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16233
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See-TreePiO by @Aryana | Stardance
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Aryana
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1
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142.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T06:32:43Z", "hours": 142.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a project that can detect tree/plant species and temperature to determine whether it is dead or not. It displays the result on an LCD in the back, and will start the process of scanning a tree/plant once a button is pressed. The wiring is enclosed in a 3D printed prototype. The most difficult thing I did in this project was likely trying to fit it all in the enclosure. There were a lot of wires here and there, and the button was also quite difficult to fit in, as I needed to solder it on. However, this project was really fun to do, as it helped me gain knowledge about the environment around me, and I got to practice my software and hardware skills. I am really proud of myself, as I completed this project from start to finish, and didn’t give up. To test my project, all you have to do is plug in the battery pack, wait for a minute or so, point the prototype at the tree you want to scan, press the button, and wait for the results. Sometimes, it will take a little longer to get the results, resulting from a difficulty figuring out either the temperature or species of that particular plant/tree.", "repo": "https://github.com/dawinner395/tree-health-scanner", "demo": ""}]...
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[{"post_id": 69981, "ts": "202 [{"post_id": 69981, "ts": "2026-09-18T05:40:56Z", "hours": 0.35, "text": "I completed the prototype by combining the enclosure with the prototype. I encased the sensors and the LCD. The prototype is finally complete!"}, {"post_id": 69965, "ts": "2026-09-18T04:18:13Z", "hours": 1.5167, "text": "I combined the parts in the bottom half of the prototype, and fit it in the encolsure."}, {"post_id": 67575, "ts": "2026-09-13T18:30:05Z", "hours": 1.3167, "text": "I researched the different types of prevalent trees in California and their temperatures during different seasons. I plan to add this to my database, as I hadn’t previously done this. I used many websites, but Our City Forest was the most helpful."}, {"post_id": 66887, "ts": "2026-09-12T20:45:05Z", "hours": 0.9333, "text": "I fixed the issues that the prototype was facing. I also added a button. The main thing I did was make the prototype able to function without the computer nearby, which can make it so that anyone in the world can use it with a battery pack."}, {"post_id": 64447, "ts": "2026-09-08T20:39:44Z", "hours": 12.0014, "text": "I 3D printed the top half of the housing for the prototype. Next, I will print the bottom half."}, {"post_id": 48288, "ts": "2026-08-16T16:26:44Z", "hours": 10.6833, "text": "I build a CAD of the structure that will house the prototype. I left holes for all the different parts, and will print it later today."}, {"post_id": 36195, "ts": "2026-07-28T03:59:06Z", "hours": 1.7667, "text": "I connected the database to the Raspberry Pi, and tested it out using a house plant. It worked really well, and the next step is to test it outside with a real tree."}, {"post_id": 35375, "ts": "2026-07-26T18:41:48Z", "hours": 1.8333, "text": "I researched about how to use the specific PlantNet API database with the Raspberry Pi and hook that database to a Machine Learning algorthim. I am finally ready to actually make the Machine Learning algorithm and get my hands dirty now that I have the information I need to continue on with the project."}, {"post_id": 32105, "ts": "2026-07-21T01:22:30Z", "hours": 0.3333, "text": "I researched more about the tree datasets, and I found one that has plenty of accurate information: PlantNet API."}, {"post_id": 31560, "ts": "2026-07-20T02:06:06Z", "hours": 0.6333, "text": "I researched the different datasets I can use for the project, as well as the amount of tree data each have in them. I still need to do some more research, but as of now, creating a dataset is the best option if I want to get a wide, accurate range of data. I haven’t found any datasets that match the amount of data I can collect by myself in my neighborhood."}, {"post_id": 29878, "ts": "2026-07-17T01:24:55Z", "hours": 0.6, "text": "I tested the camera and battery pack that came. They both worked really well. Now, I can start inputting the ML algrothm."}, {"post_id": 28665, "ts": "2026-07-15T01:45:42Z", "hours": 3.7747, "text": "I fiinshed the Machine Learning book."}, {"post_id": 28079, "ts": "2026-07-14T03:24:59Z", "hours": 1.0333, "text": "I read Chapters 14 and 15 of the Machine Learning book. The parts will come tomorrow."}, {"post_id": 27961, "ts": "2026-07-13T22:13:23Z", "hours": 0.6833, "text": "I read Chapter 13 of the Machine Learning book."}, {"post_id": 27279, "ts": "2026-07-12T18:33:41Z", "hours": 1.65, "text": "I planned the way I am going to connect the ArduCam to the Raspberry Pi with the thermal sensor. I realized I might have to solder some wires together so that more than one wire can fit on one pin on the Pi. I planned the way the wires are going to connect to the Pi and how I am going to integrate ML into the Pi using the camera and thermal sensor."}, {"post_id": 26242, "ts": "2026-07-10T22:09:55Z", "hours": 1.7667, "text": "I researched more about using the ArduCam with the Raspberry Pi 5. I found troubleshooting techniques and what I need to do after I get the camera (the setup)."}, {"post_id": 25652, "ts": "2026-07-10T02:04:39Z", "hours": 1.6847, "text": "I read Chapters 11 and 12 of the Machine Learning book."}, {"post_id": 25543, "ts": "2026-07-09T21:16:12Z", "hours": 1.5167, "text": "I watched a video about using the ArduCam with the Raspberry Pi 5."}, {"post_id": 25481, "ts": "2026-07-09T19:38:18Z", "hours": 1.2369, "text": "I read Chapters 9 and 10 of the Machine Learning book."}, {"post_id": 25077, "ts": "2026-07-09T01:30:27Z", "hours": 0.4, "text": "I read Chapter 8 of the Machine Learning book. I will stop watching the AI on the Edge videos because they are not accessible on YouTube after Lesson 31. The parts will come day after tomorrow, so I plan to finish reading this book by then."}, {"post_id": 24895, "ts": "2026-07-08T19:02:48Z", "hours": 2.1167, "text": "I watched Lesson 31 of the AI on the Edge videos."}, {"post_id": 24517, "ts": "2026-07-08T03:43:40Z", "hours": 2.1914, "text": "I watched Lesson 30 of the AI on the Edge videos."}, {"post_id": 24471, "ts": "2026-07-08T01:31:47Z", "hours": 1.9167, "text": "I watched Lesson 29 of the AI on the Edge videos."}, {"post_id": 24422, "ts": "2026-07-07T23:28:04Z", "hours": 3.2, "text": "I watched Lesson 28 of the AI on the Edge videos."}, {"post_id": 24308, "ts": "2026-07-07T19:58:17Z", "hours": 2.1003, "text": "I watched Lesson 27 of the AI on the Edge videos."}, {"post_id": 23795, "ts": "2026-07-06T23:03:10Z", "hours": 2.7667, "text": "I watched Lesson 26 of the AI on the Edge videos."}, {"post_id": 23280, "ts": "2026-07-06T04:18:00Z", "hours": 2.3625, "text": "I watched Lesson 25 of the AI on the Edge videos."}, {"post_id": 23236, "ts": "2026-07-06T01:55:59Z", "hours": 3.1667, "text": "I watched Lesson 24 of the AI on the Edge videos."}, {"post_id": 23150, "ts": "2026-07-05T22:46:20Z", "hours": 0.9167, "text": "I read chapters 6 and 7 of the Machine Learning book. I’m just reading and watching the videos until the parts arrive in three or four days. Then, I will work on the technical aspect of the prototype. I have some free time now, so I thought I would learn about Machine Learning and using the Raspberry Pi in the time I have instead of wasting it."}, {"post_id": 22461, "ts": "2026-07-04T22:37:08Z", "hours": 2.0494, "text": "I watched Lesson 23 of the AI on the Edge videos."}, {"post_id": 22380, "ts": "2026-07-04T20:34:29Z", "hours": 3.2, "text": "I watched Lesson 22 of the AI on the Edge videos."}, {"post_id": 21779, "ts": "2026-07-03T21:41:25Z", "hours": 1.5, "text": "I watched Lesson 21 of the AI on the Edge videos."}, {"post_id": 21716, "ts": "2026-07-03T20:11:28Z", "hours": 1.9, "text": "I watched Lesson 20 of the AI on the Edge videos."}, {"post_id": 21285, "ts": "2026-07-03T04:02:15Z", "hours": 2.8383, "text": "I watched Lesson 19 of the AI on the Edge videos."}, {"post_id": 21215, "ts": "2026-07-03T01:11:38Z", "hours": 2.3, "text": "I watched Lesson 18 of the AI on the Edge videos."}, {"post_id": 21101, "ts": "2026-07-02T21:55:09Z", "hours": 3.7, "text": "I watched Lesson 17 of the AI on the Edge videos."}, {"post_id": 20495, "ts": "2026-07-02T03:07:09Z", "hours": 1.9072, "text": "I watched Lesson 16 of the AI on the Edge videos."}, {"post_id": 20442, "ts": "2026-07-02T01:11:45Z", "hours": 2.3333, "text": "I watched Lesson 15 of the AI on the Edge videos."}, {"post_id": 20318, "ts": "2026-07-01T21:43:50Z", "hours": 3.6667, "text": "I watched Lesson 14 of the AI on the Edge videos."}, {"post_id": 19770, "ts": "2026-07-01T04:50:30Z", "hours": 2.7167, "text": "I watched Lesson 13 of the AI on the Edge videos."}, {"post_id": 19679, "ts": "2026-07-01T02:07:59Z", "hours": 1.4167, "text": "I watched Lesson 12 of the AI on the Edge videos."}, {"post_id": 19634, "ts": "2026-07-01T00:35:15Z", "hours": 1.6167, "text": "I read chapters 5 and 6 of the Machine Learning book."}, {"post_id": 19586, "ts": "2026-06-30T22:40:26Z", "hours": 1.6167, "text": "I watched Lesson 11 of the AI on the Edge videos."}, {"post_id": 19523, "ts": "2026-06-30T21:02:23Z", "hours": 1.0494, "text": "I watched Lesson 10 of the AI on the Edge videos."}, {"post_id": 19468, "ts": "2026-06-30T19:58:25Z", "hours": 2.1, "text": "I watched Lesson 9 of the AI on the Edge videos."}, {"post_id": 19018, "ts": "2026-06-30T05:48:49Z", "hours": 2.7, "text": "I watched Lesson 8 of the AI on the Edge videos."}, {"post_id": 18914, "ts": "2026-06-30T03:06:50Z", "hours": 0.75, "text": "I finished reading Chapter 4 of the Machine Learning book. I am also taking more notes on the book now."}, {"post_id": 18878, "ts": "2026-06-30T02:18:01Z", "hours": 0.9, "text": "I sent an email to Ms. Mint (the one I met previosuly) asking if we could meet again for some feedback on my project idea. I also converted my paper plan onto a document and calendar so I can keep track of any deadlines I might have for the project."}, {"post_id": 18760, "ts": "2026-06-29T23:18:51Z", "hours": 4.0, "text": "I watched Lesson 7 of the AI on the Edge videos."}, {"post_id": 17910, "ts": "2026-06-28T20:55:18Z", "hours": 1.2, "text": "I watched Lesson 6 of the AI on the Edge videos."}, {"post_id": 17840, "ts": "2026-06-28T19:40:59Z", "hours": 1.0667, "text": "I watched Lesson 5 of AI on the Edge. In the previous DevLog about the AI on the Edge videos, I actually watched Lesson 4, not Lesson 3."}, {"post_id": 17786, "ts": "2026-06-28T18:35:28Z", "hours": 1.7667, "text": "I made a plan on how to spend my time during this summer, as a lot of time will be dedicated to the ML aspect of my project."}, {"post_id": 17345, "ts": "2026-06-28T02:58:04Z", "hours": 2.0833, "text": "I watched Lesson 3 of the AI on the Edge videos."}, {"post_id": 17217, "ts": "2026-06-27T22:37:39Z", "hours": 3.05, "text": "I finished the 3rd lesson of the AI on the Edge."}, {"post_id": 17106, "ts": "2026-06-27T19:33:57Z", "hours": 1.5667, "text": "I watched the Lesson 2 of the AI on the Edge Raspberry Pi videos."}, {"post_id": 16603, "ts": "2026-06-27T00:34:57Z", "hours": 1.5, "text": "I watched a video about using the Raspberry Pi 5 with ML. Though the Machine Learning book is helpful (and I will keep reading it), I felt that it was not enough to help me with this specific project."}, {"post_id": 16000, "ts": "2026-06-25T23:50:46Z", "hours": 0.9333, "text": "I researched exactly what camera and battery pack to buy (to power the Raspberry Pi). I added them to the cart and will buy it as soon as possible to further develop the prototype. I can’t wait to see how it works with the thermal sensor!"}, {"post_id": 15917, "ts": "2026-06-25T21:22:07Z", "hours": 1.0667, "text": "I just researched about how to combine a thermal sensor with a camera. I found a helpful video and took notes on that video. I also found the specific type of camera I can use, which is a standard Raspberry Pi Camera Module, as well as the connector."}, {"post_id": 15877, "ts": "2026-06-25T20:08:12Z", "hours": 0.6167, "text": "Instead of physically testing the prototypes out (because my dog accidentally stepped on the ultrasonic sensor prototype), I just researched a bit more about the two sensors. I researched the benefits and downsides of each sensor, as well as how accurae they are at specifcally detecting dead trees. I found that people have used ultrasonic sensors before to detect dead trees, but no one has used thermal sensors in the way that I am before to do so. Therefore, I will stick with using a thermal sensor for this prototype. I will have to do more research about the actual pairing between a thermal sensor, a camera, and ML, but the book will help me a lot in the coding of the ML portion."}, {"post_id": 15231, "ts": "2026-06-24T18:49:08Z", "hours": 0.5333, "text": "I compared the 2 prototypes to see which sensor is more accurate (with research, not actual testing). I found that the thermal sensor is more accurate, especially when paired with a camera and an ML algorithm. However, the pairing will be new to me because of the Raspberry Pi. I am more used to working with Aruinos, but through research and practice, I will be able to implement ML. Also, the book I am reading is going to help increase my knowledge on ML. In a future DevLog, I might just test this research just to be sure the thermal sensor is the right choice."}, {"post_id": 14069, "ts": "2026-06-23T01:29:08Z", "hours": 2.3667, "text": "I created the new prototype using the ultrasonic sensor. I coded it, and it successfully functions properly. However, when I tested it with a tree, it didn’t detect it correctly (it said it was dead, not healthy). When I tested it a few more times, it showed accurate readings. I still need to compare the two prototypes together."}, {"post_id": 13982, "ts": "2026-06-22T23:01:27Z", "hours": 0.7219, "text": "I started taking notes on how to work with a thermal sensor, a camera, and ML. I found that it might be hard to integrate all 3 of these things, so I started looking in a different path. I found that I could use ultrasonic distance sensors to detect the unique ultrasonic waves emitted from trees. Therefore, I will start creating a prototype using the ultrasonic sensor and compare the 2 prototypes together."}, {"post_id": 13915, "ts": "2026-06-22T20:24:35Z", "hours": 1.6833, "text": "I copied the code from Command Prompt to GitHub so I have a way to store it somewhere safe. I also double-checkked that the code was correct, and fixed any errors."}, {"post_id": 13555, "ts": "2026-06-22T06:01:12Z", "hours": 3.0333, "text": "I interviewed a tree expert, Ms. Mint, who works at a local farm. She brought up some interesting points, and helped me narrow down what sensors I want to use for my project. She said that using a thermal sensor would be a good idea becuase of its accuracy and easy use. However, when I interviewed her, I had to record the video on my phone instead of on this Hackatime. Therefore, I screen recorded the video and that is the video shown here on this Devlog. I was also with a few other people interested in Ms. Mint’s work, so it wasn’t a one-on-one session, more of a broader overview with a lot of Q-and-A. Overall, this experience was really nice because I got to meet a curator of a nature center, feel the nature all around me, see the difference between dead and healthy trees, and get feedback on my idea."}, {"post_id": 13494, "ts": "2026-06-22T02:51:43Z", "hours": 1.1878, "text": "I wired the thermal sensor, the LCD, the Raspberry Pi, and the LCD backpack. At first, the wiring was not working, so I switched to planning the wiring on paper. Once I finished that, I used a soldering iron to combine two wires to fit in one slot. This is the completed wiring."}, {"post_id": 13467, "ts": "2026-06-22T01:34:43Z", "hours": 0.4833, "text": "I continued reading the Machine Learning book and got to Chapter 4. The book is really interesting and I already feel like I have some knowledge (not a lot, but some) about ML."}, {"post_id": 13450, "ts": "2026-06-22T01:01:41Z", "hours": 2.55, "text": "I continued reading the Machine Learning book and got to Chapter 4. The book is really interesting and I already feel like I have some knowledge (not a lot, but some) about ML."}, {"post_id": 13342, "ts": "2026-06-21T21:15:14Z", "hours": 0.4833, "text": "I have started reading a book about Machine Learning, its history, and how to train/use it to the best of my ability. I have been taking some notes and answering some questions presented in the book. I have gotten through the first 2 chapters so far and plan to finish the book in the next few weeks. This book will really help me use ML in my project, as well as use it in other projects that I may decide to pursue."}, {"post_id": 12793, "ts": "2026-06-20T22:25:53Z", "hours": 0.8169, "text": "I created the code for the basic part of the prototype. The code makes the prototype able to detect the thermal signature of a Redwood Tree and determine whether it is dead or healthy. In the future, I wil re-make the code to incorporate a camera and a Machine Learning algorithm that can be used for more accurate and broader readings, not just for Redwood trees."}, {"post_id": 12756, "ts": "2026-06-20T21:19:55Z", "hours": 1.4667, "text": "Researched about the different techniques and sensors I could use for this project. I found that using a thermal sensor with Machine Learning algorithms and a camera would be the best for my project."}, {"post_id": 12708, "ts": "2026-06-20T19:07:36Z", "hours": 0.6164, "text": "Testing and editing the code and the wiring of the prototype"}]...
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Title: See-TreePiO by @Aryana | Stardance
Devlogs Title: See-TreePiO by @Aryana | Stardance
Devlogs:
Testing and editing the code and the wiring of the prototype
Researched about the different techniques and sensors I could use for this project. I found that using a thermal sensor with Machine Learning algorithms and a camera would be the best for my project.
I created the code for the basic part of the prototype. The code makes the prototype able to detect the thermal signature of a Redwood Tree and determine whether it is dead or healthy. In the future, I wil re-make the code to incorporate a camera and a Machine Learning algorithm that can be used for more accurate and broader readings, not just for Redwood trees.
I have started reading a book about Machine Learning, its history, and how to train/use it to the best of my ability. I have been taking some notes and answering some questions presented in the book. I have gotten through the first 2 chapters so far and plan to finish the book in the next few weeks. This book will really help me use ML in my project, as well as use it in other projects that I may decide to pursue.
I continued reading the Machine Learning book and got to Chapter 4. The book is really interesting and I already feel like I have some knowledge (not a lot, but some) about ML.
I continued reading the Machine Learning book and got to Chapter 4. The book is really interesting and I already feel like I have some knowledge (not a lot, but some) about ML.
I wired the thermal sensor, the LCD, the Raspberry Pi, and the LCD backpack. At first, the wiring was not working, so I switched to planning the wiring on paper. Once I finished that, I used a soldering iron to combine two wires to fit in one slot. This is the completed wiring.
I interviewed a tree expert, Ms. Mint, who works at a local farm. She brought up some interesting points, and helped me narrow down what sensors I want to use for my project. She said that using a thermal sensor would be a good idea becuase of its accuracy and easy use. However, when I interviewed her, I had to record the video on my phone instead of on this Hackatime. Therefore, I screen recorded the video and that is the video shown here on this Devlog. I was also with a few other people interested in Ms. Mint’s work, so it wasn’t a one-on-one session, more of a broader overview with a lot of Q-and-A. Overall, this experience was really nice because I got to meet a curator of a nature center, feel the nature all around me, see the difference between dead and healthy trees, and get feedback on my idea.
I copied the code from Command Prompt to GitHub so I have a way to store it somewhere safe. I also double-checkked that the code was correct, and fixed any errors.
I started taking notes on how to work with a thermal sensor, a camera, and ML. I found that it might be hard to integrate all 3 of these things, so I started looking in a different path. I found that I could use ultrasonic distance sensors to detect the unique ultrasonic waves emitted from trees. Therefore, I will start creating a prototype using the ultrasonic sensor and compare the 2 prototypes together.
I created the new prototype using the ultrasonic sensor. I coded it, and it successfully functions properly. However, when I tested it with a tree, it didn’t detect it correctly (it said it was dead, not healthy). When I tested it a few more times, it showed accurate readings. I still need to compare the two prototypes together.
I compared the 2 prototypes to see which sensor is more accurate (with research, not actual testing). I found that the thermal sensor is more accurate, especially when paired with a camera and an ML algorithm. However, the pairing will be new to me because of the Raspberry Pi. I am more used to working with Aruinos, but through research and practice, I will be able to implement ML. Also, the book I am reading is going to help increase my knowledge on ML. In a future DevLog, I might just test this research just to be sure the thermal sensor is the right choice.
Instead of physically testing the prototypes out (because my dog accidentally stepped on the ultrasonic sensor prototype), I just researched a bit more about the two sensors. I researched the benefits and downsides of each sensor, as well as how accurae they are at specifcally detecting dead trees. I found that people have used ultrasonic sensors before to detect dead trees, but no one has used thermal sensors in the way that I am before to do so. Therefore, I will stick with using a thermal sensor for this prototype. I will have to do more research about the actual pairing between a thermal sensor, a camera, and ML, but the book will help me a lot in the coding of the ML portion.
I just researched about how to combine a thermal sensor with a camera. I found a helpful video and took notes on that video. I also found the specific type of camera I can use, which is a standard Raspberry Pi Camera Module, as well as the connector.
I researched exactly what camera and battery pack to buy (to power the Raspberry Pi). I added them to the cart and will buy it as soon as possible to further develop the prototype. I can’t wait to see how it works with the thermal sensor!
I watched a video about using the Raspberry Pi 5 with ML. Though the Machine Learning book is helpful (and I will keep reading it), I felt that it was not enough to help me with this specific project.
I watched the Lesson 2 of the AI on the Edge Raspberry Pi videos.
I finished the 3rd lesson of the AI on the Edge.
I watched Lesson 3 of the AI on the Edge videos.
I made a plan on how to spend my time during this summer, as a lot of time will be dedicated to the ML aspect of my project.
I watched Lesson 5 of AI on the Edge. In the previous DevLog about the AI on the Edge videos, I actually watched Lesson 4, not Lesson 3.
I watched Lesson 6 of the AI on the Edge videos.
I watched Lesson 7 of the AI on the Edge videos.
I sent an email to Ms. Mint (the one I met previosuly) asking if we could meet again for some feedback on my project idea. I also converted my paper plan onto a document and calendar so I can keep track of any deadlines I might have for the project.
I finished reading Chapter 4 of the Machine Learning book. I am also taking more notes on the book now.
I watched Lesson 8 of the AI on the Edge videos.
I watched Lesson 9 of the AI on the Edge videos.
I watched Lesson 10 of the AI on the Edge videos.
I watched Lesson 11 of the AI on the Edge videos.
I read chapters 5 and 6 of the Machine Learning book.
I watched Lesson 12 of the AI on the Edge videos.
I watched Lesson 13 of the AI on the Edge videos.
I watched Lesson 14 of the AI on the Edge videos.
I watched Lesson 15 of the AI on the Edge videos.
I watched Lesson 16 of the AI on the Edge videos.
I watched Lesson 17 of the AI on the Edge videos.
I watched Lesson 18 of the AI on the Edge videos.
I watched Lesson 19 of the AI on the Edge videos.
I watched Lesson 20 of the AI on the Edge videos.
I watched Lesson 21 of the AI on the Edge videos.
I watched Lesson 22 of the AI on the Edge videos.
I watched Lesson 23 of the AI on the Edge videos.
I read chapters 6 and 7 of the Machine Learning book. I’m just reading and watching the videos until the parts arrive in three or four days. Then, I will work on the technical aspect of the prototype. I have some free time now, so I thought I would learn about Machine Learning and using the Raspberry Pi in the time I have instead of wasting it.
I watched Lesson 24 of the AI on the Edge videos.
I watched Lesson 25 of the AI on the Edge videos.
I watched Lesson 26 of the AI on the Edge videos.
I watched Lesson 27 of the AI on the Edge videos.
I watched Lesson 28 of the AI on the Edge videos.
I watched Lesson 29 of the AI on the Edge videos.
I watched Lesson 30 of the AI on the Edge videos.
I watched Lesson 31 of the AI on the Edge videos.
I read Chapter 8 of the Machine Learning book. I will stop watching the AI on the Edge videos because they are not accessible on YouTube after Lesson 31. The parts will come day after tomorrow, so I plan to finish reading this book by then.
I read Chapters 9 and 10 of the Machine Learning book.
I watched a video about using the ArduCam with the Raspberry Pi 5.
I read Chapters 11 and 12 of the Machine Learning book.
I researched more about using the ArduCam with the Raspberry Pi 5. I found troubleshooting techniques and what I need to do after I get the camera (the setup).
I planned the way I am going to connect the ArduCam to the Raspberry Pi with the thermal sensor. I realized I might have to solder some wires together so that more than one wire can fit on one pin on the Pi. I planned the way the wires are going to connect to the Pi and how I am going to integrate ML into the Pi using the camera and thermal sensor.
I read Chapter 13 of the Machine Learning book.
I read Chapters 14 and 15 of the Machine Learning book. The parts will come tomorrow.
I fiinshed the Machine Learning book.
I tested the camera and battery pack that came. They both worked really well. Now, I can start inputting the ML algrothm.
I researched the different datasets I can use for the project, as well as the amount of tree data each have in them. I still need to do some more research, but as of now, creating a dataset is the best option if I want to get a wide, accurate range of data. I haven’t found any datasets that match the amount of data I can collect by myself in my neighborhood.
I researched more about the tree datasets, and I found one that has plenty of accurate information: PlantNet API.
I researched about how to use the specific PlantNet API database with the Raspberry Pi and hook that database to a Machine Learning algorthim. I am finally ready to actually make the Machine Learning algorithm and get my hands dirty now that I have the information I need to continue on with the project.
I connected the database to the Raspberry Pi, and tested it out using a house plant. It worked really well, and the next step is to test it outside with a real tree.
I build a CAD of the structure that will house the prototype. I left holes for all the different parts, and will print it later today.
I 3D printed the top half of the housing for the prototype. Next, I will print the bottom half.
I fixed the issues that the prototype was facing. I also added a button. The main thing I did was make the prototype able to function without the computer nearby, which can make it so that anyone in the world can use it with a battery pack.
