed problems with reward shaping, epsilon, and sparse rewards. Everything on this is documented in the README. Training and experimentation will continue after stardance...
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