I researched the different types of prevalent trees in California and their temperatures during different seasons. I plan to add this to my database, as I hadn’t previously done this. I used many websites, but Our City Forest was the most helpful.
I combined the parts in the bottom half of the prototype, and fit it in the encolsure.
I completed the prototype by combining the enclosure with the prototype. I encased the sensors and the LCD. The prototype is finally complete!
Ships:
I made a project that can detect tree/plant species and temperature to determine whether it is dead or not. It displays the result on an LCD in the back, and will start the process of scanning a tree/plant once a button is pressed. The wiring is enclosed in a 3D printed prototype. The most difficult thing I did in this project was likely trying to fit it all in the enclosure. There were a lot of wires here and there, and the button was also quite difficult to fit in, as I needed to solder it on. However, this project was really fun to do, as it helped me gain knowledge about the environment around me, and I got to practice my software and hardware skills. I am really proud of myself, as I completed this project from start to finish, and didn’t give up. To test my project, all you have to do is plug in the battery pack, wait for a minute or so, point the prototype at the tree you want to scan, press the button, and wait for the results. Sometimes, it will take a little longer to get the results, resulting from a difficulty figuring out either the temperature or species of that particular plant/tree....
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1793004568.6503468
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1793090968.6503468
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27389
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Fpv Mini Rc Car by @Kiril | Stardance
|
Kiril
|
1
|
47.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T06:25:26Z", "hours": 47.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I spent almost the whole summer building this mini FPV RC car. It took a massive amount of time with 3d modeling, testing, and finding the right electronic modules. This is really one of my hardest projects I have ever made, but I am happy that I realized my childhood dream of creating it.", "repo": "https://github.com/kirilDen/Mini_FPV_RC_CAR_WiFi", "demo": ""}]...
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[{"post_id": 68423, "ts": "202 [{"post_id": 68423, "ts": "2026-09-15T02:59:08Z", "hours": 1.1667, "text": "After adding support braces, I finally finished the body of the car. After 3d printing I will paint and submit the project."}, {"post_id": 67869, "ts": "2026-09-14T04:48:31Z", "hours": 1.7, "text": "I improved the body’s mounting points so it could be attached firmly to the chassis."}, {"post_id": 65115, "ts": "2026-09-10T00:53:17Z", "hours": 1.5, "text": "Today I was working on the body for the Rc Car."}, {"post_id": 64033, "ts": "2026-09-08T04:48:21Z", "hours": 3.3, "text": "Hello, I started remodeling the body for the car."}, {"post_id": 56373, "ts": "2026-08-28T03:43:29Z", "hours": 3.0167, "text": "Today I kept working on the body of the Rc Car."}, {"post_id": 56264, "ts": "2026-08-27T23:22:14Z", "hours": 2.8169, "text": "I started working on the body of the car"}, {"post_id": 55355, "ts": "2026-08-27T04:18:20Z", "hours": 0.2833, "text": "I added a place for FPV camera. Now the car is fully functional and can be controlled using computer or phone with live view video. Next step is to make enclosure."}, {"post_id": 55308, "ts": "2026-08-27T01:42:26Z", "hours": 0.6833, "text": "I assembled the chassis and the car works perfect. The next step which I started is to design an FPV camera holder."}, {"post_id": 55247, "ts": "2026-08-26T22:10:32Z", "hours": 2.8503, "text": "I kept working on chassis and finding the best size of the wheels and axle."}, {"post_id": 47908, "ts": "2026-08-16T05:45:04Z", "hours": 4.6419, "text": "I spend most of the time assembling the chassis and also modeling the wheels."}, {"post_id": 46558, "ts": "2026-08-13T21:36:07Z", "hours": 2.7003, "text": "Today I finished making the electronic mounts. I designed them specifically so the electronics would sit still and require no glue."}, {"post_id": 45539, "ts": "2026-08-12T03:02:19Z", "hours": 2.3836, "text": "I finally finished working on the steering system and started connecting the whole chassis. Also trying to make a good battery holder."}, {"post_id": 44938, "ts": "2026-08-11T01:08:07Z", "hours": 1.8833, "text": "I kept improving the steering system to find the best option."}, {"post_id": 43038, "ts": "2026-08-08T02:51:25Z", "hours": 2.1922, "text": "Today I started rebuilding the steering system for better steering."}, {"post_id": 33356, "ts": "2026-07-23T06:24:28Z", "hours": 0.8472, "text": "Today I was soldering the electronics and putting everything together. Code is working well and the next step is to design wheels."}, {"post_id": 33238, "ts": "2026-07-22T23:37:37Z", "hours": 4.7169, "text": "I started assembling the RC car and also designed a cover for electronics."}, {"post_id": 31634, "ts": "2026-07-20T06:06:52Z", "hours": 0.765, "text": "I just finished modeling placeholders for electronics."}, {"post_id": 31605, "ts": "2026-07-20T04:25:11Z", "hours": 1.1833, "text": "I didn’t save my files last time, so today I had to remake everything I did last time."}, {"post_id": 28722, "ts": "2026-07-15T04:57:07Z", "hours": 1.1833, "text": "I almost finished working on the chassis for my RC car. The next step is to make mounts for the rest of the electronics."}, {"post_id": 26361, "ts": "2026-07-11T03:24:06Z", "hours": 1.5336, "text": "Hello! Today I finished designing and printing the gears for both the motor and the axle. I also tested different gear ratios and found the best balance between speed and torque."}, {"post_id": 25710, "ts": "2026-07-10T04:27:04Z", "hours": 0.9, "text": "I made the RC car wider to fit the electronics, so I widened the front chassis and improved servo mount."}, {"post_id": 25152, "ts": "2026-07-09T05:41:50Z", "hours": 1.2172, "text": "I almost finished the steering system for the RC car. The only thing left to make is the placing for servo motor."}, {"post_id": 24508, "ts": "2026-07-08T03:08:51Z", "hours": 0.9333, "text": "Today I was still working on the steering system of my car, and I hope I will finish next time."}, {"post_id": 23946, "ts": "2026-07-07T04:57:28Z", "hours": 0.9167, "text": "Today I started working on steering system of my car. I had to design the spindles for the steering system."}, {"post_id": 23247, "ts": "2026-07-06T02:31:35Z", "hours": 1.4003, "text": "Started the RC car rear chassis today! It doesn’t look like much yet, but I made space for the motor and shaft. Next time, I will add gears and finish the back hopefully."}]...
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Title: Fpv Mini Rc Car by @Kiril | Stardance
Devl Title: Fpv Mini Rc Car by @Kiril | Stardance
Devlogs:
Started the RC car rear chassis today! It doesn’t look like much yet, but I made space for the motor and shaft. Next time, I will add gears and finish the back hopefully.
Today I started working on steering system of my car. I had to design the spindles for the steering system.
Today I was still working on the steering system of my car, and I hope I will finish next time.
I almost finished the steering system for the RC car. The only thing left to make is the placing for servo motor.
I made the RC car wider to fit the electronics, so I widened the front chassis and improved servo mount.
Hello! Today I finished designing and printing the gears for both the motor and the axle. I also tested different gear ratios and found the best balance between speed and torque.
I almost finished working on the chassis for my RC car. The next step is to make mounts for the rest of the electronics.
I didn’t save my files last time, so today I had to remake everything I did last time.
I just finished modeling placeholders for electronics.
I started assembling the RC car and also designed a cover for electronics.
Today I was soldering the electronics and putting everything together. Code is working well and the next step is to design wheels.
Today I started rebuilding the steering system for better steering.
I kept improving the steering system to find the best option.
I finally finished working on the steering system and started connecting the whole chassis. Also trying to make a good battery holder.
Today I finished making the electronic mounts. I designed them specifically so the electronics would sit still and require no glue.
I spend most of the time assembling the chassis and also modeling the wheels.
I kept working on chassis and finding the best size of the wheels and axle.
I assembled the chassis and the car works perfect. The next step which I started is to design an FPV camera holder.
I added a place for FPV camera. Now the car is fully functional and can be controlled using computer or phone with live view video. Next step is to make enclosure.
I started working on the body of the car
Today I kept working on the body of the Rc Car.
Hello, I started remodeling the body for the car.
Today I was working on the body for the Rc Car.
I improved the body’s mounting points so it could be attached firmly to the chassis.
After adding support braces, I finally finished the body of the car. After 3d printing I will paint and submit the project.
Ships:
I spent almost the whole summer building this mini FPV RC car. It took a massive amount of time with 3d modeling, testing, and finding the right electronic modules. This is really one of my hardest projects I have ever made, but I am happy that I realized my childhood dream of creating it....
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1793008186.0759788
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1793094586.0759788
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55261
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AeroOS - AIRPORT OS by @najil_kilayil | Stardance
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najil_kilayil
|
2
|
9.0
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51
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T05:36:20Z", "hours": 4.0, "multiplier": 12.49, "payout": 51, "blessing": "neutral", "text": "Hi this is my own webOS with second shipment. I uploaded one more app called ‘Boarding Pass’ which you can enter passenger name and as well as select the flight that are departure from the airport. After submitting it will open another windows automatically with the preview of your boarding pass with full details of flight, gate, terminal, seat, date, and as well as boarding time. I also added the apps icon in the bottom-right navbar you access the apps from there also. At last i made the real-time weather information of the Delhi Airport using API which is my very first time i using a API in my project. I tried my maximum to put all in the theme of a glassmorphism. Btw i would like to add more apps such as detailed weather information and i need to make the App boarding pass in fullscreen mode in the future updates iam sure that i will work on that! Hope that you will go through the website and explore all the features. And feel free to suggest on anything..", "repo": "https://github.com/najilkilayil/aero-os", "demo": "https://aero-os-six.vercel.app/"}, {"ship_num": 2, "ts": "2026-09-10T13:20:31Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hellooiii, I created this project on under mission of WebOS. I selected to make the OS under theme of airport and its facilities. I used HTML, CSS and Javascript for this project. Iam confident that you guys can go though my code and understand each logics i used and implemented for this project. Now i just created only one app, i can sure that i will upload more apps and features in future, iam planning to work on it! I suggest you to open the website only is desktop mode, in mobile screen it is very missy and i didn’t care much about the screen size or width. And i also noticed that it keep a while to load the background image you should care about that, i will try to solve that! Btw i didn’t connect the location and whether API to collect the real-time information of your location, iam trying to learn the basic properties of using APIs. I created a welcome windows that will automatically disappear after 2-3 seconds and then shows the bottom nav bar and desktop icons then you can open the apps and drag as you need. and also can open multiple apps (windows) at a time and when you focus on a window it will appear in the top. And also you can close the window using the red-coloured icon in top-left corner of your app’s windows and as well as you can click on green-coloured icon to make the window in the fullscreen and you may use yellow-coloured icon to resize the window as back to normal Try to go though all features. And feel free to give suggestions!", "repo": "https://github.com/najilkilayil/aero-os", "demo": "https://aero-os-six.vercel.app/"}]...
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[{"post_id": 69975, "ts": "202 [{"post_id": 69975, "ts": "2026-09-18T05:15:54Z", "hours": 1.7572, "text": "Devlog 7 Today iam going to continue the working on the App 2. I made that whenever the user clicks the ‘enter’ button in app 2 it will check that the both inputs are filled. I thought if the boarding pass with the inputted name and selected flight might need to show in a new windows which makes more attractive and clean looking. That fore i just hardcoded the entire window (App 2.1) layout. Then also i thought that i need to add airport code and as well as boarding time which we need to show up on the boarding pass. I made the boarding pass view in a totally glassmorphism effect which will be very linking to the desktop theme. Then i started to work in JS, i colloeted all the datas that need to be shown in the boarding pass when the user click on the button. After all the found the when the icon is clicked from desktop or from the bottom-right nav bar it will opeining the main app window but doesn’t opening the app 2.1 window, That for i asked help of chatGPT then i found that i need to put that also inside that of the createWindows(). After that it is working perfectly. But now i just hardcoded the date that shows in boarding pass so i made that to collect real date i choosen the default (normal way). Then i made that also dynamically. At last i added the airport code for the arrival flights list also and made that shows in-between the brackets in the table of the App 1 which is more useful for a passengers. Then i thought that i may change the hardcoded weather data in bottom-left navbar. For that i exported the API from Open Meteo with the temperature and as well as the weather code. I got the latitude and longitude of Delhi International Airport from google, Then i copied and declared thats into a two varibles. Then i created a function called ‘updateWeather()’ which will collect the datas from the API and as well as i thought that i need to display the emoji that match current temperature. For that i added weather code also in the API for further information i added that is there day-time ot night-time to make the emojis for accuracy. Then i asked the help to decode the weather code into emojis that for ChatGPT just tablulated the values and required emojis So i coded that as in if-elseif-else condition with emojis. Then also added that if in any case there doesn’t connect API it will show as ‘–’ with a emoji. At last i called this function it when the bottom nav bar is shows. And also i added that time interval just for update the weather data in every 10minutes."}, {"post_id": 69623, "ts": "2026-09-17T13:09:21Z", "hours": 2.3053, "text": "Devlog 6 Today iam going to create another app called “Boarding Pass”, In this app i would like to create a boarding pass for passengers. Before that i added the previous app icon into the bottom-right nav bar with hovering animation. Then i tried to add the icon of the app 2 it doesn’t visible like it is overlapping the icon of app 1. So after i tried so much time on that then unfortunately i forced to ask help of ChatGPT to solve that issue, Then i understand the logic then implemented on the project. I started working on App2, that for i created the same design of out-layout that of the app 1, which i could save a little time there. Then i added a input box and as well as the option to select the flight from the list that i created previously on script.js file. At last enter button, it will collect all the datas that the user inputted. For first time i worked this app as testing and working completely perfect. But when i tried to work as original- opening the app 2 using the icon the windows is showing perfectly and the layout also perfect but the function are not working like options doesn’t showing and the button is not working. I tried to put the same codes under different function that i already created and used for app1. At last i found the real place that the functions are working perfectly. Now the option is showing with only first element in the list but we can’t change the selection or even can’t input any text in the input box. And also found that it only showing for first window if the user opens multiple window of the same app it will not show up the default option and doesn’t work the button functionalities. For that i updated ‘createWindows(tem)’ function by connecting using the parameters, Now its showing but still can’t input. For that i doesn’t have any idea what is going on there, so i asked help for ChatGPT then found out a solution that update the function startDragging(e), if-condition if the app contains tags like ‘option’, ‘button’, ‘select’ and as well as ‘input’ it will remove the action of dragging, That means if the user tries to input or select the value option the function will run as by thinking that the user need to drag that for it will ready to listen the movement of the mouse, but while using this if-condition it will understand that the user trying to input or selecting. That for it working perfectly now."}, {"post_id": 64893, "ts": "2026-09-09T16:30:24Z", "hours": 0.8322, "text": "Devlog 5 Today i am going to improve the structure of app 1 (Flight overview). That now its perfect as multiple windows and i almost solved all the logical and bugs issues that i had been noticed. Now i thought to make for dynamic and useful to the user. I already worked on the apps main layout as in width of 40% now i thinks make the top-left buttons such as coloured as red, yellow and green. Red button is already used for the closing the window. So i decided to choose green button for make the app in fullscreen. So first i tried to change the width off the main app div. But it seems very boring so i decided to change all the layouts when fullscreen. In normal screen, the app is sub-divided into 2 sections - departure and arrival. But when it is in fullscreen it gives a bad view to the user when it still keep as 2 sections. So i decided to put them together. For that i created another div inside the main div of the app and after the header div. then i putted everything (content of the app) inside that div ‘normalscreen’. After that again i copied and put inside another div which is called ‘fullscreen’. Now i think its time to work on css part of the app. First i made the normalscreen as in view and another in hide. Then i made the content area’s div into flex-display to view both sections. then i removed the top main texts which i had made them clickable now i changed them into normal text-heading. After all i spend in js, I connected the icon then added if-condition that if that icon is exists and the user clicks on that icon and the user clicked icon’s window is matches to the app1 then normascreen will hide and show the fulscreen view also i made that to view the windows as centered to the screen to avoid moving below of the screen size (offsize) as default! Btw i added there to change the width and height of the window as well as. Now its working good. But i noticed that the table aren’t showing when the window is it in fullscreen. After a research through the code and google i found that, i need to change the accessing points of the table id in js file. In first i just accessed the tables just using ‘document.getElementById’ which will only access one id which is already accessed from the normal screen. So changed that into ‘document.querySelectorAll’ which will access all the tale bodies which includes tables from normal screen and as well as fullscreen. Now the fullscreen and its icon working perfect! At last i made the yellow icon (mini icon) also functionable as same as the green icon (fullscreen) I done this code as same as the fullscreen icon just changed the normalscreen’s display into show and fullscreen’s into hide! Now i thinks that app 1 is completed!"}, {"post_id": 64185, "ts": "2026-09-08T12:35:46Z", "hours": 1.5183, "text": "Devlog 4 In this devlog i am trying to make application “Flight Overview”. Before that i found another logic issue that if the user multiple windows of same application it will open perfectly but there is another issue that it will open in where the pervious window it open like perfectly overlapping the pervious windows which makes not user-friendly. So i decided to change the position to be visible the new window by updating the ‘createWindows(tem)’. So i declared a variable ‘windowsOffset’ outside the function with value 0. Then i updated the variable into ‘windowsOffset + 30’ which will increate the value by 30 for each new windows. Then i styled the top and left with 50% + the variable value. Then finally added transform. By using this a new window s always 30px difference of left and top of the pervious windows. But i found that it will showing the window even after into the off screen like below the page. To solve that i added a if-condition that if the variable value is greater than 180 it will automatically reset into 0 then start again. Then i found another issue that when multiple windows are present if the user try to focus on the first window(backmost in appearance) it will not come forward it keeps there! To solve that i created another function called bringToFront() with one parameter. Before that i just declared a variable with the value 1000. In the function the variable will be incremented by 1 and initialize the value into the z-index of the element. Then i called this function in startdragging() function! Now its all perfect! Now lets start to build the app First off all i sub divvied the content section into two one is departure and another is arrival. My plan is simple as default show the departure flight status and if the user clicks on the arrival it show the arrival flight status. both as a table form. So it is very task to hardcode the table so i made a list then of all flight details such as flight number, destination, gate, status and also the icon that matches the status. I asked chatGPT to give me random 10 flight details in tabular sheet. then i converted that into list for myself! Then i created a function called loadFlightTable() with two parameters. One for accessing the list to be showed on the table and another is id of the table. Then i added innerHTML for table id. Also i given the suitable icon status for each of them green colour for boarding and on time, blue for delayed flights, yellow for final call, red for cancelled flight and grey for scheduled flights which the user can identify the status easily! Similarly worked for arrival flights with another list and called the function same way! Then another confusing part came. I got confusion that where should i declare the buttons to change the table of showing, should i need to declare outside of every function or inside the create function. At last i thought lets try putting everything inside the function. So i putted everything inside the createWindows(), called the variables from html document, then added eventlistern for both departure and arrival options. then changed the table view into hide and show using display as block and none!"}, {"post_id": 62741, "ts": "2026-09-06T07:54:30Z", "hours": 0.4914, "text": "Devlog 3 I planned to create a application “Flight Overview” which shows the departure and arrival flight details. For that i created a div-section for that. Then i added the same css style of welcome that this also. Also i added closing icon to this window. Then i made that when the user clicks on the icon_1 then this app will open up and i made that draggable and closable when click on the closeable icon. Then i created 2 more icons near to the closing icon which i planned that to give the function that yellow icon for the current normal small size window and green icon for the maximize the window (full screen window). Then i added the title of the application in the header section with centered using position Then there is another complicated bug i found, when the user clicks on the icon for the first time it will open perfectly but when the user clicks again on the same icon without closing the previous window, we actually thinks that it will open new window, right? But it doesn’t show new window it feels like it is an error that not working our icon or our clicking issue. After a deep break and think i got an idea! I created a function called ‘createWindows()’ with one parameter. In this function it will clone everything that had in the window section. Then it will clone into a new with new id, i used ‘Date()’ function to make that perfectly unique which had time travel is not possible :) So 100% sure that it will be a unique id. Then that will show to the page as block. Then made that also draggable. Then there is another complications that it will very risky to function the closeWindow() so i added if-condition in the createWindows() to check that window had a close icon if it had make when the user clicks on the icon it will run closeWindow() function. At last it will return the newWindows. As a result we can remove openWindow()!"}, {"post_id": 62722, "ts": "2026-09-06T06:58:03Z", "hours": 1.6553, "text": "Devlog 2 Today, i made more changes in this project! First i added bottom navbar also. I divided the bottom nav bar into two with the ratio of 2:3 width. On left-side i added a texts like ‘terminal 2’, the location of the user but now i didn’t connect it and one more text which shows the weather of that place. and on the right-side bottom navbar i would like to add app icons and more in the future. Then i added the image for wallpaper which i had downloaded earlier. So now i added that image into background of the body. As well as i deicided to make the website whole the effect of a glassmorphism. So using the help of ChatGPT i selected the colour shadows and etc. Then i added them into :root function of css! After that i made the welcome to hide after 3 seconds automatically and also shows the bottom nav bar completely. Then i created a section for showing desktop icons and which has been only shows after hiding welcome screen."}, {"post_id": 62258, "ts": "2026-09-05T15:17:43Z", "hours": 0.4233, "text": "In this project i would like to complete a mission “WebOS”. So i selected a theme of airport which will the user can use in as airport assistant. I have a narrow plan in my mind i didn’t know exactly how should i will execute my plan from my mind, Let me try! Devlog 1 I created files such as index.html , style.css , script.js and as well as i downloaded a wallpaper of airport wal1.jpeg .According to mission guide i first created a welcome screen with very few text, i thought that may i add more text content in the future! Anyway i added a header also to drag the window and a red-coloured circle icon which may use as close icon in the future. Then i created a top navbar which is few margin from the top and also centered the screen with a width of 80%. Then i added a text at left-side as main heading and current date and time at the right-side on the navbar . Btw, i made a css function :root which can make user-defined variables which can use the variables as constants."}]...
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Title: AeroOS - AIRPORT OS by @najil_kilayil | Sta Title: AeroOS - AIRPORT OS by @najil_kilayil | Stardance
Devlogs:
In this project i would like to complete a mission “WebOS”. So i selected a theme of airport which will the user can use in as airport assistant. I have a narrow plan in my mind i didn’t know exactly how should i will execute my plan from my mind, Let me try! Devlog 1 I created files such as index.html , style.css , script.js and as well as i downloaded a wallpaper of airport wal1.jpeg .According to mission guide i first created a welcome screen with very few text, i thought that may i add more text content in the future! Anyway i added a header also to drag the window and a red-coloured circle icon which may use as close icon in the future. Then i created a top navbar which is few margin from the top and also centered the screen with a width of 80%. Then i added a text at left-side as main heading and current date and time at the right-side on the navbar . Btw, i made a css function :root which can make user-defined variables which can use the variables as constants.
Devlog 2 Today, i made more changes in this project! First i added bottom navbar also. I divided the bottom nav bar into two with the ratio of 2:3 width. On left-side i added a texts like ‘terminal 2’, the location of the user but now i didn’t connect it and one more text which shows the weather of that place. and on the right-side bottom navbar i would like to add app icons and more in the future. Then i added the image for wallpaper which i had downloaded earlier. So now i added that image into background of the body. As well as i deicided to make the website whole the effect of a glassmorphism. So using the help of ChatGPT i selected the colour shadows and etc. Then i added them into :root function of css! After that i made the welcome to hide after 3 seconds automatically and also shows the bottom nav bar completely. Then i created a section for showing desktop icons and which has been only shows after hiding welcome screen.
Devlog 3 I planned to create a application “Flight Overview” which shows the departure and arrival flight details. For that i created a div-section for that. Then i added the same css style of welcome that this also. Also i added closing icon to this window. Then i made that when the user clicks on the icon_1 then this app will open up and i made that draggable and closable when click on the closeable icon. Then i created 2 more icons near to the closing icon which i planned that to give the function that yellow icon for the current normal small size window and green icon for the maximize the window (full screen window). Then i added the title of the application in the header section with centered using position Then there is another complicated bug i found, when the user clicks on the icon for the first time it will open perfectly but when the user clicks again on the same icon without closing the previous window, we actually thinks that it will open new window, right? But it doesn’t show new window it feels like it is an error that not working our icon or our clicking issue. After a deep break and think i got an idea! I created a function called ‘createWindows()’ with one parameter. In this function it will clone everything that had in the window section. Then it will clone into a new with new id, i used ‘Date()’ function to make that perfectly unique which had time travel is not possible :) So 100% sure that it will be a unique id. Then that will show to the page as block. Then made that also draggable. Then there is another complications that it will very risky to function the closeWindow() so i added if-condition in the createWindows() to check that window had a close icon if it had make when the user clicks on the icon it will run closeWindow() function. At last it will return the newWindows. As a result we can remove openWindow()!
Devlog 4 In this devlog i am trying to make application “Flight Overview”. Before that i found another logic issue that if the user multiple windows of same application it will open perfectly but there is another issue that it will open in where the pervious window it open like perfectly overlapping the pervious windows which makes not user-friendly. So i decided to change the position to be visible the new window by updating the ‘createWindows(tem)’. So i declared a variable ‘windowsOffset’ outside the function with value 0. Then i updated the variable into ‘windowsOffset + 30’ which will increate the value by 30 for each new windows. Then i styled the top and left with 50% + the variable value. Then finally added transform. By using this a new window s always 30px difference of left and top of the pervious windows. But i found that it will showing the window even after into the off screen like below the page. To solve that i added a if-condition that if the variable value is greater than 180 it will automatically reset into 0 then start again. Then i found another issue that when multiple windows are present if the user try to focus on the first window(backmost in appearance) it will not come forward it keeps there! To solve that i created another function called bringToFront() with one parameter. Before that i just declared a variable with the value 1000. In the function the variable will be incremented by 1 and initialize the value into the z-index of the element. Then i called this function in startdragging() function! Now its all perfect! Now lets start to build the app First off all i sub divvied the content section into two one is departure and another is arrival. My plan is simple as default show the departure flight status and if the user clicks on the arrival it show the arrival flight status. both as a table form. So it is very task to hardcode the table so i made a list then of all flight details such as flight number, destination, gate, status and also the icon that matches the status. I asked chatGPT to give me random 10 flight details in tabular sheet. then i converted that into list for myself! Then i created a function called loadFlightTable() with two parameters. One for accessing the list to be showed on the table and another is id of the table. Then i added innerHTML for table id. Also i given the suitable icon status for each of them green colour for boarding and on time, blue for delayed flights, yellow for final call, red for cancelled flight and grey for scheduled flights which the user can identify the status easily! Similarly worked for arrival flights with another list and called the function same way! Then another confusing part came. I got confusion that where should i declare the buttons to change the table of showing, should i need to declare outside of every function or inside the create function. At last i thought lets try putting everything inside the function. So i putted everything inside the createWindows(), called the variables from html document, then added eventlistern for both departure and arrival options. then changed the table view into hide and show using display as block and none!
Devlog 5 Today i am going to improve the structure of app 1 (Flight overview). That now its perfect as multiple windows and i almost solved all the logical and bugs issues that i had been noticed. Now i thought to make for dynamic and useful to the user. I already worked on the apps main layout as in width of 40% now i thinks make the top-left buttons such as coloured as red, yellow and green. Red button is already used for the closing the window. So i decided to choose green button for make the app in fullscreen. So first i tried to change the width off the main app div. But it seems very boring so i decided to change all the layouts when fullscreen. In normal screen, the app is sub-divided into 2 sections - departure and arrival. But when it is in fullscreen it gives a bad view to the user when it still keep as 2 sections. So i decided to put them together. For that i created another div inside the main div of the app and after the header div. then i putted everything (content of the app) inside that div ‘normalscreen’. After that again i copied and put inside another div which is called ‘fullscreen’. Now i think its time to work on css part of the app. First i made the normalscreen as in view and another in hide. Then i made the content area’s div into flex-display to view both sections. then i removed the top main texts which i had made them clickable now i changed them into normal text-heading. After all i spend in js, I connected the icon then added if-condition that if that icon is exists and the user clicks on that icon and the user clicked icon’s window is matches to the app1 then normascreen will hide and show the fulscreen view also i made that to view the windows as centered to the screen to avoid moving below of the screen size (offsize) as default! Btw i added there to change the width and height of the window as well as. Now its working good. But i noticed that the table aren’t showing when the window is it in fullscreen. After a research through the code and google i found that, i need to change the accessing points of the table id in js file. In first i just accessed the tables just using ‘document.getElementById’ which will only access one id which is already accessed from the normal screen. So changed that into ‘document.querySelectorAll’ which will access all the tale bodies which includes tables from normal screen and as well as fullscreen. Now the fullscreen and its icon working perfect! At last i made the yellow icon (mini icon) also functionable as same as the green icon (fullscreen) I done this code as same as the fullscreen icon just changed the normalscreen’s display into show and fullscreen’s into hide! Now i thinks that app 1 is completed!
Devlog 6 Today iam going to create another app called “Boarding Pass”, In this app i would like to create a boarding pass for passengers. Before that i added the previous app icon into the bottom-right nav bar with hovering animation. Then i tried to add the icon of the app 2 it doesn’t visible like it is overlapping the icon of app 1. So after i tried so much time on that then unfortunately i forced to ask help of ChatGPT to solve that issue, Then i understand the logic then implemented on the project. I started working on App2, that for i created the same design of out-layout that of the app 1, which i could save a little time there. Then i added a input box and as well as the option to select the flight from the list that i created previously on script.js file. At last enter button, it will collect all the datas that the user inputted. For first time i worked this app as testing and working completely perfect. But when i tried to work as original- opening the app 2 using the icon the windows is showing perfectly and the layout also perfect but the function are not working like options doesn’t showing and the button is not working. I tried to put the same codes under different function that i already created and used for app1. At last i found the real place that the functions are working perfectly. Now the option is showing with only first element in the list but we can’t change the selection or even can’t input any text in the input box. And also found that it only showing for first window if the user opens multiple window of the same app it will not show up the default option and doesn’t work the button functionalities. For that i updated ‘createWindows(tem)’ function by connecting using the parameters, Now its showing but still can’t input. For that i doesn’t have any idea what is going on there, so i asked help for ChatGPT then found out a solution that update the function startDragging(e), if-condition if the app contains tags like ‘option’, ‘button’, ‘select’ and as well as ‘input’ it will remove the action of dragging, That means if the user tries to input or select the value option the function will run as by thinking that the user need to drag that for it will ready to listen the movement of the mouse, but while using this if-condition it will understand that the user trying to input or selecting. That for it working perfectly now.
Devlog 7 Today iam going to continue the working on the App 2. I made that whenever the user clicks the ‘enter’ button in app 2 it will check that the both inputs are filled. I thought if the boarding pass with the inputted name and selected flight might need to show in a new windows which makes more attractive and clean looking. That fore i just hardcoded the entire window (App 2.1) layout. Then also i thought that i need to add airport code and as well as boarding time which we need to show up on the boarding pass. I made the boarding pass view in a totally glassmorphism effect which will be very linking to the desktop theme. Then i started to work in JS, i colloeted all the datas that need to be shown in the boarding pass when the user click on the button. After all the found the when the icon is clicked from desktop or from the bottom-right nav bar it will opeining the main app window but doesn’t opening the app 2.1 window, That for i asked help of chatGPT then i found that i need to put that also inside that of the createWindows(). After that it is working perfectly. But now i just hardcoded the date that shows in boarding pass so i made that to collect real date i choosen the default (normal way). Then i made that also dynamically. At last i added the airport code for the arrival flights list also and made that shows in-between the brackets in the table of the App 1 which is more useful for a passengers. Then i thought that i may change the hardcoded weather data in bottom-left navbar. For that i exported the API from Open Meteo with the temperature and as well as the weather code. I got the latitude and longitude of Delhi International Airport from google, Then i copied and declared thats into a two varibles. Then i created a function called ‘updateWeather()’ which will collect the datas from the API and as well as i thought that i need to display the emoji that match current temperature. For that i added weather code also in the API for further information i added that is there day-time ot night-time to make the emojis for accuracy. Then i asked the help to decode the weather code into emojis that for ChatGPT just tablulated the values and required emojis So i coded that as in if-elseif-else condition with emojis. Then also added that if in any case there doesn’t connect API it will show as ‘–’ with a emoji. At last i called this function it when the bottom nav bar is shows. And also i added that time interval just for update the weather data in every 10minutes.
Ships:
Hellooiii, I created this project on under mission of WebOS. I selected to make the OS under theme of airport and its facilities. I used HTML, CSS and Javascript for this project. Iam confident that you guys can go though my code and understand each logics i used and implemented for this project. Now i just created only one app, i can sure that i will upload more apps and features in future, iam planning to work on it! I suggest you to open the website only is desktop mode, in mobile screen it is very missy and i didn’t care much about the screen size or width. And i also noticed that it keep a while to load the background image you should care about that, i will try to solve that! Btw i didn’t connect the location and whether API to collect the real-time information of your location, iam trying to learn the basic properties of using APIs. I created a welcome windows that will automatically disappear after 2-3 seconds and then shows the bottom nav bar and desktop icons then you can open the apps and drag as you need. and also can open multiple apps (windows) at a time and when you focus on a window it will appear in the top. And also you can close the window using the red-coloured icon in top-left corner of your app’s windows and as well as you can click on green-coloured icon to make the window in the fullscreen and you may use yellow-coloured icon to resize the window as back to normal Try to go though all features. And feel free to give suggestions!
Hi this is my own webOS with second shipment. I uploaded one more app called ‘Boarding Pass’ which you can enter passenger name and as well as select the flight that are departure from the airport. After submitting it will open another windows automatically with the preview of your boarding pass with full details of flight, gate, terminal, seat, date, and as well as boarding time. I also added the apps icon in the bottom-right navbar you access the apps from there also. At last i made the real-time weather information of the Delhi Airport using API which is my very first time i using a API in my project. I tried my maximum to put all in the theme of a glassmorphism. Btw i would like to add more apps such as detailed weather information and i need to make the App boarding pass in fullscreen mode in the future updates iam sure that i will work on that! Hope that you will go through the website and explore all the features. And feel free to suggest on anything.....
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Project Muniris by @shbebeek | Stardance
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shbebeek
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120.2
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1013
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T05:31:47Z", "hours": 119.0, "multiplier": 8.54, "payout": 1013, "blessing": "neutral", "text": "This is my first ever fully finished Unity game, named Muniris! It is a 2-player action adventure game that combines RPG and shooter-based mechanics to make for dynamic and differentiating playstyles for everyone. Each player has a left and right hand that control different purposes: the left hand performs magic attacks/items, and the right hand shoots whatever gun you have equipped. Each player can choose their own loadout and upgrade their items along the way. To check out the project take a look at the README of my GitHub repo, as it contains info on which version you can play depending on your operating system. Enjoy!", "repo": "https://github.com/shbebeek/Muniris", "demo": "https://gamejolt.com/games/muniris-online/1100476"}]...
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[{"post_id": 72059, "ts": "202 [{"post_id": 72059, "ts": "2026-09-22T03:03:44Z", "hours": 1.2, "text": "Another quick update, I made another build of the game that is includes compatibility with Windows, where the player starts off with a couple of items and a bit farther ahead in the game. I thought that the browser version would work for non-Mac users but I realize now that the servers really can’t run Muniris very well. Thanks for your patience everyone!"}, {"post_id": 69953, "ts": "2026-09-18T03:55:04Z", "hours": 5.1333, "text": "Hi guys, one last quick log. I’ve been working to ship Munirism over the last couple of days and ran into a bunch of computer issues due to itch.io not being able to take files more than 1 gb in size (and my computer kept crashing every time I tried to build the game). Thankfully, I got a working link to play on a browser and a link to the Mac download of the project for people who would like better frame rate optimizations. Since I can’t submit 2 test links, I’ll give the Mac download here: https://gamejolt.com/games/muniris/1100442 . Thanks everyone!"}, {"post_id": 68963, "ts": "2026-09-16T03:50:51Z", "hours": 9.4, "text": "Good evening fellow coders, this is my final devlog for Project Muniris! I added in all of the mechanics that I wanted to into this final portion of the game and it is finally ready to be shipped. To summarize what I did, I made a bite-size castle area where there is a HUGE enemy gauntlet, which contains a final climb to the top of the hourglass that has been tantalizing the player ever since they entered the game. Since the castle is so high up that you can see past the boundary walls, I added a dense fog at the bottom of the castle that respawns you if you fall just in case the player fails any of the challenges. I created one final enemy type, that being an RPG turret, which essentially can shoot tons of missiles that seek out the players. Additionally, the last gun, the sniper rifle, was a fun time to speed develop since I realized that the mouse sensitivity was WAY too high for the player to reliably shoot when the rifle was zoomed in all the way. Due to this observation, I tweaked the mouse sensitivity via scripting so that when the camera is not zoomed in, it has a greater mouse sensitivity than when it is. Furthermore, I finally added a bunch of musical/sound assets into the game! All of the bullets from enemy and player fire have sound effects added to them. Each area also has a unique track to it, making them stand out from one another. While each track may not be musical, I made sure to find a bunch of immersive sound effects to increase the player’s auditory connection with the game. All in all, it feels very bittersweet writing this devlog, as it is the capstone to one of my longest and most passionate projects ever. I’m really thankful to the Stardance team for creating this program, as the community it developed really helped motivate me along the way. Most of all, thank you to you guys as well! Reading your comments and seeing what other people are doing has been really fun the past couple of months. Best of luck everyone!"}, {"post_id": 67858, "ts": "2026-09-14T04:19:41Z", "hours": 6.0667, "text": "Hey everyone, this is probably going to be one of my last devlogs for this project, as it is nearing completion. For starters, I finished the tundra area today, which combined my original idea of 2 separate mountain and “heavy weather” areas. It is a much more open area that the player is free to explore, but requires the double jump and dash to get into. At this point in time, all I really have left to do is create a quick ending area in the form of a castle, where the player will infiltrate the area and get to a giant hourglass at the end marking the finale of the game. I still have to create a new gun for the ending, and I’m leaning towards a sniper rifle. Since the player will have had tons of experience with the right-hand guns for a while, I’m thinking of making the sniper a bit harder to aim but having lots of damage as a tradeoff. Additionally, I added a bunch of snow particles falling from the sky to simulate a snowstorm, and it actually turned out pretty well! Due to occlusion culling, the framerate can actually survive all the snow being generated, and allowed me to create a lot it. Lastly, I added a tiny script that changed the skybox when you enter the area so that it seems cloudy instead of sunny, just so that the snow doesn’t seem like it’s appearing out of nowhere. As a personal anecdote, this project has been really fun to create the past couple of months, and has seriously boosted my design/programming skills (and time management). There will probably be one more devlog before I ship Project Muniris, but in any case I just wanted to share my thoughts on my journey through Stardance here."}, {"post_id": 67111, "ts": "2026-09-13T05:25:35Z", "hours": 8.3, "text": "Hi again fellow devs, over the course of the week I have been working on a bunch of stuff that I am excited to share. First off, I finished up the mine mini dungeon, where the player has to hit switches in order to unlock gates and progress throughout the area. It isn’t the most complex of puzzles but it gets the job done in a 3d platformer/shooter. Secondly, I added in 2 new abilities: the double jump and the dash. Essentially, via giving each player an extra jump whenever they’re in the air, I can enable them to double jump, and when they dash I simply set the non-vertical movement speed very high for a quick moment. I initially had some problems with the dash where it could send you flying upward if you collided with terrain/obstacles, but I mitigated how far up it can send you when you collide with other objects. Past these abilities, I am currently in the middle of a snowfield area, where the players will have to use both of their new movement abilities to traverse the area and make it to their final destination, the castle. I’ve decided to make it so that any currency you collected along the way in the game will be displayed at the end, and you will be able to see both your completion percentage and your total run time. I don’t think the game should take too long to beat, so I’m trying to make it have some replay value along the way. One last thing I forgot to mention was that I spent a bunch of time fixing the jump, since the coyote time would make your jump seem to blast off in the air super high. I know I said I fixed this problem in my past devlogs, but it seemed to keep coming back for whatever reason. Now though, I am happy to say that I fixed the error via taking a deeper look at when the coyote time should reset back to 0.2 seconds (any time above 0 means you can still jump after you fall off a ledge). In total, this game is almost finished, I just have to add 1 more area and give it a thorough run-through!"}, {"post_id": 65758, "ts": "2026-09-11T03:24:26Z", "hours": 5.7667, "text": "Hi developers, I just finished the base layout for the mine system that I am developing as one of the final areas of the game. At this point in time, I am trying to finish the mine area, create a quick mountain area, and make a short castle segment that acts as the final challenge of the game. Since the game is open world, little hints and clues as to where items might be located are scattered around the world now. Additionally, I worked on some post-processing effects for the mine area, which is why it is so dark on the right side of the screen compared to the left side; I will eventually add post-processing for all areas once I finish all the other parts of the game. In terms of item adjustments, I made it so that the chakram has a point light attached to it that can act as a miniature burst of light in dark areas. My last thing for now is a little issue that I ran into while adjusting the lighting for the game. Essentially, I switched from baking lighting back to generating realtime lighting because I realized that my computer can’t really handle baking lighting for so many objects in the scene, so I wanted to just generate it all in realtime to make things easier. After I tweaked these settings and generated the new lighting, I pressed play and the game totally nuked itself. Every game object had broken out of its hierarchy and 75% of them were straight up missing/deleted (all they left behind were empty transforms). I tried for a while to recover the scene but nothing was working, and eventually I had to force quit Unity due to it having stopped responding to my inputs. After I reopened Unity, the scene was back to normal! All in all, lesson learned to not panic when all seems lost and to not upset grumpy old Unity about lighting anymore."}, {"post_id": 64589, "ts": "2026-09-09T03:06:19Z", "hours": 3.2667, "text": "Hello everyone, today I worked on fixing the player UI and coded the chakram left-hand item I’ve been working on. After seeing that at different screen sizes/resolutions the UI would change shape and position, I adjusted the anchors of each UI element and made sure that they looked nice together no matter the screen size. The chakram ability turned out very nice, as with the additional fire/spark fx it feels pretty cool to throw around. I made it so that the chakram will interact with any physics object, meaning that it can bounce around a bunch before returning to the player. Looking ahead to the next area, I am thinking of a maze-like mine segment where the player will get either a new gun or the dash ability. See you all next time!"}, {"post_id": 63978, "ts": "2026-09-08T02:19:27Z", "hours": 8.8, "text": "Hello fellow devs, writing this now I realize that this game has gotten to a pretty large scale and I might not have time to finish everything I wanted to do with this game before I ship it. HOWEVER, I will be working my hardest to make sure that this game still contains the core aspects of what I wanted it to be. Speaking of, I made a whole new “forest hideout” area where there are a lot of enemies and slight platforming challenges. I coded in moving platforms that essentially just move around using an animation, and when the player jumps on one their parent transform is linked to the platform so that the camera doesn’t fall off. Furthermore, I finally added locked doors to the game, so the player has to first find some keys before they can open certain doors in this area. At the end of the hideout, I am working on a chakram left-hand ability that will be able to return to the player after being thrown, acting sort of like a boomerang. During the middle of the development of this area, the framerate dropped like CRAZY and I had to take a whole bunch of time to fix the parameters of the game so that it could run better. To sum up all the changes I made, I added occlusion culling, baked lighting for static objects, and tweaked the rendering distance for terrain like trees and grass. Lastly, I tuned up the player’s jump because it was getting really random jump heights and I wanted to make it more consistent. All in all, this project is going great and I can’t wait to ship it to all of you!"}, {"post_id": 62548, "ts": "2026-09-06T00:11:13Z", "hours": 8.6, "text": "Hey guys, I just finished up the left-hand healing item that I’ve been hinting at in my recent devlogs. It is a magic bottle that will heal you up at the cost of magic. I used a special visual fx in order to make the heal seem more “magical.” I also heavily tweaked the enemy vision system so that the enemies can see the secondary player and choose to aim at them instead of just the primary player. Currently I am trying to fix a problem where the UI will go crazy if you resize the screen, so I will be working on that from now on. Other than that, I also fixed an error where only the secondary player’s health ui would update, leading to both the primary player’s health and game over screen being stuck on the wrong camera. Best of luck everyone!"}, {"post_id": 58491, "ts": "2026-08-30T22:13:10Z", "hours": 6.2667, "text": "Hey everyone, long time since I posted here. Last week I realized that inside of my areas, there are not a lot of rewards given to the player in terms of their stats. So, instead of developing that new left-hand item I talked about in my last devlog, I decided to make an upgrade system where the player can receive health, magic, or stamina upgrades scattered around chests throughout the world. I also added a little series of clues to get the key and the eventual healing item hidden in the lake of this region through visual cues (ex. a heart-shaped rock formation) and text written on the walls of certain shelters. See you guys next time!"}, {"post_id": 53431, "ts": "2026-08-23T23:40:01Z", "hours": 3.7667, "text": "Hi guys! Today I finished up the code and tuning for both the rpg and mech enemy that I have been designing the past couple of days. I added a cool explosion to the gun whenever the bullet collides with an object, which creates some really cool visual effects. However, the bullet will still explode underwater; since I’m thinking of having a feature of being underwater that your guns misfire anyways, I’ll just keep this effect for now. With the new gun item and enemies all finished up, I am excited to say that I am almost done with this lake area. I am proud to say that it is of a much better quality than the tutorial area and is heavily focused on platforming, which will hopefully generate some fun chaos with 2 people playing at the same time. The last thing I have to do with this area is give it a proper “final upgrade.” I’m thinking of it being a healing item you can use with your left hand that takes a lot of magic but slowly heals you up. See you all later!"}, {"post_id": 51974, "ts": "2026-08-21T23:36:52Z", "hours": 3.3, "text": "Hey guys, quick update here. Lately I’ve been working on a heat-seeking missile, and although I encountered a lot of different bugs today I finished the weapon up (kind of). I’m using a software called Linq to filter out enemies and get the closest one to the missile, but a problem I encountered is that the algorithm doesn’t account for colliders between the missile and the enemy. I’ve tried a bunch of stuff such as raycasting and Physics.linecast, but nothing seems to be working. I’m gonna take a break for today and come back tomorrow with a fresh mindset. Other than that, I also am finishing up a “mech” enemy that has different pieces of it you have to destroy in order to kill it. I’ll give a bigger explanation of this enemy when I finish it. Thanks for reading!"}, {"post_id": 51426, "ts": "2026-08-21T03:53:02Z", "hours": 8.7333, "text": "Greetings fellow developers, as of right now I have been furthering development on the lake area of the game right outside the tutorial. Development is progressing well, and I am just about finished with the overall design of the area. On the programming side, I have been working on “heat-seeking” missiles that will be the reward for the player in the form of a new right-handed weapon at the end of the area. I’m thinking of having a key to a chest being hidden at the top of the area and the player has to dive down to the deepest part of the lake to open the chest in order to make the area loop in on itself. If anybody has any ideas for left-handed items let me know!"}, {"post_id": 47900, "ts": "2026-08-16T05:25:50Z", "hours": 4.7, "text": "What’s up everyone, over the last couple of days I’ve been working towards finishing up the lake area. This area is mainly focusing on platforming and refining the platforming that is seen inside of the tutorial area, as I feel as if that area has some janky features. I will eventually add enemies and some mini-bosses to fight while you are jumping from rock to rock, but as said before this is mainly for the spectacle and the platforming. I am thinking about adding some sort of a movement ability at the end of this area to reward the player, but I do not want to overpower the player too much at the beginning of the game. If you have any ideas please comment them down below, they would be well appreciated!"}, {"post_id": 46897, "ts": "2026-08-14T13:19:17Z", "hours": 5.1, "text": "Hey everyone, quick update here. I’m currently in the process of making a beach area to highlight the water effect that I developed over the past couple of days. I added a bunch of different terrain textures and tree assets, so the area itself should look a little different than the typical forest/grassy area of the tutorial. I hope to add some post-processing for outside of the water eventually as well."}, {"post_id": 45235, "ts": "2026-08-11T16:04:46Z", "hours": 8.5333, "text": "Today I finished up a new ladder system and the water post-processing effects, alongside a much-needed tuning of base speeds, maximum velocities, and the different forces added to the player (for example the jumping force). I noticed that in the vertical platforming sections I did not add shortcuts to get back up in case the player fell all the way back down, so I decided to add a ladder system that will extend down when the player reaches a certain spot. Furthermore, with the water system being finished up, I can now focus on making more unique areas of the map and creating engaging gameplay instead of just tutorial and test areas. See you guys soon!"}, {"post_id": 42060, "ts": "2026-08-06T16:50:40Z", "hours": 4.0333, "text": "Hey everyone, it’s been a while. Currently I am trying to implement a water mechanic inside of the game where players can enter the water and swim freely without the effects of gravity. Mechanics are working well to my surprise, and the only thing left to really work on is the post-processing for when you dive in. Unfortunately, I realized that the jump mechanic has to be kind of reworked due to the fact that the player does not have control over their momentum after they jump, making platforming way harder. All in all, development is trucking along."}, {"post_id": 37917, "ts": "2026-07-30T22:28:39Z", "hours": 3.8667, "text": "At this point in time, I finished fixing up the UI system so that the 2 different players are both able to control their separate canvases, while there remains a large canvas that encompasses the entirety of the screen. This can be utilized through the time slower item, for example, as the entire screen is scene through a blue lens when the item is used. Furthermore, I added a house next to a dry lake (at the moment), and will figure out how to add a water mechanic to the game that will require certain items for the players to swim across. Lastly, in order to enter the first eventual “dungeon” of the game, players will need to get the attention of the big dragon in the sky that was added recently. It currently just roams around from point to point but when the players get to a specific point they will need to utilize its positioning."}, {"post_id": 36110, "ts": "2026-07-28T00:09:04Z", "hours": 2.5, "text": "Currently I am working on making a UI system that can fit both players. I have 3 separate canvases all controlled by a main UI Manager script. Basically, there is 1 canvas for each player and then there is 1 canvas that covers both players’ screens."}, {"post_id": 33509, "ts": "2026-07-23T14:54:08Z", "hours": 1.5667, "text": "I just finished integrating the second player’s movement and UI into the game. I made it so that the 2 players share a common magic meter, which is a circular ring in the center of the screen. I try to make the gameplay require cooperation as much as possible via having both players share certain game mechanics such as their magic. With that, I have also finished the enemy tutorial area!"}, {"post_id": 32678, "ts": "2026-07-22T00:03:43Z", "hours": 2.8, "text": "I am currently working on the 2-player functionality of the code for this game. Since some of Unity’s canvas assets are not built for 2-player unless you update them in a certain way, I have to manually go in and update my scripts to make the world objects function as expected. All in all, development is rocky but progressing."}, {"post_id": 31768, "ts": "2026-07-20T12:38:29Z", "hours": 4.4667, "text": "I just finished the chest system as well as the coin system. Taps are the standard currency and joules are a rare currency that can net you cool items that wouldn’t be available normally."}, {"post_id": 23766, "ts": "2026-07-06T21:56:29Z", "hours": 3.5333, "text": "Just finished the enemy code to track down the player and try to shoot the player, it has been a little rough with the balancing but development is going well on the programming side."}]...
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Title: Project Muniris by @shbebeek | Stardance
D Title: Project Muniris by @shbebeek | Stardance
Devlogs:
Just finished the enemy code to track down the player and try to shoot the player, it has been a little rough with the balancing but development is going well on the programming side.
I just finished the chest system as well as the coin system. Taps are the standard currency and joules are a rare currency that can net you cool items that wouldn’t be available normally.
I am currently working on the 2-player functionality of the code for this game. Since some of Unity’s canvas assets are not built for 2-player unless you update them in a certain way, I have to manually go in and update my scripts to make the world objects function as expected. All in all, development is rocky but progressing.
I just finished integrating the second player’s movement and UI into the game. I made it so that the 2 players share a common magic meter, which is a circular ring in the center of the screen. I try to make the gameplay require cooperation as much as possible via having both players share certain game mechanics such as their magic. With that, I have also finished the enemy tutorial area!
Currently I am working on making a UI system that can fit both players. I have 3 separate canvases all controlled by a main UI Manager script. Basically, there is 1 canvas for each player and then there is 1 canvas that covers both players’ screens.
At this point in time, I finished fixing up the UI system so that the 2 different players are both able to control their separate canvases, while there remains a large canvas that encompasses the entirety of the screen. This can be utilized through the time slower item, for example, as the entire screen is scene through a blue lens when the item is used. Furthermore, I added a house next to a dry lake (at the moment), and will figure out how to add a water mechanic to the game that will require certain items for the players to swim across. Lastly, in order to enter the first eventual “dungeon” of the game, players will need to get the attention of the big dragon in the sky that was added recently. It currently just roams around from point to point but when the players get to a specific point they will need to utilize its positioning.
Hey everyone, it’s been a while. Currently I am trying to implement a water mechanic inside of the game where players can enter the water and swim freely without the effects of gravity. Mechanics are working well to my surprise, and the only thing left to really work on is the post-processing for when you dive in. Unfortunately, I realized that the jump mechanic has to be kind of reworked due to the fact that the player does not have control over their momentum after they jump, making platforming way harder. All in all, development is trucking along.
Today I finished up a new ladder system and the water post-processing effects, alongside a much-needed tuning of base speeds, maximum velocities, and the different forces added to the player (for example the jumping force). I noticed that in the vertical platforming sections I did not add shortcuts to get back up in case the player fell all the way back down, so I decided to add a ladder system that will extend down when the player reaches a certain spot. Furthermore, with the water system being finished up, I can now focus on making more unique areas of the map and creating engaging gameplay instead of just tutorial and test areas. See you guys soon!
Hey everyone, quick update here. I’m currently in the process of making a beach area to highlight the water effect that I developed over the past couple of days. I added a bunch of different terrain textures and tree assets, so the area itself should look a little different than the typical forest/grassy area of the tutorial. I hope to add some post-processing for outside of the water eventually as well.
What’s up everyone, over the last couple of days I’ve been working towards finishing up the lake area. This area is mainly focusing on platforming and refining the platforming that is seen inside of the tutorial area, as I feel as if that area has some janky features. I will eventually add enemies and some mini-bosses to fight while you are jumping from rock to rock, but as said before this is mainly for the spectacle and the platforming. I am thinking about adding some sort of a movement ability at the end of this area to reward the player, but I do not want to overpower the player too much at the beginning of the game. If you have any ideas please comment them down below, they would be well appreciated!
Greetings fellow developers, as of right now I have been furthering development on the lake area of the game right outside the tutorial. Development is progressing well, and I am just about finished with the overall design of the area. On the programming side, I have been working on “heat-seeking” missiles that will be the reward for the player in the form of a new right-handed weapon at the end of the area. I’m thinking of having a key to a chest being hidden at the top of the area and the player has to dive down to the deepest part of the lake to open the chest in order to make the area loop in on itself. If anybody has any ideas for left-handed items let me know!
Hey guys, quick update here. Lately I’ve been working on a heat-seeking missile, and although I encountered a lot of different bugs today I finished the weapon up (kind of). I’m using a software called Linq to filter out enemies and get the closest one to the missile, but a problem I encountered is that the algorithm doesn’t account for colliders between the missile and the enemy. I’ve tried a bunch of stuff such as raycasting and Physics.linecast, but nothing seems to be working. I’m gonna take a break for today and come back tomorrow with a fresh mindset. Other than that, I also am finishing up a “mech” enemy that has different pieces of it you have to destroy in order to kill it. I’ll give a bigger explanation of this enemy when I finish it. Thanks for reading!
Hi guys! Today I finished up the code and tuning for both the rpg and mech enemy that I have been designing the past couple of days. I added a cool explosion to the gun whenever the bullet collides with an object, which creates some really cool visual effects. However, the bullet will still explode underwater; since I’m thinking of having a feature of being underwater that your guns misfire anyways, I’ll just keep this effect for now. With the new gun item and enemies all finished up, I am excited to say that I am almost done with this lake area. I am proud to say that it is of a much better quality than the tutorial area and is heavily focused on platforming, which will hopefully generate some fun chaos with 2 people playing at the same time. The last thing I have to do with this area is give it a proper “final upgrade.” I’m thinking of it being a healing item you can use with your left hand that takes a lot of magic but slowly heals you up. See you all later!
Hey everyone, long time since I posted here. Last week I realized that inside of my areas, there are not a lot of rewards given to the player in terms of their stats. So, instead of developing that new left-hand item I talked about in my last devlog, I decided to make an upgrade system where the player can receive health, magic, or stamina upgrades scattered around chests throughout the world. I also added a little series of clues to get the key and the eventual healing item hidden in the lake of this region through visual cues (ex. a heart-shaped rock formation) and text written on the walls of certain shelters. See you guys next time!
Hey guys, I just finished up the left-hand healing item that I’ve been hinting at in my recent devlogs. It is a magic bottle that will heal you up at the cost of magic. I used a special visual fx in order to make the heal seem more “magical.” I also heavily tweaked the enemy vision system so that the enemies can see the secondary player and choose to aim at them instead of just the primary player. Currently I am trying to fix a problem where the UI will go crazy if you resize the screen, so I will be working on that from now on. Other than that, I also fixed an error where only the secondary player’s health ui would update, leading to both the primary player’s health and game over screen being stuck on the wrong camera. Best of luck everyone!
Hello fellow devs, writing this now I realize that this game has gotten to a pretty large scale and I might not have time to finish everything I wanted to do with this game before I ship it. HOWEVER, I will be working my hardest to make sure that this game still contains the core aspects of what I wanted it to be. Speaking of, I made a whole new “forest hideout” area where there are a lot of enemies and slight platforming challenges. I coded in moving platforms that essentially just move around using an animation, and when the player jumps on one their parent transform is linked to the platform so that the camera doesn’t fall off. Furthermore, I finally added locked doors to the game, so the player has to first find some keys before they can open certain doors in this area. At the end of the hideout, I am working on a chakram left-hand ability that will be able to return to the player after being thrown, acting sort of like a boomerang. During the middle of the development of this area, the framerate dropped like CRAZY and I had to take a whole bunch of time to fix the parameters of the game so that it could run better. To sum up all the changes I made, I added occlusion culling, baked lighting for static objects, and tweaked the rendering distance for terrain like trees and grass. Lastly, I tuned up the player’s jump because it was getting really random jump heights and I wanted to make it more consistent. All in all, this project is going great and I can’t wait to ship it to all of you!
Hello everyone, today I worked on fixing the player UI and coded the chakram left-hand item I’ve been working on. After seeing that at different screen sizes/resolutions the UI would change shape and position, I adjusted the anchors of each UI element and made sure that they looked nice together no matter the screen size. The chakram ability turned out very nice, as with the additional fire/spark fx it feels pretty cool to throw around. I made it so that the chakram will interact with any physics object, meaning that it can bounce around a bunch before returning to the player. Looking ahead to the next area, I am thinking of a maze-like mine segment where the player will get either a new gun or the dash ability. See you all next time!
Hi developers, I just finished the base layout for the mine system that I am developing as one of the final areas of the game. At this point in time, I am trying to finish the mine area, create a quick mountain area, and make a short castle segment that acts as the final challenge of the game. Since the game is open world, little hints and clues as to where items might be located are scattered around the world now. Additionally, I worked on some post-processing effects for the mine area, which is why it is so dark on the right side of the screen compared to the left side; I will eventually add post-processing for all areas once I finish all the other parts of the game. In terms of item adjustments, I made it so that the chakram has a point light attached to it that can act as a miniature burst of light in dark areas. My last thing for now is a little issue that I ran into while adjusting the lighting for the game. Essentially, I switched from baking lighting back to generating realtime lighting because I realized that my computer can’t really handle baking lighting for so many objects in the scene, so I wanted to just generate it all in realtime to make things easier. After I tweaked these settings and generated the new lighting, I pressed play and the game totally nuked itself. Every game object had broken out of its hierarchy and 75% of them were straight up missing/deleted (all they left behind were empty transforms). I tried for a while to recover the scene but nothing was working, and eventually I had to force quit Unity due to it having stopped responding to my inputs. After I reopened Unity, the scene was back to normal! All in all, lesson learned to not panic when all seems lost and to not upset grumpy old Unity about lighting anymore.
Hi again fellow devs, over the course of the week I have been working on a bunch of stuff that I am excited to share. First off, I finished up the mine mini dungeon, where the player has to hit switches in order to unlock gates and progress throughout the area. It isn’t the most complex of puzzles but it gets the job done in a 3d platformer/shooter. Secondly, I added in 2 new abilities: the double jump and the dash. Essentially, via giving each player an extra jump whenever they’re in the air, I can enable them to double jump, and when they dash I simply set the non-vertical movement speed very high for a quick moment. I initially had some problems with the dash where it could send you flying upward if you collided with terrain/obstacles, but I mitigated how far up it can send you when you collide with other objects. Past these abilities, I am currently in the middle of a snowfield area, where the players will have to use both of their new movement abilities to traverse the area and make it to their final destination, the castle. I’ve decided to make it so that any currency you collected along the way in the game will be displayed at the end, and you will be able to see both your completion percentage and your total run time. I don’t think the game should take too long to beat, so I’m trying to make it have some replay value along the way. One last thing I forgot to mention was that I spent a bunch of time fixing the jump, since the coyote time would make your jump seem to blast off in the air super high. I know I said I fixed this problem in my past devlogs, but it seemed to keep coming back for whatever reason. Now though, I am happy to say that I fixed the error via taking a deeper look at when the coyote time should reset back to 0.2 seconds (any time above 0 means you can still jump after you fall off a ledge). In total, this game is almost finished, I just have to add 1 more area and give it a thorough run-through!
Hey everyone, this is probably going to be one of my last devlogs for this project, as it is nearing completion. For starters, I finished the tundra area today, which combined my original idea of 2 separate mountain and “heavy weather” areas. It is a much more open area that the player is free to explore, but requires the double jump and dash to get into. At this point in time, all I really have left to do is create a quick ending area in the form of a castle, where the player will infiltrate the area and get to a giant hourglass at the end marking the finale of the game. I still have to create a new gun for the ending, and I’m leaning towards a sniper rifle. Since the player will have had tons of experience with the right-hand guns for a while, I’m thinking of making the sniper a bit harder to aim but having lots of damage as a tradeoff. Additionally, I added a bunch of snow particles falling from the sky to simulate a snowstorm, and it actually turned out pretty well! Due to occlusion culling, the framerate can actually survive all the snow being generated, and allowed me to create a lot it. Lastly, I added a tiny script that changed the skybox when you enter the area so that it seems cloudy instead of sunny, just so that the snow doesn’t seem like it’s appearing out of nowhere. As a personal anecdote, this project has been really fun to create the past couple of months, and has seriously boosted my design/programming skills (and time management). There will probably be one more devlog before I ship Project Muniris, but in any case I just wanted to share my thoughts on my journey through Stardance here.
Good evening fellow coders, this is my final devlog for Project Muniris! I added in all of the mechanics that I wanted to into this final portion of the game and it is finally ready to be shipped. To summarize what I did, I made a bite-size castle area where there is a HUGE enemy gauntlet, which contains a final climb to the top of the hourglass that has been tantalizing the player ever since they entered the game. Since the castle is so high up that you can see past the boundary walls, I added a dense fog at the bottom of the castle that respawns you if you fall just in case the player fails any of the challenges. I created one final enemy type, that being an RPG turret, which essentially can shoot tons of missiles that seek out the players. Additionally, the last gun, the sniper rifle, was a fun time to speed develop since I realized that the mouse sensitivity was WAY too high for the player to reliably shoot when the rifle was zoomed in all the way. Due to this observation, I tweaked the mouse sensitivity via scripting so that when the camera is not zoomed in, it has a greater mouse sensitivity than when it is. Furthermore, I finally added a bunch of musical/sound assets into the game! All of the bullets from enemy and player fire have sound effects added to them. Each area also has a unique track to it, making them stand out from one another. While each track may not be musical, I made sure to find a bunch of immersive sound effects to increase the player’s auditory connection with the game. All in all, it feels very bittersweet writing this devlog, as it is the capstone to one of my longest and most passionate projects ever. I’m really thankful to the Stardance team for creating this program, as the community it developed really helped motivate me along the way. Most of all, thank you to you guys as well! Reading your comments and seeing what other people are doing has been really fun the past couple of months. Best of luck everyone!
Hi guys, one last quick log. I’ve been working to ship Munirism over the last couple of days and ran into a bunch of computer issues due to itch.io not being able to take files more than 1 gb in size (and my computer kept crashing every time I tried to build the game). Thankfully, I got a working link to play on a browser and a link to the Mac download of the project for people who would like better frame rate optimizations. Since I can’t submit 2 test links, I’ll give the Mac download here: https://gamejolt.com/games/muniris/1100442 . Thanks everyone!
Another quick update, I made another build of the game that is includes compatibility with Windows, where the player starts off with a couple of items and a bit farther ahead in the game. I thought that the browser version would work for non-Mac users but I realize now that the servers really can’t run Muniris very well. Thanks for your patience everyone!
Ships:
This is my first ever fully finished Unity game, named Muniris! It is a 2-player action adventure game that combines RPG and shooter-based mechanics to make for dynamic and differentiating playstyles for everyone. Each player has a left and right hand that control different purposes: the left hand performs magic attacks/items, and the right hand shoots whatever gun you have equipped. Each player can choose their own loadout and upgrade their items along the way. To check out the project take a look at the README of my GitHub repo, as it contains info on which version you can play depending on your operating system. Enjoy!...
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1793008180.655093
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1793094580.655093
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63088
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Neon_OS by @AnkitZu02281 | Stardance
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AnkitZu02281
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T04:35:32Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A lightweight, retro cyberpunk-themed desktop environment that runs entirely in your web browser. Built using just vanilla HTML, CSS, and JavaScript with zero external frameworks or dependencies I felt the draggable window part quite difficult and liked the way it turned out including the themes", "repo": "https://github.com/ankitdey2682010-a11y/Neon_OS", "demo": "https://ankitdey2682010-a11y.github.io/Neon_OS/"}]...
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[{"post_id": 69631, "ts": "202 [{"post_id": 69631, "ts": "2026-09-17T13:23:02Z", "hours": 0.5367, "text": "Made it ready to ship with adding theme and all possible things to include from my side"}, {"post_id": 69609, "ts": "2026-09-17T12:39:51Z", "hours": 0.4772, "text": "working on the core logic and draggable window"}, {"post_id": 69601, "ts": "2026-09-17T12:10:50Z", "hours": 0.9844, "text": "main UI and colours"}]...
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Title: Neon_OS by @AnkitZu02281 | Stardance
Devlo Title: Neon_OS by @AnkitZu02281 | Stardance
Devlogs:
main UI and colours
working on the core logic and draggable window
Made it ready to ship with adding theme and all possible things to include from my side
Ships:
A lightweight, retro cyberpunk-themed desktop environment that runs entirely in your web browser. Built using just vanilla HTML, CSS, and JavaScript with zero external frameworks or dependencies I felt the draggable window part quite difficult and liked the way it turned out including the themes...
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1793058715.5521882
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1793145115.5521882
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55363
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One-To-One by @tiyas | Stardance
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tiyas
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1
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35.0
|
580
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T04:04:31Z", "hours": 35.0, "multiplier": 16.61, "payout": 580, "blessing": "neutral", "text": "i have made a simple webRtc bassed chat app. the special thing of this webside is that, as soon as both friends will close the chat the messages are gone for forever, no scope of being stored anywhere. and even no servers in between, i would call it power-user stuff, because it is so bare-metal that you have to exchange the WebRTC tokens yourself. if you are testing this, try this in two different tabs insted of running on two devices. it will work perfectly fine. i am proud of, its my first react app, and i have made it quite good enough i have fixed some of them myself i have spent a lot of time in it and build sucessful running app i have completed it within 20 days… The improvements in quality of life are, got one private and secure and serverless chatting platform one more step towards off-grid life improvement in privacy. data will be stored nowhere to be honest, my true motivation was, to give young couples a platform to talk privately and with zero risk of someone seeing their old messages… and i think, from a psychological point of view, most of the fight happens in young couples when they see some hurtful message again and again, but this has no way to see that, when you talk , only then you are able to see the chat , as soon as that ends, your brain also stops processing those , because you know they are completely gone.. these messages are stored in your device’s ram, and as soon as the program stops running, the data are gone.", "repo": "https://github.com/Tiyasbanerjee/One-To-One", "demo": "https://chat.tiyas.uk/"}]...
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[{"post_id": 69935, "ts": "202 [{"post_id": 69935, "ts": "2026-09-18T02:59:53Z", "hours": 1.3969, "text": "i have added the loading animations, and now i am filling out the docs a little. i have also published it onto my own domain, chat.tiyas.uk next i am going to ship it."}, {"post_id": 69503, "ts": "2026-09-17T06:11:38Z", "hours": 2.0442, "text": "I have ran the 2ed successful test. and now its live at, “ https://tiyasbanerjee.github.io/One-To-One/ ” i have added some features like sending messages on enter press, scrool at the end as soon as new message comes or send. set up the github stuffs for deploying. and fixed some bugs like some scroll bars were showing where they should not.. its still not ready to ship now, i want it to look better and be more robust towards edge cases."}, {"post_id": 69077, "ts": "2026-09-16T10:25:47Z", "hours": 5.0767, "text": "at last!! at last i have fixed the bugs 😭😭😭😭. i cant explain the satisfaction level. now messages are sent successfully. But it is still not ready to ship now. i need to harden the logic and count all the edge cases too… but i cant explain the joy i am feeling. it might took 50% of the total time spent on this project. i thought that Ui would be the hardest part. but no, establishing the connections and managing states and variables and logic flow was the hardest, i mean most draining. while doing this i had lost my motivation many times, i thought i cant do, i am failing… but i stick to it. and it worked😭 ohh man!!!!"}, {"post_id": 68474, "ts": "2026-09-15T05:25:12Z", "hours": 8.8919, "text": "It took me quite some time to stitch the underlying connections. these includes, token compressition showing token on linkbox writing the logic of the information flow. writing the logic of showing a message on the message box. some Ui fixes etc etc… i think this is the hardest part… and still its not done, i still have to write the logic of how to take input of peer token, and then have to cheak if things are working properly, i think it would have lots of bugs, i have to fix them…"}, {"post_id": 66382, "ts": "2026-09-12T05:47:15Z", "hours": 1.0128, "text": "worked on the message layouts, worked on the incoming and outgoing message layouts did some styling modifications on the connect page spend time learning about back-end connections…"}, {"post_id": 65844, "ts": "2026-09-11T07:57:21Z", "hours": 1.7792, "text": "deigned some amount of the chat interface. like adding the input field , making it responsive making the button responsive. next steps are, making the layout for the messages, like how they user will see messages… receiving the messages and sending it…"}, {"post_id": 65783, "ts": "2026-09-11T04:53:13Z", "hours": 5.5283, "text": "new updates are worked on responsiveness Worked on degine and styleings Worked on annimations. and next steps are establishing the webRtc conection building the chat interface."}, {"post_id": 64132, "ts": "2026-09-08T10:23:02Z", "hours": 4.5331, "text": "i have switched from basic html css to React. and i have made the first page/welcome page of it. Next, I will make the connection establishment page, and then the chart interface.."}, {"post_id": 61304, "ts": "2026-09-04T04:41:24Z", "hours": 0.9969, "text": "made some UI , and did some UI fixes…"}, {"post_id": 59938, "ts": "2026-09-02T00:19:44Z", "hours": 2.0017, "text": "i have Build some of the UI for the chart interface and wrote some docs… will work farther on the WebRtc connection next."}, {"post_id": 59390, "ts": "2026-09-01T05:27:46Z", "hours": 1.2881, "text": "trying to code the handshake part but i am facing a lot of issues in this webrtc connections ,mainly in the handshake process…"}, {"post_id": 58722, "ts": "2026-08-31T08:28:00Z", "hours": 0.3353, "text": "refactored the code base because i am going to build it from scratch now."}]...
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Title: One-To-One by @tiyas | Stardance
Devlogs:
Title: One-To-One by @tiyas | Stardance
Devlogs:
refactored the code base because i am going to build it from scratch now.
trying to code the handshake part but i am facing a lot of issues in this webrtc connections ,mainly in the handshake process…
i have Build some of the UI for the chart interface and wrote some docs… will work farther on the WebRtc connection next.
made some UI , and did some UI fixes…
i have switched from basic html css to React. and i have made the first page/welcome page of it. Next, I will make the connection establishment page, and then the chart interface..
new updates are worked on responsiveness Worked on degine and styleings Worked on annimations. and next steps are establishing the webRtc conection building the chat interface.
deigned some amount of the chat interface. like adding the input field , making it responsive making the button responsive. next steps are, making the layout for the messages, like how they user will see messages… receiving the messages and sending it…
worked on the message layouts, worked on the incoming and outgoing message layouts did some styling modifications on the connect page spend time learning about back-end connections…
It took me quite some time to stitch the underlying connections. these includes, token compressition showing token on linkbox writing the logic of the information flow. writing the logic of showing a message on the message box. some Ui fixes etc etc… i think this is the hardest part… and still its not done, i still have to write the logic of how to take input of peer token, and then have to cheak if things are working properly, i think it would have lots of bugs, i have to fix them…
at last!! at last i have fixed the bugs 😭😭😭😭. i cant explain the satisfaction level. now messages are sent successfully. But it is still not ready to ship now. i need to harden the logic and count all the edge cases too… but i cant explain the joy i am feeling. it might took 50% of the total time spent on this project. i thought that Ui would be the hardest part. but no, establishing the connections and managing states and variables and logic flow was the hardest, i mean most draining. while doing this i had lost my motivation many times, i thought i cant do, i am failing… but i stick to it. and it worked😭 ohh man!!!!
I have ran the 2ed successful test. and now its live at, “ https://tiyasbanerjee.github.io/One-To-One/ ” i have added some features like sending messages on enter press, scrool at the end as soon as new message comes or send. set up the github stuffs for deploying. and fixed some bugs like some scroll bars were showing where they should not.. its still not ready to ship now, i want it to look better and be more robust towards edge cases.
i have added the loading animations, and now i am filling out the docs a little. i have also published it onto my own domain, chat.tiyas.uk next i am going to ship it.
Ships:
i have made a simple webRtc bassed chat app. the special thing of this webside is that, as soon as both friends will close the chat the messages are gone for forever, no scope of being stored anywhere. and even no servers in between, i would call it power-user stuff, because it is so bare-metal that you have to exchange the WebRTC tokens yourself. if you are testing this, try this in two different tabs insted of running on two devices. it will work perfectly fine. i am proud of, its my first react app, and i have made it quite good enough i have fixed some of them myself i have spent a lot of time in it and build sucessful running app i have completed it within 20 days… The improvements in quality of life are, got one private and secure and serverless chatting platform one more step towards off-grid life improvement in privacy. data will be stored nowhere to be honest, my true motivation was, to give young couples a platform to talk privately and with zero risk of someone seeing their old messages… and i think, from a psychological point of view, most of the fight happens in young couples when they see some hurtful message again and again, but this has no way to see that, when you talk , only then you are able to see the chat , as soon as that ends, your brain also stops processing those , because you know they are completely gone.. these messages are stored in your device’s ram, and as soon as the program stops running, the data are gone....
|
1793004461.404778
|
1793090861.404778
|
|
59695
|
LP Calculator by @TurtleGod | Stardance
|
TurtleGod
|
1
|
25.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T04:03:24Z", "hours": 25.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a flask app that is currently being hosted on vercel that calculates loyalty points with American Airlines. It is supposed to be better than the other options out there by providing a cleaner, more intuitive UI, with new features with a timeline showing status progression. What was challenging with this was kinda just figuring out the web-end of it. I normally only code backend stuff so this is one of the few times where I had to work on a full frontend without getting someone else to help me. (I did use AI to assist me with this task though). In the end, I did persevere and I’m appreciative of the end result I have created. Picture 1 shows the map view of the website, and Picture 2 shows the loyalty timeline.", "repo": "https://github.com/TurtleGod7/LP-calculator", "demo": "https://lp-calculator-three.vercel.app"}]...
|
[{"post_id": 69948, "ts": "202 [{"post_id": 69948, "ts": "2026-09-18T03:40:59Z", "hours": 3.6178, "text": "Devlog #3 - the final one? Hi, so I’ve been working on minor stuff. added a light mode my eyes hurt looking at this T_T pic 1 fixed weird rending issue with trans-pacific flights added the LP bonus tiers from AA website pic 2 (yes I turned dark mode back on) To be honest, this is as much as I can think of, I really don’t want the scope of this project to get too far fetched with trip optimization as it’s supposed to be a cool looking tool, not really a planning agent. Probably my next project will be creating a personal website."}, {"post_id": 66358, "ts": "2026-09-12T04:39:09Z", "hours": 2.3864, "text": "Devlog 2 (How did I just realize markdown works here 😭) Anyways , so things I added. Not really much, i’m kinda running out of ideas of what to add since the project has been mostly fleshed out so here are just cool things I thought to add: Modified Trip Render Logic Issue: Used to keep shifting a reference frame along a flattened list of segments Effect: If trips are added in a certain way, it can put marker rendering at far distances on the map Solution: Changed to localize on origin of each trip, leading to renderings to center around 1 map (Refer to Pic 1) Expanded map view on loyalty timeline Just zooms out on all trips Kinda looks cool :) (Refer to Pic 1) Airport Website/Wikipedia Links you to the airports webpage when clicking on its tooltip Random renaming Made some names more consistent, reduced unneeded files"}, {"post_id": 64586, "ts": "2026-09-09T02:59:10Z", "hours": 18.9711, "text": "I realized stardance was a thing, and I had this project I wanted to add that I had been working on. Currently, it has the ability to add multiple trips, each with multiple segments, with each being able to be compared. This can be used to maximize loyalty status with AA, and has a cleaner UI with extra features, like the loyalty timeline. (1st image is initial starting page, 2nd image is the loyalty timeline, 3rd image is an example trip in the webpage)."}]...
|
Title: LP Calculator by @TurtleGod | Stardance
De Title: LP Calculator by @TurtleGod | Stardance
Devlogs:
I realized stardance was a thing, and I had this project I wanted to add that I had been working on. Currently, it has the ability to add multiple trips, each with multiple segments, with each being able to be compared. This can be used to maximize loyalty status with AA, and has a cleaner UI with extra features, like the loyalty timeline. (1st image is initial starting page, 2nd image is the loyalty timeline, 3rd image is an example trip in the webpage).
Devlog 2 (How did I just realize markdown works here 😭) Anyways , so things I added. Not really much, i’m kinda running out of ideas of what to add since the project has been mostly fleshed out so here are just cool things I thought to add: Modified Trip Render Logic Issue: Used to keep shifting a reference frame along a flattened list of segments Effect: If trips are added in a certain way, it can put marker rendering at far distances on the map Solution: Changed to localize on origin of each trip, leading to renderings to center around 1 map (Refer to Pic 1) Expanded map view on loyalty timeline Just zooms out on all trips Kinda looks cool :) (Refer to Pic 1) Airport Website/Wikipedia Links you to the airports webpage when clicking on its tooltip Random renaming Made some names more consistent, reduced unneeded files
Devlog #3 - the final one? Hi, so I’ve been working on minor stuff. added a light mode my eyes hurt looking at this T_T pic 1 fixed weird rending issue with trans-pacific flights added the LP bonus tiers from AA website pic 2 (yes I turned dark mode back on) To be honest, this is as much as I can think of, I really don’t want the scope of this project to get too far fetched with trip optimization as it’s supposed to be a cool looking tool, not really a planning agent. Probably my next project will be creating a personal website.
Ships:
I made a flask app that is currently being hosted on vercel that calculates loyalty points with American Airlines. It is supposed to be better than the other options out there by providing a cleaner, more intuitive UI, with new features with a timeline showing status progression. What was challenging with this was kinda just figuring out the web-end of it. I normally only code backend stuff so this is one of the few times where I had to work on a full frontend without getting someone else to help me. (I did use AI to assist me with this task though). In the end, I did persevere and I’m appreciative of the end result I have created. Picture 1 shows the map view of the website, and Picture 2 shows the loyalty timeline....
|
1793051548.8783886
|
1793137948.8783886
|
|
63314
|
CPP Calculator by @jworden | Stardance
|
jworden
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T03:56:32Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a C++ Calculator console application. It was extremely challenging because i only have experience with web development and python. those are extremely different compared to C++.", "repo": "https://github.com/venjae/CPP-Beginner", "demo": "https://github.com/venjae/CPP-Beginner/releases/tag/v1.0"}]...
|
[{"post_id": 69955, "ts": "202 [{"post_id": 69955, "ts": "2026-09-18T03:55:22Z", "hours": 0.3058, "text": "finished, very basic, but im also very inexperienced"}, {"post_id": 69947, "ts": "2026-09-18T03:30:23Z", "hours": 0.3475, "text": "getting main logic down. honestly no idea what im doing yet loool. im looking through w3school “docs” and just doing what i can"}]...
|
Title: CPP Calculator by @jworden | Stardance
Dev Title: CPP Calculator by @jworden | Stardance
Devlogs:
getting main logic down. honestly no idea what im doing yet loool. im looking through w3school “docs” and just doing what i can
finished, very basic, but im also very inexperienced
Ships:
I made a C++ Calculator console application. It was extremely challenging because i only have experience with web development and python. those are extremely different compared to C++....
|
1793058745.1552753
|
1793145145.1552753
|
|
56705
|
KERNL Archives by @KERNL | Stardance
|
KERNL
|
2
|
15.0
|
71
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T03:55:14Z", "hours": 4.0, "multiplier": 12.48, "payout": 50, "blessing": "neutral", "text": "Ship #2 I have implemented the ability to view project details and also their links! I am so far enjoying how React.js works and the work flow but i am struggling how to efficiently write logic since i am not familiar with TypeScript but i am slowly learning how to understand its syntax!", "repo": "https://github.com/kxrnl/kernl-archives", "demo": "https://kernl-archives.vercel.app/"}, {"ship_num": 2, "ts": "2026-09-08T09:55:25Z", "hours": 11.0, "multiplier": 1.97, "payout": 21, "blessing": "neutral", "text": "KERNL Archives is a collection of my past and so future. I would like to store them in one place like a “year book” but also have my other things into it like Devlogs which i liked from Stardance. This website is a past project from a practice web page ported into React.js! Using Supabase it has been a little more convenient and more forgiving than Firebase since Supabase has more rules/policies to modify. Also, React.js has been fun for me coming from vanilla HTML it really is very efficient to use as a framework but I am also aware of how heavy it is to deploy but for efficiency I would say it is a fair trade.", "repo": "https://github.com/kxrnl/kernl-archives", "demo": "https://kernl-archives.vercel.app/"}]...
|
[{"post_id": 69951, "ts": "202 [{"post_id": 69951, "ts": "2026-09-18T03:49:07Z", "hours": 1.6458, "text": "9/18/26 - Devlog 7 I have been pretty busy with school works lately and haven’t updated this project in a while. But i have finished the card view overlay! You can now visit my projects and see their code (if i set it to public). Now you can roast my codebase! I am still gathering devlogs on other projects so that might take a while to implement fully sorry for taking long 😓"}, {"post_id": 66664, "ts": "2026-09-12T14:59:55Z", "hours": 2.3933, "text": "9/12/26 - Devlog 6 Just got home from school and immediately worked on fixing content on the website, since i get flagged for using too much ai? ANYWAYS I am currently planning on fixing the orders of the project cards and gathering devlogs and grouping them so its easier to browse! Another goal is for mobile responsive design! But for now i will currently focus on desktop since its easier to adjust (well for me) sooo thats all for today! Shoutout to very cool people"}, {"post_id": 64113, "ts": "2026-09-08T09:46:57Z", "hours": 1.6611, "text": "9/8/26 - Devlog 5 Card views is now on the work. Still figuring out how to connect it to Supabase via ids! Markdown for devlogs is also being added (thanks to ai jeez it would kill me if i did it manually) Just a quick update"}, {"post_id": 63626, "ts": "2026-09-07T15:35:35Z", "hours": 1.6778, "text": "9/7/26 - Devlog 4 Omygod its beautiful. ALSO! Its now hosted! So the about page has been ported now and improved! Heres the preview might change a little bit more but overall. i love it"}, {"post_id": 63526, "ts": "2026-09-07T13:10:40Z", "hours": 0.4914, "text": "9/7/26 - Devlog 3 I have fixed the image problem thing! I also renamed the “Games” to “Projects” since I might put more than just games in the site soo yea:) I’d say this project is 80% complete!"}, {"post_id": 62928, "ts": "2026-09-06T13:55:20Z", "hours": 1.5811, "text": "9/6/26 - Devlog 2 Games and Devlogs Database and display is now working. HOWEVER, my dashboard when adding them is kinda broken (bcos of the image) but overall I am getting closer to getting the archives finished :) Supabase experience so far: Ease of use: 8/10 Data management: 7/10 Solving errors: 4/10 (Still not used to its policy things but i kinda get it)"}, {"post_id": 62156, "ts": "2026-09-05T12:32:37Z", "hours": 1.1825, "text": "9/5/26 - Devlog 1 I have chosen Supabase as my backend than Firebase just experimentation :) I am feeling sick today so a few things has been only added"}, {"post_id": 61483, "ts": "2026-09-04T12:51:28Z", "hours": 0.8978, "text": "9/4/26 - Devlog After a few hours with React.js I find it fun and fast to use components and the idea of reusability and not having repetitive tags is great! It is coming together now from native HTML to React.js love it"}, {"post_id": 60903, "ts": "2026-09-03T15:40:15Z", "hours": 2.8069, "text": "9/3/26 - React.js Since i was originally planning on porting my RoFind project into React, I wanted to try and learn it a little more on this project to further expand my knowledge and easily port it in the shortest amount of time."}, {"post_id": 58848, "ts": "2026-08-31T13:01:53Z", "hours": 0.42, "text": "8/31/26 - KERNL ARCHIVES I remembered that i have a template website i have originally created as a practice. Inspired from ARKE’s website ( https://arke.gumroad.com/ ), I really liked the simple blank and white theme of it and the spacious design. KERNL ARCHIVES will house my previous & future projects. Devlogs are also included and about me :)"}]...
|
Title: KERNL Archives by @KERNL | Stardance
Devlo Title: KERNL Archives by @KERNL | Stardance
Devlogs:
8/31/26 - KERNL ARCHIVES I remembered that i have a template website i have originally created as a practice. Inspired from ARKE’s website ( https://arke.gumroad.com/ ), I really liked the simple blank and white theme of it and the spacious design. KERNL ARCHIVES will house my previous & future projects. Devlogs are also included and about me :)
9/3/26 - React.js Since i was originally planning on porting my RoFind project into React, I wanted to try and learn it a little more on this project to further expand my knowledge and easily port it in the shortest amount of time.
9/4/26 - Devlog After a few hours with React.js I find it fun and fast to use components and the idea of reusability and not having repetitive tags is great! It is coming together now from native HTML to React.js love it
9/5/26 - Devlog 1 I have chosen Supabase as my backend than Firebase just experimentation :) I am feeling sick today so a few things has been only added
9/6/26 - Devlog 2 Games and Devlogs Database and display is now working. HOWEVER, my dashboard when adding them is kinda broken (bcos of the image) but overall I am getting closer to getting the archives finished :) Supabase experience so far: Ease of use: 8/10 Data management: 7/10 Solving errors: 4/10 (Still not used to its policy things but i kinda get it)
9/7/26 - Devlog 3 I have fixed the image problem thing! I also renamed the “Games” to “Projects” since I might put more than just games in the site soo yea:) I’d say this project is 80% complete!
9/7/26 - Devlog 4 Omygod its beautiful. ALSO! Its now hosted! So the about page has been ported now and improved! Heres the preview might change a little bit more but overall. i love it
9/8/26 - Devlog 5 Card views is now on the work. Still figuring out how to connect it to Supabase via ids! Markdown for devlogs is also being added (thanks to ai jeez it would kill me if i did it manually) Just a quick update
9/12/26 - Devlog 6 Just got home from school and immediately worked on fixing content on the website, since i get flagged for using too much ai? ANYWAYS I am currently planning on fixing the orders of the project cards and gathering devlogs and grouping them so its easier to browse! Another goal is for mobile responsive design! But for now i will currently focus on desktop since its easier to adjust (well for me) sooo thats all for today! Shoutout to very cool people
9/18/26 - Devlog 7 I have been pretty busy with school works lately and haven’t updated this project in a while. But i have finished the card view overlay! You can now visit my projects and see their code (if i set it to public). Now you can roast my codebase! I am still gathering devlogs on other projects so that might take a while to implement fully sorry for taking long 😓
Ships:
KERNL Archives is a collection of my past and so future. I would like to store them in one place like a “year book” but also have my other things into it like Devlogs which i liked from Stardance. This website is a past project from a practice web page ported into React.js! Using Supabase it has been a little more convenient and more forgiving than Firebase since Supabase has more rules/policies to modify. Also, React.js has been fun for me coming from vanilla HTML it really is very efficient to use as a framework but I am also aware of how heavy it is to deploy but for efficiency I would say it is a fair trade.
Ship #2 I have implemented the ability to view project details and also their links! I am so far enjoying how React.js works and the work flow but i am struggling how to efficiently write logic since i am not familiar with TypeScript but i am slowly learning how to understand its syntax!...
|
1793000847.3345625
|
1793087247.3345625
|
|
56543
|
Classic Python Games by @184765 | Stardance
|
184765
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T03:09:30Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created three simple Python games. Some of the sections were challenging to me but it was mostly just time and error checking through multiple iterations. I’m proud of the end product as I enjoy using it personally. Have fun if you try it out!", "repo": "https://github.com/184765/Classic-Python-Games", "demo": "https://trippyinfantry.itch.io/classic-python-games"}]...
|
[{"post_id": 69940, "ts": "202 [{"post_id": 69940, "ts": "2026-09-18T03:07:24Z", "hours": 0.7211, "text": "Fixing Issues rewritten to show development processing behind it. Group 3 — Fixing Changes and Code Logic 29/08/26 — Adding Input Checking I worked on making the program more reliable by adding input checking. Before this, entering something unexpected could cause errors or stop the program. I added checks so invalid inputs could be handled and the player could try again. 03/09/26 — Preventing Repeated Items While testing the random item system, I noticed that the same item could appear repeatedly. I changed the generation logic so the program checks previously selected items before generating a new one. This helped make the rounds more varied. 05/09/26 — Fixing Ability Logic As I added more abilities, I had to make sure the program was correctly tracking their uses and effects. I worked on the logic for reducing charges when an ability was used and making sure the correct effect was applied without accidentally generating another round. 07/09/26 — Fixing Percentage Calculations I worked on the percentage ability and found that the calculation needed to work regardless of which item had the higher price. I used an absolute difference so the percentage could be calculated correctly in either direction. 07/09/26 — Adding Ability Regeneration Logic I added logic for abilities that can regenerate after a certain number of rounds. This required keeping track of the player’s progress and checking when the required number of rounds had passed before restoring the charges. 09/09/26 — Improving Code Feedback I worked on the feedback given by the program after different actions. Instead of only changing variables in the background, the program now tells the player what happened when an ability is used or when an important gameplay event occurs. 16/09/26 — Fixing WordL Logic I continued testing the WordL checking system and found issues with how guesses were being handled. I adjusted the validation and feedback logic so that letters were checked against the target word more consistently. 17/09/26 — Cleaning Up the Code I went through the code after the recent changes and checked for remaining issues. I also looked at the formatting and comments because some lines had become too long. Cleaning this up made the code easier to read and maintain while continuing to follow the expected coding standards."}, {"post_id": 69846, "ts": "2026-09-17T21:54:50Z", "hours": 4.9683, "text": "Rewritten Quiz game and WordL game devlog to show my development process. Group 2 — Quizza and WordL 08/09/26 — Starting Quizza I started implementing the basic Quizza game. The game asks the player general knowledge questions and gives them multiple options to choose from. I also started adding the ability system, including 50/50, skip and double. 09/09/26 — Testing Quizza Questions While testing Quizza, I found that one of the generated questions was not actually being displayed correctly. I fixed the question generation/display system and continued testing to make sure questions were appearing properly during gameplay. 10/09/26 — Expanding Quizza I added more questions to Quizza to increase the variety of the game. I also reviewed some of the questions and changed their wording where needed so they were easier to understand. 10/09/26 — Improving Quizza Feedback I noticed that the player did not always get enough feedback when they used an ability or answered a question incorrectly. I worked on adding clearer feedback and displaying the current round so the player could understand their progress. 15/09/26 — Starting WordL I started developing WordL as the third game in the compendium. I created the basic gameplay structure and used Wonderwords to generate five-letter words. I also started building the system for checking player guesses. 16/09/26 — Creating WordL Feedback I worked on the WordL feedback system. The game now checks the letters in the player’s guess and provides different feedback depending on whether a letter is in the correct position or is in the word but in the wrong position. 17/09/26 — Validating WordL Guesses During testing, I found that players could enter random combinations of letters that were not actual words. I added a word validation system so guesses have to be real words before they are accepted. This made the game follow the intended WordL rules more closely."}, {"post_id": 64509, "ts": "2026-09-08T23:36:48Z", "hours": 3.4631, "text": "Rewritten Higher or Lower devlog to show the development process: Group 1 — Higher or Lower Python Game 27/08/26 — Starting the Game Hub I started developing the main structure for my Games Compendium. I created the basic game selection menu and started setting up Higher or Lower as the first game. The goal was to get the basic structure working before adding more complicated features. 03/09/26 — Creating the Higher or Lower System I started building the main Higher or Lower gameplay. The player is given an item and its price, then has to guess whether the next item will be worth more or less. I also started setting up the random item and price generation so each round could be different. 04/09/26 — Preventing Repeated Prices While testing Higher or Lower, I noticed that the game could generate the same price again. I changed the generation system so that new prices would be checked before being used. This made the rounds feel more random and prevented obvious repeats. 05/09/26 — Adding Player Names and Abilities I added username selection so scores could be connected to the player. I also started implementing the game’s abilities, including heal, percentage and double time. These gave the player more options during a round instead of only guessing higher or lower. 07/09/26 — Expanding Higher or Lower I continued working on the ability system. I added ability charges, percentage calculations and regeneration for some abilities. I also worked on displaying how many uses were remaining so the player could make decisions about when to use them. 10/09/26 — Improving the Gameplay Presentation After playing through Higher or Lower, I noticed that some of the information was appearing too quickly. I added delays between sections of text so the player has more time to read the instructions, ability information and results of each round."}]...
|
Title: Classic Python Games by @184765 | Stardance Title: Classic Python Games by @184765 | Stardance
Devlogs:
Rewritten Higher or Lower devlog to show the development process: Group 1 — Higher or Lower Python Game 27/08/26 — Starting the Game Hub I started developing the main structure for my Games Compendium. I created the basic game selection menu and started setting up Higher or Lower as the first game. The goal was to get the basic structure working before adding more complicated features. 03/09/26 — Creating the Higher or Lower System I started building the main Higher or Lower gameplay. The player is given an item and its price, then has to guess whether the next item will be worth more or less. I also started setting up the random item and price generation so each round could be different. 04/09/26 — Preventing Repeated Prices While testing Higher or Lower, I noticed that the game could generate the same price again. I changed the generation system so that new prices would be checked before being used. This made the rounds feel more random and prevented obvious repeats. 05/09/26 — Adding Player Names and Abilities I added username selection so scores could be connected to the player. I also started implementing the game’s abilities, including heal, percentage and double time. These gave the player more options during a round instead of only guessing higher or lower. 07/09/26 — Expanding Higher or Lower I continued working on the ability system. I added ability charges, percentage calculations and regeneration for some abilities. I also worked on displaying how many uses were remaining so the player could make decisions about when to use them. 10/09/26 — Improving the Gameplay Presentation After playing through Higher or Lower, I noticed that some of the information was appearing too quickly. I added delays between sections of text so the player has more time to read the instructions, ability information and results of each round.
Rewritten Quiz game and WordL game devlog to show my development process. Group 2 — Quizza and WordL 08/09/26 — Starting Quizza I started implementing the basic Quizza game. The game asks the player general knowledge questions and gives them multiple options to choose from. I also started adding the ability system, including 50/50, skip and double. 09/09/26 — Testing Quizza Questions While testing Quizza, I found that one of the generated questions was not actually being displayed correctly. I fixed the question generation/display system and continued testing to make sure questions were appearing properly during gameplay. 10/09/26 — Expanding Quizza I added more questions to Quizza to increase the variety of the game. I also reviewed some of the questions and changed their wording where needed so they were easier to understand. 10/09/26 — Improving Quizza Feedback I noticed that the player did not always get enough feedback when they used an ability or answered a question incorrectly. I worked on adding clearer feedback and displaying the current round so the player could understand their progress. 15/09/26 — Starting WordL I started developing WordL as the third game in the compendium. I created the basic gameplay structure and used Wonderwords to generate five-letter words. I also started building the system for checking player guesses. 16/09/26 — Creating WordL Feedback I worked on the WordL feedback system. The game now checks the letters in the player’s guess and provides different feedback depending on whether a letter is in the correct position or is in the word but in the wrong position. 17/09/26 — Validating WordL Guesses During testing, I found that players could enter random combinations of letters that were not actual words. I added a word validation system so guesses have to be real words before they are accepted. This made the game follow the intended WordL rules more closely.
Fixing Issues rewritten to show development processing behind it. Group 3 — Fixing Changes and Code Logic 29/08/26 — Adding Input Checking I worked on making the program more reliable by adding input checking. Before this, entering something unexpected could cause errors or stop the program. I added checks so invalid inputs could be handled and the player could try again. 03/09/26 — Preventing Repeated Items While testing the random item system, I noticed that the same item could appear repeatedly. I changed the generation logic so the program checks previously selected items before generating a new one. This helped make the rounds more varied. 05/09/26 — Fixing Ability Logic As I added more abilities, I had to make sure the program was correctly tracking their uses and effects. I worked on the logic for reducing charges when an ability was used and making sure the correct effect was applied without accidentally generating another round. 07/09/26 — Fixing Percentage Calculations I worked on the percentage ability and found that the calculation needed to work regardless of which item had the higher price. I used an absolute difference so the percentage could be calculated correctly in either direction. 07/09/26 — Adding Ability Regeneration Logic I added logic for abilities that can regenerate after a certain number of rounds. This required keeping track of the player’s progress and checking when the required number of rounds had passed before restoring the charges. 09/09/26 — Improving Code Feedback I worked on the feedback given by the program after different actions. Instead of only changing variables in the background, the program now tells the player what happened when an ability is used or when an important gameplay event occurs. 16/09/26 — Fixing WordL Logic I continued testing the WordL checking system and found issues with how guesses were being handled. I adjusted the validation and feedback logic so that letters were checked against the target word more consistently. 17/09/26 — Cleaning Up the Code I went through the code after the recent changes and checked for remaining issues. I also looked at the formatting and comments because some lines had become too long. Cleaning this up made the code easier to read and maintain while continuing to follow the expected coding standards.
Ships:
I created three simple Python games. Some of the sections were challenging to me but it was mostly just time and error checking through multiple iterations. I’m proud of the end product as I enjoy using it personally. Have fun if you try it out!...
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1793004870.959152
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1793091270.959152
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57363
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First Website Attempt! by @Zoezzz | Stardance
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Zoezzz
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T02:35:37Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello there! This is my first attempt at making a website :D It was rather stressful, but I was able to gain a general understanding of HTML and CSS’s components. The challenges consisted mostly in designing the page and getting to know all the elements that could help me to create this site. :D", "repo": "https://github.com/Ziroislazy/myzirosite", "demo": "https://ziroislazy.github.io/myzirosite/"}]...
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[{"post_id": 69906, "ts": "202 [{"post_id": 69906, "ts": "2026-09-18T01:27:24Z", "hours": 3.6042, "text": "Largest update!! Hello! It’s been some hours since the last update but I guess this is the final one! The page still uses basic HTML and CSS elements but I tried to use other things to make it a little bit more lively. Changed background: I’ve spent some time searching for a new quality background. The hardest part was adjusting it. Added “Back to the Top” bottom: Here I tried to make something different and dynamic for the page. Added more images for every section -Fixed issues about the keyframes: I’ve discovered some transitions for the page so I put one simple fade in and tried to put it in every section."}, {"post_id": 68950, "ts": "2026-09-16T03:09:01Z", "hours": 0.7094, "text": "Some thing I don’t know how to describe this, but I just wanted to draw something fast and simple so I can put it on my page El bepi quedo medio raro w"}, {"post_id": 68451, "ts": "2026-09-15T04:27:35Z", "hours": 1.2078, "text": "Nothing new, just using a lot of red variations and trying some tools. (The background is from binding of isaac and is not mine ) Me esta quedando medio raro pero bueno :v"}, {"post_id": 68355, "ts": "2026-09-15T00:29:09Z", "hours": 0.845, "text": "Just starting! I’ve recently discovered Hack Club! It’s pretty hard when you learn new concepts while reading everything in another language that is not your native one (Spanish). :,D"}]...
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Title: First Website Attempt! by @Zoezzz | Stardan Title: First Website Attempt! by @Zoezzz | Stardance
Devlogs:
Just starting! I’ve recently discovered Hack Club! It’s pretty hard when you learn new concepts while reading everything in another language that is not your native one (Spanish). :,D
Nothing new, just using a lot of red variations and trying some tools. (The background is from binding of isaac and is not mine ) Me esta quedando medio raro pero bueno :v
Some thing I don’t know how to describe this, but I just wanted to draw something fast and simple so I can put it on my page El bepi quedo medio raro w
Largest update!! Hello! It’s been some hours since the last update but I guess this is the final one! The page still uses basic HTML and CSS elements but I tried to use other things to make it a little bit more lively. Changed background: I’ve spent some time searching for a new quality background. The hardest part was adjusting it. Added “Back to the Top” bottom: Here I tried to make something different and dynamic for the page. Added more images for every section -Fixed issues about the keyframes: I’ve discovered some transitions for the page so I put one simple fade in and tried to put it in every section.
Ships:
Hello there! This is my first attempt at making a website :D It was rather stressful, but I was able to gain a general understanding of HTML and CSS’s components. The challenges consisted mostly in designing the page and getting to know all the elements that could help me to create this site. :D...
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1793004969.9313772
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1793091369.9313772
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61519
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First Slack Bot by @Kapilesh | Stardance
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Kapilesh
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T02:11:02Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a Slack Bot, which tells whats its commands are, cat jokes, a random joke, and just says pong when u say ping. My biggest difficulty for this project was that Nest, the cloud service for this was down, so i asked in slack on what to do and they told me to do it in replit instead.", "repo": "https://github.com/kapileshrajaravius/infobot", "demo": "https://hackclub.enterprise.slack.com/archives/C0C32NXA73K"}]...
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[{"post_id": 66885, "ts": "202 [{"post_id": 66885, "ts": "2026-09-12T20:41:14Z", "hours": 0.3075, "text": "Bot works while hosting it locally!"}]...
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Title: First Slack Bot by @Kapilesh | Stardance
D Title: First Slack Bot by @Kapilesh | Stardance
Devlogs:
Bot works while hosting it locally!
Ships:
I have made a Slack Bot, which tells whats its commands are, cat jokes, a random joke, and just says pong when u say ping. My biggest difficulty for this project was that Nest, the cloud service for this was down, so i asked in slack on what to do and they told me to do it in replit instead....
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1793055358.4463828
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1793141758.4463828
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62439
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Recipe Hub by @Dev_L_K | Stardance
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Dev_L_K
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1
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2.0
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2
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T02:10:23Z", "hours": 2.0, "multiplier": 1.96, "payout": 2, "blessing": "neutral", "text": "RecipeHub This is a small web app that uses themealsdb api to discover many new recipes. Tech HTML CSS JS API CALL Features Recipe search Random recipe Categorized recipe Live at https://recipe.devlkakkoth.me", "repo": "https://github.com/dev-l-k/Recipe-Hub", "demo": "https://recipe.devlkakkoth.me"}]...
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[{"post_id": 69916, "ts": "202 [{"post_id": 69916, "ts": "2026-09-18T02:07:17Z", "hours": 0.3575, "text": "Devlog 3 Recipe Hub Completed project Ready to ship Added readme to the repo Live at https://recipe.devlkakkoth.me"}, {"post_id": 69900, "ts": "2026-09-18T01:11:06Z", "hours": 0.8567, "text": "Devlog 2 Added css and js. now I am working on some css styles for item cards Not yet debugged"}, {"post_id": 69426, "ts": "2026-09-17T01:08:52Z", "hours": 0.6806, "text": "Devlog 1 RecipeHub Completed html structure Now working on css. status: on work Live at https://recipe.devlkakkoth.me"}]...
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Title: Recipe Hub by @Dev_L_K | Stardance
Devlogs Title: Recipe Hub by @Dev_L_K | Stardance
Devlogs:
Devlog 1 RecipeHub Completed html structure Now working on css. status: on work Live at https://recipe.devlkakkoth.me
Devlog 2 Added css and js. now I am working on some css styles for item cards Not yet debugged
Devlog 3 Recipe Hub Completed project Ready to ship Added readme to the repo Live at https://recipe.devlkakkoth.me
Ships:
RecipeHub This is a small web app that uses themealsdb api to discover many new recipes. Tech HTML CSS JS API CALL Features Recipe search Random recipe Categorized recipe Live at https://recipe.devlkakkoth.me...
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1793058605.2782993
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1793145005.2782993
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63296
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Game dash by @Parrot | Stardance
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Parrot
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T01:41:37Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Ok guys finished my website and added auth and added like time calc for how long you play games and added a logout buttons and fouriting button and added chosable top 3 games", "repo": "https://github.com/ryan113cpu/game-dashboard", "demo": "https://ryan113cpu.github.io/game-dashboard/"}]...
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[{"post_id": 69909, "ts": "202 [{"post_id": 69909, "ts": "2026-09-18T01:39:07Z", "hours": 0.44, "text": "Alright so i belive im finally done here is my project added authentication and added time calc and added top 3 and log out button. lets hope im done added commits on github along the way that way there arnt many devlogs sry forgot about it lol"}]...
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Title: Game dash by @Parrot | Stardance
Devlogs:
Title: Game dash by @Parrot | Stardance
Devlogs:
Alright so i belive im finally done here is my project added authentication and added time calc and added top 3 and log out button. lets hope im done added commits on github along the way that way there arnt many devlogs sry forgot about it lol
Ships:
Ok guys finished my website and added auth and added like time calc for how long you play games and added a logout buttons and fouriting button and added chosable top 3 games...
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1793008371.223125
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1793872371.223125
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56484
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In Another Life by @eshunburge | Stardance
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eshunburge
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T00:16:39Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a quiz game.", "repo": "https://github.com/EshunBurge/TheGoats", "demo": "https://eshunburge.github.io/TheGoats/"}]...
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[{"post_id": 58402, "ts": "202 [{"post_id": 58402, "ts": "2026-08-30T20:16:06Z", "hours": 1.6267, "text": "Proud to say my team got 1st place at Sunbeam Tampa for our project, In Another Life."}]...
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Title: In Another Life by @eshunburge | Stardance
Title: In Another Life by @eshunburge | Stardance
Devlogs:
Proud to say my team got 1st place at Sunbeam Tampa for our project, In Another Life.
Ships:
I made a quiz game....
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1793004862.988267
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1793091262.988267
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20987
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Pancake FRC Turret by @strixt | Stardance
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strixt
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1
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46.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T23:35:12Z", "hours": 46.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I cadded an FRC Turret designed around the 2026 game REBUILT. This project started off as a personal project, just a cad but after I finished I convinced my team to let me build it but I shipped it now because the parts will come after stardance :(. Everything you need to know about this turret is in the google doc below: https://docs.google.com/document/d/19otRmG-d0zHCSDyZ5glDNmW7cP3afZkpb5Q3BmI4kPE/edit?tab=t.0 (P.S. to the mod reading this is it possible i can get my hours back? I didnt know that you had to devlog every 10 hours)", "repo": "https://github.com/strixt1/FRC-Pancake-Style-Turret-", "demo": ""}]...
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[{"post_id": 49492, "ts": "202 [{"post_id": 49492, "ts": "2026-08-18T11:07:52Z", "hours": 40.1572, "text": "Its been a long time huh. I basically finished the whole thing, however to catch yall up to speed I have created the ultimate devlog. PLS look at this google doc if you can. I made a whole essentially an ESSAY trying to make a recap with at most info as needed but its too long to post so here is the google doc with it in https://docs.google.com/document/d/19otRmG-d0zHCSDyZ5glDNmW7cP3afZkpb5Q3BmI4kPE/edit?tab=t.0 4"}, {"post_id": 27641, "ts": "2026-07-13T12:19:20Z", "hours": 5.3853, "text": "The Turret Sketch of everything is complete. Turret Gearing: The turret gearing is geared to 1:56.25, powered by one kraken x44. The turret is supported by 4 box tubes (2 1x1 and 2 2x1) Shooter Geometry: Using very similar to team 4414. 3 inch flywheel/ stealth wheel with a 1 inch sushi roller on the other side powered 1:1 by 2 kraken x60s. 1 inch compression between the roller and the flywheel. Bottom bearing is an 8 inch bearing for dye rotor. Wiring: Wiring a turret can be difficult, since no slip ring means no free rotation. That’s why I have this e-chain. This allows the turret to spin a 360 full rotation before spinning back. the e-chain is constantly tensioned with an 8 lb spring to help it reset its position when the turret needs it"}]...
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Title: Pancake FRC Turret by @strixt | Stardance
Title: Pancake FRC Turret by @strixt | Stardance
Devlogs:
The Turret Sketch of everything is complete. Turret Gearing: The turret gearing is geared to 1:56.25, powered by one kraken x44. The turret is supported by 4 box tubes (2 1x1 and 2 2x1) Shooter Geometry: Using very similar to team 4414. 3 inch flywheel/ stealth wheel with a 1 inch sushi roller on the other side powered 1:1 by 2 kraken x60s. 1 inch compression between the roller and the flywheel. Bottom bearing is an 8 inch bearing for dye rotor. Wiring: Wiring a turret can be difficult, since no slip ring means no free rotation. That’s why I have this e-chain. This allows the turret to spin a 360 full rotation before spinning back. the e-chain is constantly tensioned with an 8 lb spring to help it reset its position when the turret needs it
Its been a long time huh. I basically finished the whole thing, however to catch yall up to speed I have created the ultimate devlog. PLS look at this google doc if you can. I made a whole essentially an ESSAY trying to make a recap with at most info as needed but its too long to post so here is the google doc with it in https://docs.google.com/document/d/19otRmG-d0zHCSDyZ5glDNmW7cP3afZkpb5Q3BmI4kPE/edit?tab=t.0 4
Ships:
I cadded an FRC Turret designed around the 2026 game REBUILT. This project started off as a personal project, just a cad but after I finished I convinced my team to let me build it but I shipped it now because the parts will come after stardance :(. Everything you need to know about this turret is in the google doc below: https://docs.google.com/document/d/19otRmG-d0zHCSDyZ5glDNmW7cP3afZkpb5Q3BmI4kPE/edit?tab=t.0 (P.S. to the mod reading this is it possible i can get my hours back? I didnt know that you had to devlog every 10 hours)...
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1793004932.98335
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1793091332.98335
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61760
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QUIZ Historia Br by @Lorenzoczk | Stardance
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Lorenzoczk
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1
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4.26
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5
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T22:37:34Z", "hours": 4.0, "multiplier": 1.18, "payout": 5, "blessing": "neutral", "text": "I created a Brazilian History quiz about the French Revolution. The challenges were that, in general, I always program in C++, but, with some video lessons, asking people some questions, and researching on the internet, I managed to learn more JavaScript and make the project. It is my first project. I am new to Hack Club and this is the first project I am posting. I am very proud to have finally managed to make and post my first project. I hope people look at it and think the design is cool and nice. The part I like the most was the color design, and the programming is, in my opinion, well organized.", "repo": "https://github.com/lczk9999/Quiz-", "demo": "https://lczk9999.github.io/Quiz-/"}]...
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[{"post_id": 70901, "ts": "202 [{"post_id": 70901, "ts": "2026-09-20T00:01:49Z", "hours": 0.2633, "text": "Finally, here is the working project screenshot!"}, {"post_id": 69853, "ts": "2026-09-17T22:31:55Z", "hours": 2.0914, "text": "I fINALLY FINISHED MY FIRST PROJECT"}, {"post_id": 69683, "ts": "2026-09-17T16:00:36Z", "hours": 2.0014, "text": "Estou quase terminando o code"}]...
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Title: QUIZ Historia Br by @Lorenzoczk | Stardance Title: QUIZ Historia Br by @Lorenzoczk | Stardance
Devlogs:
Estou quase terminando o code
I fINALLY FINISHED MY FIRST PROJECT
Finally, here is the working project screenshot!
Ships:
I created a Brazilian History quiz about the French Revolution. The challenges were that, in general, I always program in C++, but, with some video lessons, asking people some questions, and researching on the internet, I managed to learn more JavaScript and make the project. It is my first project. I am new to Hack Club and this is the first project I am posting. I am very proud to have finally managed to make and post my first project. I hope people look at it and think the design is cool and nice. The part I like the most was the color design, and the programming is, in my opinion, well organized....
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1793058470.5635
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1793144870.5635
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59980
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FigmaTime by @Glitchtest | Stardance
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Glitchtest
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1
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6.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T21:16:53Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Wakatime-compatible Figma Plugin! Figma takes 2-3 weeks to finish approving plugins, so it wouldnt be approved by the time stardance is over, but it is still possible to use the plugin via developer mode! https://developers.figma.com/docs/plugins/plugin-quickstart-guide/", "repo": "https://github.com/Glitchtest51/FigmaTime", "demo": "https://www.figma.com/community/plugin/1678682497647704981/figmatime"}]...
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[{"post_id": 69825, "ts": "202 [{"post_id": 69825, "ts": "2026-09-17T21:12:05Z", "hours": 6.1039, "text": "Plugin works!"}]...
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Title: FigmaTime by @Glitchtest | Stardance
Devlo Title: FigmaTime by @Glitchtest | Stardance
Devlogs:
Plugin works!
Ships:
I made a Wakatime-compatible Figma Plugin! Figma takes 2-3 weeks to finish approving plugins, so it wouldnt be approved by the time stardance is over, but it is still possible to use the plugin via developer mode! https://developers.figma.com/docs/plugins/plugin-quickstart-guide/...
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1793055105.9226465
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1793141505.9226465
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21082
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Move It! by @AndyNoob | Stardance
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AndyNoob
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2
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29.0
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463
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T20:53:03Z", "hours": 10.0, "multiplier": 14.58, "payout": 140, "blessing": "neutral", "text": "Move It (DOM front end object manipulation library thingy) This ship includes a few bug fixes and a BIG re-code that cleans up a lot of tech debt (or whatever the correct term) from me adding stuff without planning ahead. Namely, the RectState positioning API actually fully works, as the library now respect the relative-ness, offset, etc. based on the initial format options (see docs). Before, the library tries to do a bunch of coordinate conversations that break down really quickly. Yay- check the other devlogs for screenshots/videos, or try out the demo website!", "repo": "https://github.com/AndyNoob/move-it", "demo": "https://andynoob.github.io/move-it/"}, {"ship_num": 2, "ts": "2026-06-24T03:57:55Z", "hours": 19.0, "multiplier": 17.21, "payout": 323, "blessing": "neutral", "text": "MOVE IT! A library that adds simple PowerPoint like DOM object manipulation: resize, drag, and rotate. Pretty lightweight and comes with (very beautifully) styled controls. This library also provides the means for you to calculate collision via an implementation of oriented bounding boxes. Links The more detailed details can be found on the README: https://github.com/AndyNoob/move-it You can find a simple demo here: https://andynoob.github.io/move-it/ Annoying issues I ran into on the way It’s pretty much just CSS. It’s always CSS. When it is not CSS. I have so much beef with the transform property. For starters, it took me 5 hours to put the transform controls around the target element. And THEN some to get it pixel perfect. Not to mention how RESIZING IS SUCH A PAIN because changing the width and height adjusts the pivot point of the target element. At the very least, I didn’t have to worry about writing unit tests all that much for this project (AI is very good at it). Other stuff I think the most fun part of this project is writing the function that handles overlapping rectangles’ collision resolution. The whole process reminded me of Arcade haha. Check it out if you’re interested/in need of letting users transform objects in DOM.", "repo": "https://github.com/AndyNoob/move-it", "demo": "https://andynoob.github.io/move-it/"}]...
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[{"post_id": 34322, "ts": "202 [{"post_id": 34322, "ts": "2026-07-24T22:30:55Z", "hours": 6.5381, "text": "RAHHHHHH RECODE (v1.0.0) - Turns out when you keep adding features on the fly into an existing system, things start going haywire because the system was not designed to have those features. - Anyways, after spending like 3 hours trying to fix those haywires, I decided to just do what I should’ve done: rewrite the damn thing. Well, turns out, it wasn’t even that much of a rewrite since all I had to change was like three files…"}, {"post_id": 31166, "ts": "2026-07-19T10:37:39Z", "hours": 1.8336, "text": "YOOO new feature! autoSize option keeps elements anchored at their center when their sizes change. Took a minute but we got here, ha!"}, {"post_id": 28185, "ts": "2026-07-14T09:53:18Z", "hours": 0.3619, "text": "Guide line snapping can now follow resizing! Code lowk getting a little messy, but it’s still borderline acceptable haha. Now on version 0.3.0 :)"}, {"post_id": 26779, "ts": "2026-07-11T19:29:38Z", "hours": 0.6239, "text": "Added a auto resize feature! Not much to say but it took surprisingly little effort to implement. I thought I would’ve had to re-code half the codebase"}, {"post_id": 23287, "ts": "2026-07-06T04:51:13Z", "hours": 0.2692, "text": "Added a way to disable rotate/drag/resize individually!"}, {"post_id": 14855, "ts": "2026-06-24T03:47:36Z", "hours": 0.4014, "text": "MORE WORK On THE README!!!!"}, {"post_id": 14835, "ts": "2026-06-24T03:01:54Z", "hours": 0.9553, "text": "Just… wrote the README. An hour of my life that I will never get back…………. 🙃"}, {"post_id": 13539, "ts": "2026-06-22T04:45:48Z", "hours": 3.8008, "text": "Did some more MATH. Now it collides. Yay! Check video for a quick surface level explanation of the algorithm (if ur interested)"}, {"post_id": 12861, "ts": "2026-06-21T02:02:29Z", "hours": 1.7325, "text": "Did a bunch of chores to cleanup the project a little. Had to get some help from the dark wizard (Chat) for build config stuff. Project demo is also available on Github Pages: https://andynoob.github.io/move-it/"}, {"post_id": 12774, "ts": "2026-06-20T21:43:00Z", "hours": 0.6625, "text": "Added a way to define bounds in which the manipulated object cannot move out of. Took a bit longer than I would’ve liked, but it’s coming along nicely!"}, {"post_id": 12697, "ts": "2026-06-20T18:52:19Z", "hours": 1.2061, "text": "Added grid and rotation snapping! Works pretty well if I do say so myself. On top of that, arrows also work for shifting the element. Nice! (the self glaze continues)"}, {"post_id": 12322, "ts": "2026-06-20T03:18:04Z", "hours": 1.4172, "text": "Ok so, fixed the issue in the last devlog where the rect don’t resize properly when it’s rotated (I used 120% of my brain’s potential). Then, I implemented rotation with some help with atan2 from a certain LLM. Plus changing the cursor on hover while rotated. Check out the beautiful video I threw together (using 4 clips lool)."}, {"post_id": 12241, "ts": "2026-06-19T23:58:08Z", "hours": 8.7136, "text": "Making a front-end library for my other project because the existing ones are annoying to use and are all unmaintained (I am starting to see why…🙃). Anyways, dragging and resizing (when not rotated) are implemented. Attached videos are funny bugs I ran into along the way."}]...
|
Title: Move It! by @AndyNoob | Stardance
Devlogs: Title: Move It! by @AndyNoob | Stardance
Devlogs:
Making a front-end library for my other project because the existing ones are annoying to use and are all unmaintained (I am starting to see why…🙃). Anyways, dragging and resizing (when not rotated) are implemented. Attached videos are funny bugs I ran into along the way.
Ok so, fixed the issue in the last devlog where the rect don’t resize properly when it’s rotated (I used 120% of my brain’s potential). Then, I implemented rotation with some help with atan2 from a certain LLM. Plus changing the cursor on hover while rotated. Check out the beautiful video I threw together (using 4 clips lool).
Added grid and rotation snapping! Works pretty well if I do say so myself. On top of that, arrows also work for shifting the element. Nice! (the self glaze continues)
Added a way to define bounds in which the manipulated object cannot move out of. Took a bit longer than I would’ve liked, but it’s coming along nicely!
Did a bunch of chores to cleanup the project a little. Had to get some help from the dark wizard (Chat) for build config stuff. Project demo is also available on Github Pages: https://andynoob.github.io/move-it/
Did some more MATH. Now it collides. Yay! Check video for a quick surface level explanation of the algorithm (if ur interested)
Just… wrote the README. An hour of my life that I will never get back…………. 🙃
MORE WORK On THE README!!!!
Added a way to disable rotate/drag/resize individually!
Added a auto resize feature! Not much to say but it took surprisingly little effort to implement. I thought I would’ve had to re-code half the codebase
Guide line snapping can now follow resizing! Code lowk getting a little messy, but it’s still borderline acceptable haha. Now on version 0.3.0 :)
YOOO new feature! autoSize option keeps elements anchored at their center when their sizes change. Took a minute but we got here, ha!
RAHHHHHH RECODE (v1.0.0) - Turns out when you keep adding features on the fly into an existing system, things start going haywire because the system was not designed to have those features. - Anyways, after spending like 3 hours trying to fix those haywires, I decided to just do what I should’ve done: rewrite the damn thing. Well, turns out, it wasn’t even that much of a rewrite since all I had to change was like three files…
Ships:
MOVE IT! A library that adds simple PowerPoint like DOM object manipulation: resize, drag, and rotate. Pretty lightweight and comes with (very beautifully) styled controls. This library also provides the means for you to calculate collision via an implementation of oriented bounding boxes. Links The more detailed details can be found on the README: https://github.com/AndyNoob/move-it You can find a simple demo here: https://andynoob.github.io/move-it/ Annoying issues I ran into on the way It’s pretty much just CSS. It’s always CSS. When it is not CSS. I have so much beef with the transform property. For starters, it took me 5 hours to put the transform controls around the target element. And THEN some to get it pixel perfect. Not to mention how RESIZING IS SUCH A PAIN because changing the width and height adjusts the pivot point of the target element. At the very least, I didn’t have to worry about writing unit tests all that much for this project (AI is very good at it). Other stuff I think the most fun part of this project is writing the function that handles overlapping rectangles’ collision resolution. The whole process reminded me of Arcade haha. Check it out if you’re interested/in need of letting users transform objects in DOM.
Move It (DOM front end object manipulation library thingy) This ship includes a few bug fixes and a BIG re-code that cleans up a lot of tech debt (or whatever the correct term) from me adding stuff without planning ahead. Namely, the RectState positioning API actually fully works, as the library now respect the relative-ness, offset, etc. based on the initial format options (see docs). Before, the library tries to do a bunch of coordinate conversations that break down really quickly. Yay- check the other devlogs for screenshots/videos, or try out the demo website!...
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1792986846.2803807
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1793073246.2803807
|
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55794
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Love Vada Pav by @teerth | Stardance
|
teerth
|
1
|
15.9
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T20:40:16Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Presenting LOVE VADA PAV A game about reuniting the best couple in the universe through a set of time-bound minigames But beware! You have only 5 fried chilies (5 lives) and yes, you can chill till you have at least one fried chili but after that… youre fried!!!!! Jk you just lose the game, then you try again, till you can reunite the best couple in this universe. Cause this game is all about: LOVE. VADA. PAV.", "repo": "https://github.com/spiceTheCode/vadapav-ware", "demo": "https://teerthyatraaa.itch.io/love-vada-pav"}]...
|
[{"post_id": 81750, "ts": "202 [{"post_id": 81750, "ts": "2026-10-22T10:53:28Z", "hours": 1.9, "text": "NEW MINIGAME IN THE WORKS!! My potato bowl shoots potato balls so that they can be covered in besan (Batter) to be sent for frying!"}, {"post_id": 69809, "ts": "2026-09-17T20:24:58Z", "hours": 0.5717, "text": "READY TO SHIP!!! Thank y’all for being a part of the ver 1 of this game VADA AND PAV WILL RETURN IN DOOMSDAY?!?? Anyways spent the last few minutes making readme better and making a promo asset in godot itself. Also the name’s official now: LOVE VADA PAV!!!"}, {"post_id": 69760, "ts": "2026-09-17T18:51:58Z", "hours": 3.8256, "text": "FONT UPDATE These are the following updates Fixed Global Audio Issues Changed Font to something more fun Designed Winning and Losing Scenes We are so ready to ship, only readme remains"}, {"post_id": 68560, "ts": "2026-09-15T10:11:24Z", "hours": 4.6208, "text": "THIRD MINIGAME READY!!!!! I abso-dupso-lutely loved making this one, becuase I had to do everything myself from collision to dragging, and I loved it. Im nearing the completion of this game, I would love to see how y’all reach to my game… Also im working on adding some music and sound effects so that the game feels more like… well, a game. Cheers! 🥂 P.S. I didn’t take all of these 4.5 hours just to develop this minigame, a lot of it went into making winner and looser screens and making other minigames more fun!"}, {"post_id": 63411, "ts": "2026-09-07T07:17:35Z", "hours": 1.0461, "text": "2nd minigame complete! I added a bit more difficulty by making the player choose between burnt and unburnt vadas Click all the unburnt vadas before the timer hits 0!"}, {"post_id": 61397, "ts": "2026-09-04T09:11:50Z", "hours": 1.4147, "text": "Minigame 1 Ready!!!! and level screen! In the first minigame you have to collect 3 vadas to make the supreme triple vada pav I’m thinking of making the second minigame about picking cooked vadas from a pot! Cheers!"}, {"post_id": 59065, "ts": "2026-08-31T17:42:06Z", "hours": 2.4217, "text": "ARE YOU ALSO A PAV LOOKING FOR A VADA?? Probably not… No worries tho, you can stimulate that here!"}]...
|
Title: Love Vada Pav by @teerth | Stardance
Devlo Title: Love Vada Pav by @teerth | Stardance
Devlogs:
ARE YOU ALSO A PAV LOOKING FOR A VADA?? Probably not… No worries tho, you can stimulate that here!
Minigame 1 Ready!!!! and level screen! In the first minigame you have to collect 3 vadas to make the supreme triple vada pav I’m thinking of making the second minigame about picking cooked vadas from a pot! Cheers!
2nd minigame complete! I added a bit more difficulty by making the player choose between burnt and unburnt vadas Click all the unburnt vadas before the timer hits 0!
THIRD MINIGAME READY!!!!! I abso-dupso-lutely loved making this one, becuase I had to do everything myself from collision to dragging, and I loved it. Im nearing the completion of this game, I would love to see how y’all reach to my game… Also im working on adding some music and sound effects so that the game feels more like… well, a game. Cheers! 🥂 P.S. I didn’t take all of these 4.5 hours just to develop this minigame, a lot of it went into making winner and looser screens and making other minigames more fun!
FONT UPDATE These are the following updates Fixed Global Audio Issues Changed Font to something more fun Designed Winning and Losing Scenes We are so ready to ship, only readme remains
READY TO SHIP!!! Thank y’all for being a part of the ver 1 of this game VADA AND PAV WILL RETURN IN DOOMSDAY?!?? Anyways spent the last few minutes making readme better and making a promo asset in godot itself. Also the name’s official now: LOVE VADA PAV!!!
NEW MINIGAME IN THE WORKS!! My potato bowl shoots potato balls so that they can be covered in besan (Batter) to be sent for frying!
Ships:
Presenting LOVE VADA PAV A game about reuniting the best couple in the universe through a set of time-bound minigames But beware! You have only 5 fried chilies (5 lives) and yes, you can chill till you have at least one fried chili but after that… youre fried!!!!! Jk you just lose the game, then you try again, till you can reunite the best couple in this universe. Cause this game is all about: LOVE. VADA. PAV....
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1793004777.9539208
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1793091177.9539208
|
|
27764
|
my hyprland dots by @Kristiyan | Stardance
|
Kristiyan
|
1
|
30.47
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T20:31:15Z", "hours": 28.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "uhh, i just tried ricing hyprland, it includes for hyprland (ofc) swaync, waybar, fastfetch, kitty, rofi, starship, and wlogout, i dont know if the scripts work but i did mention i was bad at scripting, but to my knowledge the switcher.sh and install.sh(for arch users only my bad) should work fine but anyway yeah, that’s all i have for now", "repo": "https://github.com/KristiyanCodes/hyprland-dots", "demo": "https://raw.githubusercontent.com/KristiyanCodes/hyprland-dots/main/install.sh"}]...
|
[{"post_id": 75345, "ts": "202 [{"post_id": 75345, "ts": "2026-09-29T19:59:08Z", "hours": 2.4667, "text": "uhh so my ship got denied so i’m gonna just post this devlog real quick to say that i significantly improved the install.sh"}, {"post_id": 69803, "ts": "2026-09-17T20:19:46Z", "hours": 1.0989, "text": "added a simple waybar switcher, didnt manage to do mutch, im not good at scripting :("}, {"post_id": 65030, "ts": "2026-09-09T20:43:57Z", "hours": 2.2372, "text": "finished starship config, it definitely took me some time to understand at first, but in the end i thing i got it pretty clean next thing im gonna do is try to make a theme switcher and add themes to switch to though they might be generic(ofc)"}, {"post_id": 61043, "ts": "2026-09-03T19:09:18Z", "hours": 2.0, "text": "so i finished the kitty config, now i’m gonna tinker and mess around with starship until i get something i like, i don’t know how long it’ll take so if your actually following this (which i don’t really think anyone is for now) just have patience if i take long"}, {"post_id": 59808, "ts": "2026-09-01T19:17:48Z", "hours": 8.0606, "text": "finished fastfetch config, from a blank file because i don’t like the ones “fastfetch –gen-config” provides, i also made it fit in half a terminal also switched from alacritty to kitty, idk what else to say, i might add a a kitty config now"}, {"post_id": 46494, "ts": "2026-08-13T19:00:39Z", "hours": 11.0997, "text": "so i kind forgot to devlog but apart from that lets get into what changed, last devlog we were working on waybar, now waybar is fully finished, and we also added wlogout, swaync, rofi(i decided to switch from wofi to rofi), and alacritty configurations, i also added a install.sh which only works on arch for now(because im not that good at shell scripts) and my wallpaper, we also improved the README.md quite a bit (i think), and currently im working on the fastfetch configuration"}, {"post_id": 22810, "ts": "2026-07-05T12:14:37Z", "hours": 1.1997, "text": "worked on waybar’s style.css and made some changes to config.jsonc"}, {"post_id": 20407, "ts": "2026-07-02T00:21:12Z", "hours": 2.3508, "text": "mostly finished hyprland configs, all i plan to add in the future is wlogout, started working on waybar configs"}]...
|
Title: my hyprland dots by @Kristiyan | Stardance
Title: my hyprland dots by @Kristiyan | Stardance
Devlogs:
mostly finished hyprland configs, all i plan to add in the future is wlogout, started working on waybar configs
worked on waybar’s style.css and made some changes to config.jsonc
so i kind forgot to devlog but apart from that lets get into what changed, last devlog we were working on waybar, now waybar is fully finished, and we also added wlogout, swaync, rofi(i decided to switch from wofi to rofi), and alacritty configurations, i also added a install.sh which only works on arch for now(because im not that good at shell scripts) and my wallpaper, we also improved the README.md quite a bit (i think), and currently im working on the fastfetch configuration
finished fastfetch config, from a blank file because i don’t like the ones “fastfetch –gen-config” provides, i also made it fit in half a terminal also switched from alacritty to kitty, idk what else to say, i might add a a kitty config now
so i finished the kitty config, now i’m gonna tinker and mess around with starship until i get something i like, i don’t know how long it’ll take so if your actually following this (which i don’t really think anyone is for now) just have patience if i take long
finished starship config, it definitely took me some time to understand at first, but in the end i thing i got it pretty clean next thing im gonna do is try to make a theme switcher and add themes to switch to though they might be generic(ofc)
added a simple waybar switcher, didnt manage to do mutch, im not good at scripting :(
uhh so my ship got denied so i’m gonna just post this devlog real quick to say that i significantly improved the install.sh
Ships:
uhh, i just tried ricing hyprland, it includes for hyprland (ofc) swaync, waybar, fastfetch, kitty, rofi, starship, and wlogout, i dont know if the scripts work but i did mention i was bad at scripting, but to my knowledge the switcher.sh and install.sh(for arch users only my bad) should work fine but anyway yeah, that’s all i have for now...
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1793008130.1268609
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1793094530.1268609
|
|
56007
|
Too Much Time In The Arcade by @iboo | Stardance
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iboo
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1
|
88.03
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T20:29:07Z", "hours": 63.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "“Too Much Time In The Arcade” is a WarioWare-style game that is set in an arcade, as you might guess. It has currently two minigames. These minigames are a platformer and a snake minigame. All of these minigames have their own respective arcade consoles that you can interact with. Your goal is to get a total of score of 400 points to win. You can get all of your points in the platformer or in the snake minigame. There are no limitations. I had a lot of fun time coding, designing and learning Godot for this project. This is my first attempt to develop a game and I find it pretty good for a first try. Although I faced some challenges, I managed to solve nearly all of them. I also learned how to debug code while doing this project. I am very proud of how it turned up. And I hope you have a great time playing it. If you want to try the game, click the “Try project ->” button. When you click it, you will be sent to my itch.io site and you will be able to play the game! To people testing my game. I want to let you know that the platformer minigame has a way smaller hitbox compared to the player sprite. This makes it a ton more doable. Thank you for all of your support I hope you have a FANTASTIC time playing my game!! Kendinize iyi bakın! Bye! Note: “Kendinize iyi bakın!” is “Take care of yourselves!” in my native language, Turkish :)", "repo": "https://github.com/iboobey/too-much-time-in-arcade", "demo": "https://ibrahimbeyinli.itch.io/too-much-time-in-the-arcade"}]...
|
[{"post_id": 82744, "ts": "202 [{"post_id": 82744, "ts": "2026-10-25T18:33:36Z", "hours": 7.6817, "text": "DEVLOG #010 - SOUNDS Double digit devlogs!! So I started doing something that I never ever tried once. Sound design. Although I play the drums for like 3 - 4 years I never tried doing anything related to sound and music in a computer before. And I am pretty damn bad at it rn. I made 2 kind of sound / music. SFX (Sound Effects) and theme musics. Sound Effects I used a program called “Chiptone”. It is a program specifically designed for indie sound effects. It has a lot of tools to make SFX. I liked it a LOT. Anyways, I made some effects for: game consoles, when you lose, when you get to a certain height in platformer, when you die in dino run, when you eat an apple in snake, when a Tetris block lands, when a Tetris column is finished and when you win. These actually turned up pretty good. I am proud of them. Themes This is the part where I couldn’t do achieve what I wanted. I used LMMS -short for Linux Multi Media Studio- for the first time. It is very complicated and very powerful for a first-timer. I made 5 different ones. 1) Main Theme It turned up ~meh It is used for the title, settings and the main arcade scene. 2) Platformer Theme This was my first attempt. I went a little slow paced on this one. It turned up a bit better than most others and I am ok with it. I would give 7.5/10 for a first try. 3) Snake Theme This is absolutely horibble. I am disgusted to be the creator of this monstrosity. It might be because I didn’t really had any idea to what to do. I would give 2/10. I recommend turning of sound just for this. I want to change it but I don’t know if I have time left for that. 4) Tetris Theme As you all know a song for Tetris alreay exists and it is one of the best game songs of all time. It is addicting. I of course, used that theme song and added a little bit pizzazz to it. As I said I played the drums for a long while and one of the things I always wanted to do is to add a drums to Tetris theme song. I added a few drums and it turned up BEAUTIFUL. 10/10 for me. 5) Dino Run Theme This turned up … okay? It is not that bad but it is definitley not good. I am okay to keep it in but I might change it too. 4/10 These nearly took me 8 hours and I still didn’t add the settings screen to control the music levels. I will do that as the next thing. Thanks for reading this! İyi Akşamlar! Byes!"}, {"post_id": 81079, "ts": "2026-10-19T19:54:23Z", "hours": 10.9086, "text": "DEVLOG #009 - Dino Run Done! (Nearly…) Hope you had a good day. I finished (nearly) my fourth game, Dino Run ! It is my version of the game that you play when you don’t have internet in Chrome, Google Dino Run. I probably should stop explaining what these games are cause EVERYBODY, literally EVERYBODY knows what these games are. Fot the last time: Dino Run is a game that you are a dinosour -most of the time but it can change.- and you run. Obstacles and birds spawn while you run. You must jump when the obstacles get near, and ducck when the birds get near. Also you run faster and faster as the time goes on. Controls You can jump with SPACE and you can duck with SHIFT or CTRL . When you jump a timer starts, and you can’t jump until the timer timeouts. I said that I “NEARLY” finished the game. The unfinished part is actually a quiet important part. It is the losing mechanic. It is actually very easy to add but I didn’t want to get my hours wasted because of me not devlogging. I will finish that part until the next devlog and I might forget to mention adding that. You can think it as done for now. These are it for this devlog. I will probably add some sounds and some small updates to the existing games. And at the end of that If I have time left, I will ad more games. Thanks for being here. Kendinize iyi bakın! Cya!"}, {"post_id": 74942, "ts": "2026-09-28T17:26:36Z", "hours": 6.4428, "text": "DEVLOG #008 - TETRIS GAME DONE! Good Evening y’all! I was away for a few days making a project in thirdspace . Anyways I am working for this project at the side too. And this game was finished few days ago but I couldn’t find the time to post a devlog about it. Here it goes now! Since my last devlog I made my third minigame, Tetris ! I again don’t think that I have to explain what tetris is. LITTERALLY everybody knows it. But for those who lives under a rock: In the game “Tetris”, some blocks fall from the sky and you put them like a puzzle. There are a total of 7 different shaped called “tetrominoes”. They are randomly given to you so it is more complicated and more enjoyable. There is a grid that you are filling with these tetrominoes. When you fill a row with these tetrominoes they disappear and the ones on top of them fall down. Once you complete a row you also get 10 points. There are also some standart futures that every Tetris ccopy has. They are: When you hold “S” the tetrominoes fall faster, when you click “R” the tetrominoes rotate and there is a panel that shows you what piece is going to fall next. The way you lose is when you get nowhere left to place a tetrominoe. When you lose you can try again or quit to the arcade. Things I Will Add In The Future I plan to add some dificult setting in the future for snake and maybe to the other ones. I also plan to make at least 2 more minigames for my arcade. Thank you for reading this devlog! Görüşmek Üzere! See ya later!"}, {"post_id": 69790, "ts": "2026-09-17T19:53:34Z", "hours": 7.9931, "text": "DEVLOG #007 - LAST DEVLOG FROM THE FIRST SHIP! Good Evening Guyss!! I am ready to ship my project for the first warioware mission! Changes Added the winning screen, score system and most of the UIs. I also finished the timelapse that I was recording for a few days. And that Is included in the time spent for this devlog. Things I Want To Say I suspect that the I spent for this project will get deducted for unreasonable amount of time for a project. I want to say that I tried to do as much of the code as I can without getting it directly from the youtube tutorials and as a first time game dev that was reallly time consuming. I just wanted you to know that I tried my best to not to make any inflated time. That was all. :) If you are still here, thanks for reading. Hope the ship goes well! :D Görüşmek üzere! See you later!!"}, {"post_id": 68224, "ts": "2026-09-14T18:44:18Z", "hours": 12.4517, "text": "DEVLOG #006 - SNAKE MINIGAME DONE! Good Evening Everybody! My second minigame, snake, is DONE! Snake Minigame I don’t really want to explain what snake game is cause I don’t know a single person that is 10 - 20 years old and doesn’t know what snake game is. For Those Who Don’t Know: Snake is a game where you try to eat food (apples in my minigame) until you become too big. The main game mechanic is like this: You eat, you get longer and once you are too big to fit in the grid you win. I made the grid 20x20 so it would be big and a bit challenging. But to win the actual game you dont have to get all of the 400 cells in the grid. Also the texture of the apple changes and it has a easter egg. I have to say, It is not a very “suprising” easter egg. :) A Thing I Have To Do Before Shipping I have to add an ending and I also have to make the starting screen and the options page. Thank you a lot for reading this. Görüşmek üzere! See you later!"}, {"post_id": 65324, "ts": "2026-09-10T12:17:32Z", "hours": 2.0442, "text": "DEVLOG #005 - PLATFORMER MINIGAME DONE! Hey guys! I SOLVED THE BUG!! I also completed few other things. I will mention them later. Platformer Minigame Sooo this minigame is probably already known by everybody. But for those who don’t know it is like this: The main objective is to jump to the higher platforms. Your score increases higher you go. The catch is, there are 3 types of platforms. Normal Platform Breaking Platform Frozen Platform These work like this: Normal Platform: It works as you expect it to. It is a normal platform that doesn’t have a catch. You can wait until the end of time to think and plan your next move. Breaking Platform: This type of platform has a time limit how much you can wait on it. When you step on it for the first time a timer starts and when that timer finishes the platform breaks and you fall. It has 3 different sprites that you can see if you try. You can understand when it is about to break by looking at it. Frozen Platform: Lastly this type of platform is slippery. Just like ice. When you are on this platforms it is harder to build up momentum and wait in place. You generally want to be more cautious around this platform. But you also can use the slippery surface to your advantage in certain situations. At the very beginning the normal platforms spawn a lot more. But as you progress further breaking and frozen platforms starts to spawn a lot more. Having different types of platforms make the game harder and more enjoyable. The UI of the game These are a non-negotionable part of any game. When you enter to the minigame you see some red UI elemnts on the left side. They currently show 3 different things. Your current score, your highest score and your y level. The End (Death) Screen When you fall and die, this screen opens. It has 3 different elements in it. A highscore counter and 2 buttons. One of these buttons are to “Try Again” and the other one is “Quit Game”. You can click to whichever you want. THE MAIN GOAL OF THE GAME I don’t remember if I ever mentioned what is the main goal of the main game (Not the minigames). It is actually pretty simple. The goal is to earn a set amount of score from all of the minigames. I didn’t established an amount right now. That will probably be one of my last things to worry about. I also added some small features like the screen of the arcade console light up when you play the game."}, {"post_id": 65043, "ts": "2026-09-09T21:26:15Z", "hours": 11.4339, "text": "Devlog #004.5 - PLATFORMER UPDATES AND A PROBLEM Hi guys! Hope y’all are alright. Cause I have a big proble to solve. Platformer Minigame It is NEARLY done. It is actually 99.99 percent done. But because of a bug that I couldn’t figure out how to solve. I will explain how the minigame works when I am 100 percent done. I hopefully manage it out in a few hours. As for now I am making this devlog for logging my times to stardance. I’ll devlog when I manage to solve the bug! Cya!"}, {"post_id": 62837, "ts": "2026-09-06T11:23:40Z", "hours": 10.1958, "text": "DEVLOG #004 - PLATFORMER MINIGAME MECHANICS Good day everyobdy! Platformer Minigame Since the last devlog I coded the platformer minigame. I actually attempted to code it 3 times. These were how my attempts went like: It didn’t even work. The platform positioning was very bad. Most of the time it led to getting stuck. Best overall.The player can still get stuck, but it is way lower than to other attempts. I will use this for the minigame. Maybe I can play with the code little bit. I wanted to delete the platforms underneath to get rid of the unnecessary FPS loss. So I coded that. On top of that I made the ‘death_zone’, the zone you fall into when you fall from one of the platforms and lose, move when the player goes up. This makes the fall take much shorter and make the game way faster to replay. Platforms types for the minigame Before I start knoe that I currently use Godot’s own sprites for the platform but I will change that in the very near future. If you ever played something like Doodle Jump, you must know that there aren’t only 1 type of platform. There are like 3 types of it most of the time. Normal, breaking and 1 that makes you jump. I already made the normal platform. And I plan to make a few more to make it more interesting and to make it on the same tracks as the other minigames that are this. I want to make platforms with these features: 1. A platform that breakes. 2. A platform that it freezed and makes the player slide on it 3. A platform that makes the player jump higher. I will try to implement these until the next devlog. Other than that I have to make the assets for the minigame, I have to code the point system and some other little things. I probably am going to make devlog about this minigame again, after that I am going to start th e other minigames. Hope you had a good time reading this. İyi Günler! Bye!"}, {"post_id": 61398, "ts": "2026-09-04T09:12:43Z", "hours": 10.6069, "text": "DEVLOG #003 - TILESETS, ARCADE CONSOLES & INTERACTIONS Hi everyone! Hope y’all alright. I worked on my first tileset and my first interactive objects. Tilesets As I said, this was my first tileset. I wanted my game to be seen from a 40~45 degree angle. I wanted it to be look like a bit 3D although it is clearly 2D. I tried to do my best and I think it turned out pretty great. You can find the tileset in the end of this devlog. Arcade Consoles I first tried to make the sprites of these arcade consoles as a tileset to store it as one file. It turned out not so great. I rather use Godots Sprite2D node rather than using the TileMapLayer node. That way tweaking each sprite is a bit easier. But I can still change my mind cause I have an idea that I’ll be working on few days later. I first designed these sprites as a -I am not sure how to say it- directly front view. I already said that I wanted my art to be at a ~45 degree angle. So adjust the looks of the sprites. That made it a bit better but I am not really satisfied with them yet. I will probably redesign them. Interactions When I first started this project I didn’t had any ideas on how to make an interactable object in Godot. After watching some videos on youtube and a lot of trial and errors I manage to make an interactions system that works really good. The interactions is this: When you get close to any of the arcade consoles there is a text shown “[E] TO PLAY”, when you click “E” there will be a split second of the black screen on the console lighting up and shownig a screen accordingly to the game you are going to play after that split second you get sent into a new scene where the minigame will be. I didn’t yet coded nor drew the required thing for the screen lighting up but I will make them later. I think that these kinds of small things will be an important aspect of the gameplay feel. These are all of the things I have done until today. After these done I will start on making the first 2 minigames and finishing the menus. Hope you had a good time reading this, Görüşmek üzere! See ya later!"}, {"post_id": 59466, "ts": "2026-09-01T10:29:50Z", "hours": 7.6631, "text": "DEVLOG #002 - CHARACTER DESIGN I designed my first character !! I made the walking animation and the code for walking + sprinting. A thing I want this game to have is changeable skins. (e.g., different hair types, different shirt colors, different types of caps and more…) This made the code a lot more complicated. I also need to draw the sprites for all of these. I probably won’t make these feature until I ship this project for the WarioWare 1 mission. Minigame Ideas As you probably know this is a WarioWare game. Basically that means that there are a lot of minigames in it. And I wanted to make a list of the minigames I want to make to keep it as a note and show to you. List of Minigame Ideas: -Tetris -Chrome dino -Platformer -Frogger -Pong -Puzzle (This might be a little too big for a “mini”game) These are my ideas for now but I want to add more. I want at least 12 With this much minigames and things to do I probably have to make a save system and a scoreboard system. I’ll think about it more in the future. This is it for now! Thanks for reading :) Görüşürüz! See ya later!"}, {"post_id": 58191, "ts": "2026-08-30T15:26:59Z", "hours": 0.9497, "text": "DEVLOG #001 - New Project Hi everybody!! I was working on other hardware projects for a few weeks and I couldn’t seperate my time for stardance. This is my new project: “I am not sure about what to name it”. It is a game where you have to complete minigames and get to a certain score. With that score you can buy things from the shop. Like plushies, merch and other minigames. Your goal is to finish all of the minigames. I originally planned it to be about waiting and doing the minigames while you were bored of waiting. Thats why I named it “Waiting Room”. After some more thinkering I want to make it an arcade game. I thought that the arcade theme would fit the minigames and points thing. And the shop could be the point store. Right now I started to code the main things in Godot like the starting screen, character movements and some other stuff. Also my experience is very little with Godot so I will learn a lot of stuff with this project I plan to do the sprites for the main character next. It would probably easier to test the charactes with its sprites and animations. If you have any ideas for the name of the game, please write them in the comment section of this post. (I’m not really sure if it’s called that) Also I know that this post is very bad written and scrambled but that my bad. I will try to get it to be better :) Here is some photos of what I did:"}]...
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Title: Too Much Time In The Arcade by @iboo | Star Title: Too Much Time In The Arcade by @iboo | Stardance
Devlogs:
DEVLOG #001 - New Project Hi everybody!! I was working on other hardware projects for a few weeks and I couldn’t seperate my time for stardance. This is my new project: “I am not sure about what to name it”. It is a game where you have to complete minigames and get to a certain score. With that score you can buy things from the shop. Like plushies, merch and other minigames. Your goal is to finish all of the minigames. I originally planned it to be about waiting and doing the minigames while you were bored of waiting. Thats why I named it “Waiting Room”. After some more thinkering I want to make it an arcade game. I thought that the arcade theme would fit the minigames and points thing. And the shop could be the point store. Right now I started to code the main things in Godot like the starting screen, character movements and some other stuff. Also my experience is very little with Godot so I will learn a lot of stuff with this project I plan to do the sprites for the main character next. It would probably easier to test the charactes with its sprites and animations. If you have any ideas for the name of the game, please write them in the comment section of this post. (I’m not really sure if it’s called that) Also I know that this post is very bad written and scrambled but that my bad. I will try to get it to be better :) Here is some photos of what I did:
DEVLOG #002 - CHARACTER DESIGN I designed my first character !! I made the walking animation and the code for walking + sprinting. A thing I want this game to have is changeable skins. (e.g., different hair types, different shirt colors, different types of caps and more…) This made the code a lot more complicated. I also need to draw the sprites for all of these. I probably won’t make these feature until I ship this project for the WarioWare 1 mission. Minigame Ideas As you probably know this is a WarioWare game. Basically that means that there are a lot of minigames in it. And I wanted to make a list of the minigames I want to make to keep it as a note and show to you. List of Minigame Ideas: -Tetris -Chrome dino -Platformer -Frogger -Pong -Puzzle (This might be a little too big for a “mini”game) These are my ideas for now but I want to add more. I want at least 12 With this much minigames and things to do I probably have to make a save system and a scoreboard system. I’ll think about it more in the future. This is it for now! Thanks for reading :) Görüşürüz! See ya later!
DEVLOG #003 - TILESETS, ARCADE CONSOLES & INTERACTIONS Hi everyone! Hope y’all alright. I worked on my first tileset and my first interactive objects. Tilesets As I said, this was my first tileset. I wanted my game to be seen from a 40~45 degree angle. I wanted it to be look like a bit 3D although it is clearly 2D. I tried to do my best and I think it turned out pretty great. You can find the tileset in the end of this devlog. Arcade Consoles I first tried to make the sprites of these arcade consoles as a tileset to store it as one file. It turned out not so great. I rather use Godots Sprite2D node rather than using the TileMapLayer node. That way tweaking each sprite is a bit easier. But I can still change my mind cause I have an idea that I’ll be working on few days later. I first designed these sprites as a -I am not sure how to say it- directly front view. I already said that I wanted my art to be at a ~45 degree angle. So adjust the looks of the sprites. That made it a bit better but I am not really satisfied with them yet. I will probably redesign them. Interactions When I first started this project I didn’t had any ideas on how to make an interactable object in Godot. After watching some videos on youtube and a lot of trial and errors I manage to make an interactions system that works really good. The interactions is this: When you get close to any of the arcade consoles there is a text shown “[E] TO PLAY”, when you click “E” there will be a split second of the black screen on the console lighting up and shownig a screen accordingly to the game you are going to play after that split second you get sent into a new scene where the minigame will be. I didn’t yet coded nor drew the required thing for the screen lighting up but I will make them later. I think that these kinds of small things will be an important aspect of the gameplay feel. These are all of the things I have done until today. After these done I will start on making the first 2 minigames and finishing the menus. Hope you had a good time reading this, Görüşmek üzere! See ya later!
DEVLOG #004 - PLATFORMER MINIGAME MECHANICS Good day everyobdy! Platformer Minigame Since the last devlog I coded the platformer minigame. I actually attempted to code it 3 times. These were how my attempts went like: It didn’t even work. The platform positioning was very bad. Most of the time it led to getting stuck. Best overall.The player can still get stuck, but it is way lower than to other attempts. I will use this for the minigame. Maybe I can play with the code little bit. I wanted to delete the platforms underneath to get rid of the unnecessary FPS loss. So I coded that. On top of that I made the ‘death_zone’, the zone you fall into when you fall from one of the platforms and lose, move when the player goes up. This makes the fall take much shorter and make the game way faster to replay. Platforms types for the minigame Before I start knoe that I currently use Godot’s own sprites for the platform but I will change that in the very near future. If you ever played something like Doodle Jump, you must know that there aren’t only 1 type of platform. There are like 3 types of it most of the time. Normal, breaking and 1 that makes you jump. I already made the normal platform. And I plan to make a few more to make it more interesting and to make it on the same tracks as the other minigames that are this. I want to make platforms with these features: 1. A platform that breakes. 2. A platform that it freezed and makes the player slide on it 3. A platform that makes the player jump higher. I will try to implement these until the next devlog. Other than that I have to make the assets for the minigame, I have to code the point system and some other little things. I probably am going to make devlog about this minigame again, after that I am going to start th e other minigames. Hope you had a good time reading this. İyi Günler! Bye!
Devlog #004.5 - PLATFORMER UPDATES AND A PROBLEM Hi guys! Hope y’all are alright. Cause I have a big proble to solve. Platformer Minigame It is NEARLY done. It is actually 99.99 percent done. But because of a bug that I couldn’t figure out how to solve. I will explain how the minigame works when I am 100 percent done. I hopefully manage it out in a few hours. As for now I am making this devlog for logging my times to stardance. I’ll devlog when I manage to solve the bug! Cya!
DEVLOG #005 - PLATFORMER MINIGAME DONE! Hey guys! I SOLVED THE BUG!! I also completed few other things. I will mention them later. Platformer Minigame Sooo this minigame is probably already known by everybody. But for those who don’t know it is like this: The main objective is to jump to the higher platforms. Your score increases higher you go. The catch is, there are 3 types of platforms. Normal Platform Breaking Platform Frozen Platform These work like this: Normal Platform: It works as you expect it to. It is a normal platform that doesn’t have a catch. You can wait until the end of time to think and plan your next move. Breaking Platform: This type of platform has a time limit how much you can wait on it. When you step on it for the first time a timer starts and when that timer finishes the platform breaks and you fall. It has 3 different sprites that you can see if you try. You can understand when it is about to break by looking at it. Frozen Platform: Lastly this type of platform is slippery. Just like ice. When you are on this platforms it is harder to build up momentum and wait in place. You generally want to be more cautious around this platform. But you also can use the slippery surface to your advantage in certain situations. At the very beginning the normal platforms spawn a lot more. But as you progress further breaking and frozen platforms starts to spawn a lot more. Having different types of platforms make the game harder and more enjoyable. The UI of the game These are a non-negotionable part of any game. When you enter to the minigame you see some red UI elemnts on the left side. They currently show 3 different things. Your current score, your highest score and your y level. The End (Death) Screen When you fall and die, this screen opens. It has 3 different elements in it. A highscore counter and 2 buttons. One of these buttons are to “Try Again” and the other one is “Quit Game”. You can click to whichever you want. THE MAIN GOAL OF THE GAME I don’t remember if I ever mentioned what is the main goal of the main game (Not the minigames). It is actually pretty simple. The goal is to earn a set amount of score from all of the minigames. I didn’t established an amount right now. That will probably be one of my last things to worry about. I also added some small features like the screen of the arcade console light up when you play the game.
DEVLOG #006 - SNAKE MINIGAME DONE! Good Evening Everybody! My second minigame, snake, is DONE! Snake Minigame I don’t really want to explain what snake game is cause I don’t know a single person that is 10 - 20 years old and doesn’t know what snake game is. For Those Who Don’t Know: Snake is a game where you try to eat food (apples in my minigame) until you become too big. The main game mechanic is like this: You eat, you get longer and once you are too big to fit in the grid you win. I made the grid 20x20 so it would be big and a bit challenging. But to win the actual game you dont have to get all of the 400 cells in the grid. Also the texture of the apple changes and it has a easter egg. I have to say, It is not a very “suprising” easter egg. :) A Thing I Have To Do Before Shipping I have to add an ending and I also have to make the starting screen and the options page. Thank you a lot for reading this. Görüşmek üzere! See you later!
DEVLOG #007 - LAST DEVLOG FROM THE FIRST SHIP! Good Evening Guyss!! I am ready to ship my project for the first warioware mission! Changes Added the winning screen, score system and most of the UIs. I also finished the timelapse that I was recording for a few days. And that Is included in the time spent for this devlog. Things I Want To Say I suspect that the I spent for this project will get deducted for unreasonable amount of time for a project. I want to say that I tried to do as much of the code as I can without getting it directly from the youtube tutorials and as a first time game dev that was reallly time consuming. I just wanted you to know that I tried my best to not to make any inflated time. That was all. :) If you are still here, thanks for reading. Hope the ship goes well! :D Görüşmek üzere! See you later!!
DEVLOG #008 - TETRIS GAME DONE! Good Evening y’all! I was away for a few days making a project in thirdspace . Anyways I am working for this project at the side too. And this game was finished few days ago but I couldn’t find the time to post a devlog about it. Here it goes now! Since my last devlog I made my third minigame, Tetris ! I again don’t think that I have to explain what tetris is. LITTERALLY everybody knows it. But for those who lives under a rock: In the game “Tetris”, some blocks fall from the sky and you put them like a puzzle. There are a total of 7 different shaped called “tetrominoes”. They are randomly given to you so it is more complicated and more enjoyable. There is a grid that you are filling with these tetrominoes. When you fill a row with these tetrominoes they disappear and the ones on top of them fall down. Once you complete a row you also get 10 points. There are also some standart futures that every Tetris ccopy has. They are: When you hold “S” the tetrominoes fall faster, when you click “R” the tetrominoes rotate and there is a panel that shows you what piece is going to fall next. The way you lose is when you get nowhere left to place a tetrominoe. When you lose you can try again or quit to the arcade. Things I Will Add In The Future I plan to add some dificult setting in the future for snake and maybe to the other ones. I also plan to make at least 2 more minigames for my arcade. Thank you for reading this devlog! Görüşmek Üzere! See ya later!
DEVLOG #009 - Dino Run Done! (Nearly…) Hope you had a good day. I finished (nearly) my fourth game, Dino Run ! It is my version of the game that you play when you don’t have internet in Chrome, Google Dino Run. I probably should stop explaining what these games are cause EVERYBODY, literally EVERYBODY knows what these games are. Fot the last time: Dino Run is a game that you are a dinosour -most of the time but it can change.- and you run. Obstacles and birds spawn while you run. You must jump when the obstacles get near, and ducck when the birds get near. Also you run faster and faster as the time goes on. Controls You can jump with SPACE and you can duck with SHIFT or CTRL . When you jump a timer starts, and you can’t jump until the timer timeouts. I said that I “NEARLY” finished the game. The unfinished part is actually a quiet important part. It is the losing mechanic. It is actually very easy to add but I didn’t want to get my hours wasted because of me not devlogging. I will finish that part until the next devlog and I might forget to mention adding that. You can think it as done for now. These are it for this devlog. I will probably add some sounds and some small updates to the existing games. And at the end of that If I have time left, I will ad more games. Thanks for being here. Kendinize iyi bakın! Cya!
DEVLOG #010 - SOUNDS Double digit devlogs!! So I started doing something that I never ever tried once. Sound design. Although I play the drums for like 3 - 4 years I never tried doing anything related to sound and music in a computer before. And I am pretty damn bad at it rn. I made 2 kind of sound / music. SFX (Sound Effects) and theme musics. Sound Effects I used a program called “Chiptone”. It is a program specifically designed for indie sound effects. It has a lot of tools to make SFX. I liked it a LOT. Anyways, I made some effects for: game consoles, when you lose, when you get to a certain height in platformer, when you die in dino run, when you eat an apple in snake, when a Tetris block lands, when a Tetris column is finished and when you win. These actually turned up pretty good. I am proud of them. Themes This is the part where I couldn’t do achieve what I wanted. I used LMMS -short for Linux Multi Media Studio- for the first time. It is very complicated and very powerful for a first-timer. I made 5 different ones. 1) Main Theme It turned up ~meh It is used for the title, settings and the main arcade scene. 2) Platformer Theme This was my first attempt. I went a little slow paced on this one. It turned up a bit better than most others and I am ok with it. I would give 7.5/10 for a first try. 3) Snake Theme This is absolutely horibble. I am disgusted to be the creator of this monstrosity. It might be because I didn’t really had any idea to what to do. I would give 2/10. I recommend turning of sound just for this. I want to change it but I don’t know if I have time left for that. 4) Tetris Theme As you all know a song for Tetris alreay exists and it is one of the best game songs of all time. It is addicting. I of course, used that theme song and added a little bit pizzazz to it. As I said I played the drums for a long while and one of the things I always wanted to do is to add a drums to Tetris theme song. I added a few drums and it turned up BEAUTIFUL. 10/10 for me. 5) Dino Run Theme This turned up … okay? It is not that bad but it is definitley not good. I am okay to keep it in but I might change it too. 4/10 These nearly took me 8 hours and I still didn’t add the settings screen to control the music levels. I will do that as the next thing. Thanks for reading this! İyi Akşamlar! Byes!
Ships:
“Too Much Time In The Arcade” is a WarioWare-style game that is set in an arcade, as you might guess. It has currently two minigames. These minigames are a platformer and a snake minigame. All of these minigames have their own respective arcade consoles that you can interact with. Your goal is to get a total of score of 400 points to win. You can get all of your points in the platformer or in the snake minigame. There are no limitations. I had a lot of fun time coding, designing and learning Godot for this project. This is my first attempt to develop a game and I find it pretty good for a first try. Although I faced some challenges, I managed to solve nearly all of them. I also learned how to debug code while doing this project. I am very proud of how it turned up. And I hope you have a great time playing it. If you want to try the game, click the “Try project ->” button. When you click it, you will be sent to my itch.io site and you will be able to play the game! To people testing my game. I want to let you know that the platformer minigame has a way smaller hitbox compared to the player sprite. This makes it a ton more doable. Thank you for all of your support I hope you have a FANTASTIC time playing my game!! Kendinize iyi bakın! Bye! Note: “Kendinize iyi bakın!” is “Take care of yourselves!” in my native language, Turkish :)...
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Anti-Slack-Off by @CatPowerz | Stardance
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T19:32:36Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is CatBot, a 24/7 Slack Bot live now with three commands! Get motivational quotes and tips based on your command. Setup is easy. Even better, you don’t need to set up at all! It’s already live on my personal VPS and is running in the Hack Club Workspace on Slack. AI (Gemini) was barely used, just to verify and confirm safety around API keys and environment variables.", "repo": "https://github.com/CatPowerz/slackbot/", "demo": "https://hackclub.slack.com/archives/C0C2X9MPJG3"}]...
|
[{"post_id": 69776, "ts": "202 [{"post_id": 69776, "ts": "2026-09-17T19:24:00Z", "hours": 0.6839, "text": "Slack Bot is now live! You can now command /cat-quote, /cat-focus and /cat-boost to get a quote returned. No parameters required. Hosted on own personal VPS, currently active in Hack Club Workspace on Slack."}]...
|
Title: Anti-Slack-Off by @CatPowerz | Stardance
D Title: Anti-Slack-Off by @CatPowerz | Stardance
Devlogs:
Slack Bot is now live! You can now command /cat-quote, /cat-focus and /cat-boost to get a quote returned. No parameters required. Hosted on own personal VPS, currently active in Hack Club Workspace on Slack.
Ships:
This is CatBot, a 24/7 Slack Bot live now with three commands! Get motivational quotes and tips based on your command. Setup is easy. Even better, you don’t need to set up at all! It’s already live on my personal VPS and is running in the Hack Club Workspace on Slack. AI (Gemini) was barely used, just to verify and confirm safety around API keys and environment variables....
|
1793058622.9327493
|
1793145022.9327493
|
|
63024
|
Galaxy game by @cosmic79conqueror | Stardance
|
cosmic79conqueror
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T17:40:36Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made a basic shooting game and was learning to resolve the the issue of short game time and transform it into an infinite game", "repo": "https://github.com/cosmic79conqueror-coder/Galaxyshooters", "demo": "https://cosmic79conqueror-coder.github.io/Galaxyshooters/"}]...
|
[{"post_id": 69728, "ts": "202 [{"post_id": 69728, "ts": "2026-09-17T17:38:59Z", "hours": 0.695, "text": "Was Trying to resolve the issue of short game time"}, {"post_id": 69573, "ts": "2026-09-17T10:29:42Z", "hours": 0.7636, "text": "#DEVLOG1 it just a basic function model of shooting game where in you can shoot enemies and and score 20 points on each kill and can control the spaceship by left and right arrow keys"}]...
|
Title: Galaxy game by @cosmic79conqueror | Stardan Title: Galaxy game by @cosmic79conqueror | Stardance
Devlogs:
#DEVLOG1 it just a basic function model of shooting game where in you can shoot enemies and and score 20 points on each kill and can control the spaceship by left and right arrow keys
Was Trying to resolve the issue of short game time
Ships:
Made a basic shooting game and was learning to resolve the the issue of short game time and transform it into an infinite game...
|
1793058699.6998713
|
1793145099.6998713
|
|
58180
|
SSwipy-Movie rating website by @mohithkumar | Star SSwipy-Movie rating website by @mohithkumar | Stardance...
|
mohithkumar
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T15:53:53Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "SSwipy-Movie rating website, The website was originally designed in Figma and used AI to convert into CSS. Since API for movie data cost money (which i couldn’t afford) so I used AI to get me a list of 50 movies. This Website main focus and inspiration was dating apps, I thought why not swipe and rate movies the same way we match couples, Thank for stardance for providing me this opportunity to present this to u.", "repo": "https://github.com/mohithkumar-kry/Sswipt", "demo": "https://mohithkumar-kry.github.io/Sswipt/"}]...
|
[{"post_id": 69676, "ts": "202 [{"post_id": 69676, "ts": "2026-09-17T15:44:55Z", "hours": 3.4367, "text": "Fixed some bugs"}, {"post_id": 64917, "ts": "2026-09-09T17:09:06Z", "hours": 0.3358, "text": "Sswipy , The website where u rate movies with swipe features. Actually the website is completed in another pc where hackatime isn’t installed, so it shows only 20 mins has been recorded but the website itself took me 4+ hr to create. I used AI to create 50+ movies name and rating for each one , i even used AI to create a custom photo card for each movie card. I first designed the website in figma which took 1 + hr as i am not that good in design. I am honestly shocked if u managed to read all the message, as myself i consider the above passage as yapping. Finally do try the website for urself!"}]...
|
Title: SSwipy-Movie rating website by @mohithkumar Title: SSwipy-Movie rating website by @mohithkumar | Stardance
Devlogs:
Sswipy , The website where u rate movies with swipe features. Actually the website is completed in another pc where hackatime isn’t installed, so it shows only 20 mins has been recorded but the website itself took me 4+ hr to create. I used AI to create 50+ movies name and rating for each one , i even used AI to create a custom photo card for each movie card. I first designed the website in figma which took 1 + hr as i am not that good in design. I am honestly shocked if u managed to read all the message, as myself i consider the above passage as yapping. Finally do try the website for urself!
Fixed some bugs
Ships:
SSwipy-Movie rating website, The website was originally designed in Figma and used AI to convert into CSS. Since API for movie data cost money (which i couldn’t afford) so I used AI to get me a list of 50 movies. This Website main focus and inspiration was dating apps, I thought why not swipe and rate movies the same way we match couples, Thank for stardance for providing me this opportunity to present this to u....
|
1793008062.4709473
|
1793094462.4709473
|
|
40069
|
ExamClarity by @MIREYA | Stardance
|
MIREYA
|
1
|
4.94
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T15:15:39Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have built ExamClarity to help students during exams. This website also has an upgrade which I have built later on in another project. By using this website , students can manage time and make sure they are not wasting any. I have given only some features in this website such as NASA image to make it interesting for users.", "repo": "https://github.com/Mireya-examclarity/examclarity", "demo": "https://mireya-examclarity.github.io/examclarity/"}]...
|
[{"post_id": 82372, "ts": "202 [{"post_id": 82372, "ts": "2026-10-24T17:19:45Z", "hours": 1.7164, "text": "I am working on one of my first ever project (actually changed all my previous codes tho). I have made it relatively simple and convenient. Today I fixed the main bugs and made the site fully working on GitHub Pages. I fixed the timer where start and reset were not working on click by changing to global variables and direct onclick handlers. I fixed the NASA image that was showing blank because the DEMO_KEY was rate limited, so I added a fallback system with real NASA galaxy images and an onerror handler to ensure a real picture always shows. I also fixed the practice questions that were generating silly questions like what is Einstein, and rewrote the logic to create smarter questions like fill in the blanks, explain in your own words, and true or false. Finally, I tested sticky notes with localStorage and live word count. That’s all I did today . Lets continue tomorrow(! !)."}, {"post_id": 72342, "ts": "2026-09-22T18:23:08Z", "hours": 1.5819, "text": "Hey Everyone!.I have completed making the html for ExamClarity . It works just fine now but still as you guys can see the questions are repeating and one question does not make any sense at all(What is What?) . But I have made this cartoonish fonts in this website so that everyone can have a little fun using this . I also need to change some html codes because I have copied some commands of Meta AI so I need to rewrite it again.I also need to change the structure too. Thats all for today. Thank you for specifying."}, {"post_id": 71890, "ts": "2026-09-21T18:20:47Z", "hours": 1.0592, "text": "I was able to deploy ExamClarity.I still have not completed it. It has some running issues.Thank you so much for specifying that I was overly dependent on AI . I couldn’t figure out the deploying part otherwise. In this website I have to add NASA APOD and want it to work right now it is deployed . Tomorrow I will try to make the website work so that it can actually help you guys during exams.Good Night!!!."}, {"post_id": 71408, "ts": "2026-09-20T19:24:48Z", "hours": 0.5825, "text": "Deploying ExamClarity was honestly a hassle!!!!. All my previous works were in Streamlit - one click deploy. Only during feedback I got to know Streamlit is a sleeping site, it sleeps when no one opens it. So I had to move to GitHub.That’s when the real work started. My NEST account was still pending, so I was stuck. I had to write HTMLs for GitHub Pages, because GitHub doesn’t run Python like Streamlit. I wrote index.html, pushed it, it showed {{ apod.title }} as text. Deleted it. Wrote again. Pushed again. Still broke. Then learned I need templates/index.html for Flask locally and pure HTML for root.I wrote READMEs, deleted them, wrote again, deleted and wrote again. Same with HTMLs. Localhost was giving 500 error, GitHub was giving 404, then code as text. It was a loop.Finally after deleting and writing again 3-4 times, the site went live. It was quite a hassle, but now it’s actually live without sleeping!!!!!."}, {"post_id": 54364, "ts": "2026-08-25T10:11:57Z", "hours": 0.2667, "text": "Day 1 - ExamClarity update from Trivandrum! 🌙 Built Frictionless Study Mode feature: Added NASA APOD as study background Summarizer + Quiz Generator working Designed for distracted teens who need focus Time tracked: 16m today with Hackatime! Next: Adding focus timer and progress tracking #Frictionless #NASA"}]...
|
Title: ExamClarity by @MIREYA | Stardance
Devlogs Title: ExamClarity by @MIREYA | Stardance
Devlogs:
Day 1 - ExamClarity update from Trivandrum! 🌙 Built Frictionless Study Mode feature: Added NASA APOD as study background Summarizer + Quiz Generator working Designed for distracted teens who need focus Time tracked: 16m today with Hackatime! Next: Adding focus timer and progress tracking #Frictionless #NASA
Deploying ExamClarity was honestly a hassle!!!!. All my previous works were in Streamlit - one click deploy. Only during feedback I got to know Streamlit is a sleeping site, it sleeps when no one opens it. So I had to move to GitHub.That’s when the real work started. My NEST account was still pending, so I was stuck. I had to write HTMLs for GitHub Pages, because GitHub doesn’t run Python like Streamlit. I wrote index.html, pushed it, it showed {{ apod.title }} as text. Deleted it. Wrote again. Pushed again. Still broke. Then learned I need templates/index.html for Flask locally and pure HTML for root.I wrote READMEs, deleted them, wrote again, deleted and wrote again. Same with HTMLs. Localhost was giving 500 error, GitHub was giving 404, then code as text. It was a loop.Finally after deleting and writing again 3-4 times, the site went live. It was quite a hassle, but now it’s actually live without sleeping!!!!!.
I was able to deploy ExamClarity.I still have not completed it. It has some running issues.Thank you so much for specifying that I was overly dependent on AI . I couldn’t figure out the deploying part otherwise. In this website I have to add NASA APOD and want it to work right now it is deployed . Tomorrow I will try to make the website work so that it can actually help you guys during exams.Good Night!!!.
Hey Everyone!.I have completed making the html for ExamClarity . It works just fine now but still as you guys can see the questions are repeating and one question does not make any sense at all(What is What?) . But I have made this cartoonish fonts in this website so that everyone can have a little fun using this . I also need to change some html codes because I have copied some commands of Meta AI so I need to rewrite it again.I also need to change the structure too. Thats all for today. Thank you for specifying.
I am working on one of my first ever project (actually changed all my previous codes tho). I have made it relatively simple and convenient. Today I fixed the main bugs and made the site fully working on GitHub Pages. I fixed the timer where start and reset were not working on click by changing to global variables and direct onclick handlers. I fixed the NASA image that was showing blank because the DEMO_KEY was rate limited, so I added a fallback system with real NASA galaxy images and an onerror handler to ensure a real picture always shows. I also fixed the practice questions that were generating silly questions like what is Einstein, and rewrote the logic to create smarter questions like fill in the blanks, explain in your own words, and true or false. Finally, I tested sticky notes with localStorage and live word count. That’s all I did today . Lets continue tomorrow(! !).
Ships:
I have built ExamClarity to help students during exams. This website also has an upgrade which I have built later on in another project. By using this website , students can manage time and make sure they are not wasting any. I have given only some features in this website such as NASA image to make it interesting for users....
|
1793004528.2116215
|
1793090928.2116215
|
|
43910
|
BIT-BOT by @singhshiv3108 | Stardance
|
singhshiv3108
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T15:12:35Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Slack bot named Bit-Bot, it shows ysws catalog and details. Challenging part was playing with api. I am proud of That it works as intended", "repo": "https://github.com/ShivSingh3108/Slack-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0B8B8SR86A"}]...
|
[{"post_id": 66058, "ts": "202 [{"post_id": 66058, "ts": "2026-09-11T17:00:26Z", "hours": 1.5628, "text": "In this Devlog , I made my bot give details about specific ysws events(Status, Description and Deadline). Also Added 2 not so important commands( one gives info about bot and other feeds bit bot)."}, {"post_id": 63056, "ts": "2026-09-06T17:12:10Z", "hours": 1.0086, "text": "I am working on Slack bot (bit bot). In this Devlog I did initial setup for bot and add commands like ascend which pings and ysws which shows ysws catalog. Getting Api and Show what i want to was the hardest part . In next Devlog I’ll add sortng feature and more. Thank you(Attached picture is output my bot."}]...
|
Title: BIT-BOT by @singhshiv3108 | Stardance
Devl Title: BIT-BOT by @singhshiv3108 | Stardance
Devlogs:
I am working on Slack bot (bit bot). In this Devlog I did initial setup for bot and add commands like ascend which pings and ysws which shows ysws catalog. Getting Api and Show what i want to was the hardest part . In next Devlog I’ll add sortng feature and more. Thank you(Attached picture is output my bot.
In this Devlog , I made my bot give details about specific ysws events(Status, Description and Deadline). Also Added 2 not so important commands( one gives info about bot and other feeds bit bot).
Ships:
I made Slack bot named Bit-Bot, it shows ysws catalog and details. Challenging part was playing with api. I am proud of That it works as intended...
|
1793004640.6373284
|
1793091040.6373284
|
|
54660
|
Thumba to Space by @MIREYA | Stardance
|
MIREYA
|
1
|
7.64
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T15:05:53Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built an interactive website that tell the story of Thumba - India’s first launching site. FEATURES: Timeline Images Brief description of Dr.Vikram Sarabhai and APJ Abdul Kalam I have built with Python, GitHub, and Streamlit.", "repo": "https://github.com/Mireya-examclarity/thumba-to-space-3", "demo": "https://mireya-examclarity.github.io/thumba-to-space-3/"}]...
|
[{"post_id": 82715, "ts": "202 [{"post_id": 82715, "ts": "2026-10-25T17:26:58Z", "hours": 1.2544, "text": "Today I only worked on my html. Thank you so much for my reviewer for specifying what I needed to change😊. Now I have changed the banner and fixed the codes (it seemed too polished I agree 👍). Today fixed the readme to use raw link and added proper error checks, added canvas resize handling so stars fill screen on resize, updated ISS tracker to label speed as simulated and rebuilt the launch route with pure DOM methods instead of innerHTML, fixed NASA fallback to catch rate limits and kept the rocket reflow trick. That’s all I did for today . Lets see tomorrow😄."}, {"post_id": 81832, "ts": "2026-10-22T17:40:32Z", "hours": 0.9911, "text": "Guys today I worked on thumbha to space too(My first project 😁). I fixed my Flask app (imports were missing and health route was not working) and redesigned my whole Thumba to Space website - I removed the Kuttan section because it looked too basic. I added a full canvas starfield background, made a real rocket launch animation where the rocket actually flies up when you click LAUNCH icon, added a cute floating satellite sticker.Tomorrow I will work more on making my website more interesting with more features like adding ISRO launch history, sound effects for launch, a map for Thumba location and maybe a small orbit animation, and fixing the mobile view. I am also thinking about adding historical images as thats the whole point . Anyway, let’s see tomorrow(! !)"}, {"post_id": 70777, "ts": "2026-09-19T19:01:58Z", "hours": 0.3928, "text": "Thumba to Space traces India’s space journey from a tiny fishing village in Thumba, Kerala (1963), where rockets were launched from a church, to Chandrayaan-3 on the Moon. Features interactive ISRO timeline, live ISS tracker, Gaganyaan countdown, and space quiz. Built from Kilimanoor, the birthplace of Raja Ravi Varma - from art to space!"}, {"post_id": 56763, "ts": "2026-08-28T17:31:42Z", "hours": 2.4667, "text": "Thumba to Space - final deploy grind! My localhost was working but Streamlit Cloud was giving white screen. Fixed it - it was my CSS and unsplash image links getting blocked. Added M83 Outro embedded YouTube player with fallback audio for college wifi, plus 5 quiz questions, ISS tracker map, and Kuttan mascot animations. Site is now live at thumba-to-space streamlit link. Testing NASA APOD and Mars rover images now - some images still get blocked on college wifi so switching to backup unsplash links. It took some time to change the code from online to offline and the website kept showing old code. It was some hassle but in the end I was able to finish it off.It still need some work to do but for today I think this came out pretty well.I’ve added groot,images,and videos. Hope for more tomorrow!!!."}, {"post_id": 55636, "ts": "2026-08-27T16:25:21Z", "hours": 1.4333, "text": "Working on Thumba to Space update - 2hr grind Finally fixed the deployment bug. My Streamlit link kept giving white screen, found it was theme CSS issue. Changed to deep space black (#0a0a23) and added st.snow() for star effect. Looks so much better now! Tested new link: https://mtvjugafrkxgj8n6qcbwxe.streamlit.app/ - it’s live! This project is special for me - I’m from Kilimanoor, near Thumba where India launched first rocket on bicycle in 1963. Want to make space history fun for Kerala students. Fixed GitHub repo too - thumba-to-space-3 now public. Next: adding ISRO launch timeline."}, {"post_id": 55165, "ts": "2026-08-26T17:16:43Z", "hours": 1.3478, "text": "Just shipped Thumba to Space 🚀! Made an interactive Streamlit website celebrating India’s space journey that started at Thumba, Thiruvananthapuram in 1963 — where rockets were carried on bicycles!.This one took some time to delploy but at last the codes came out right and I was able to make it . So guys lets keep on going(! !). I added a special section for my hometown Kilimanoor (home of Raja Ravi Varma and mine too) and made a Rocket Builder! Built from scratch in VS Code, deployed on Streamlit Cloud. Live: https://thumba-to-space-2-8e7ghf76xrswbcdm6hapva.streamlit.app 1h 20m of coding today!!!!Next: adding more ISRO missions…"}]...
|
Title: Thumba to Space by @MIREYA | Stardance
Dev Title: Thumba to Space by @MIREYA | Stardance
Devlogs:
Just shipped Thumba to Space 🚀! Made an interactive Streamlit website celebrating India’s space journey that started at Thumba, Thiruvananthapuram in 1963 — where rockets were carried on bicycles!.This one took some time to delploy but at last the codes came out right and I was able to make it . So guys lets keep on going(! !). I added a special section for my hometown Kilimanoor (home of Raja Ravi Varma and mine too) and made a Rocket Builder! Built from scratch in VS Code, deployed on Streamlit Cloud. Live: https://thumba-to-space-2-8e7ghf76xrswbcdm6hapva.streamlit.app 1h 20m of coding today!!!!Next: adding more ISRO missions…
Working on Thumba to Space update - 2hr grind Finally fixed the deployment bug. My Streamlit link kept giving white screen, found it was theme CSS issue. Changed to deep space black (#0a0a23) and added st.snow() for star effect. Looks so much better now! Tested new link: https://mtvjugafrkxgj8n6qcbwxe.streamlit.app/ - it’s live! This project is special for me - I’m from Kilimanoor, near Thumba where India launched first rocket on bicycle in 1963. Want to make space history fun for Kerala students. Fixed GitHub repo too - thumba-to-space-3 now public. Next: adding ISRO launch timeline.
Thumba to Space - final deploy grind! My localhost was working but Streamlit Cloud was giving white screen. Fixed it - it was my CSS and unsplash image links getting blocked. Added M83 Outro embedded YouTube player with fallback audio for college wifi, plus 5 quiz questions, ISS tracker map, and Kuttan mascot animations. Site is now live at thumba-to-space streamlit link. Testing NASA APOD and Mars rover images now - some images still get blocked on college wifi so switching to backup unsplash links. It took some time to change the code from online to offline and the website kept showing old code. It was some hassle but in the end I was able to finish it off.It still need some work to do but for today I think this came out pretty well.I’ve added groot,images,and videos. Hope for more tomorrow!!!.
Thumba to Space traces India’s space journey from a tiny fishing village in Thumba, Kerala (1963), where rockets were launched from a church, to Chandrayaan-3 on the Moon. Features interactive ISRO timeline, live ISS tracker, Gaganyaan countdown, and space quiz. Built from Kilimanoor, the birthplace of Raja Ravi Varma - from art to space!
Guys today I worked on thumbha to space too(My first project 😁). I fixed my Flask app (imports were missing and health route was not working) and redesigned my whole Thumba to Space website - I removed the Kuttan section because it looked too basic. I added a full canvas starfield background, made a real rocket launch animation where the rocket actually flies up when you click LAUNCH icon, added a cute floating satellite sticker.Tomorrow I will work more on making my website more interesting with more features like adding ISRO launch history, sound effects for launch, a map for Thumba location and maybe a small orbit animation, and fixing the mobile view. I am also thinking about adding historical images as thats the whole point . Anyway, let’s see tomorrow(! !)
Today I only worked on my html. Thank you so much for my reviewer for specifying what I needed to change😊. Now I have changed the banner and fixed the codes (it seemed too polished I agree 👍). Today fixed the readme to use raw link and added proper error checks, added canvas resize handling so stars fill screen on resize, updated ISS tracker to label speed as simulated and rebuilt the launch route with pure DOM methods instead of innerHTML, fixed NASA fallback to catch rate limits and kept the rocket reflow trick. That’s all I did for today . Lets see tomorrow😄.
Ships:
I built an interactive website that tell the story of Thumba - India’s first launching site. FEATURES: Timeline Images Brief description of Dr.Vikram Sarabhai and APJ Abdul Kalam I have built with Python, GitHub, and Streamlit....
|
1793008210.1728916
|
1793094610.1728916
|
|
63027
|
Obstacle dodging game by @cosmic79conqueror | Star Obstacle dodging game by @cosmic79conqueror | Stardance...
|
cosmic79conqueror
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T14:51:19Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a simple yet addictive obstacle dodging game. It is simple to play yet attractive. To start just get the html file from source and open it in browser. Hope You enjoy the game.", "repo": "https://github.com/cosmic79conqueror-coder/car-game-", "demo": "https://cosmic79conqueror-coder.github.io/car-game-/"}]...
|
[{"post_id": 69654, "ts": "202 [{"post_id": 69654, "ts": "2026-09-17T14:43:38Z", "hours": 0.84, "text": "#devlog2 the simple dodging game with a difficulty selector and on escape a remuse and exit screen appears"}, {"post_id": 69565, "ts": "2026-09-17T10:08:22Z", "hours": 0.5194, "text": "#DEVLOG1 so basically what i am creating is obstacle avoiding game and this is just the basic functioning version of it where you can control the car via arrow keys and collect points."}]...
|
Title: Obstacle dodging game by @cosmic79conqueror Title: Obstacle dodging game by @cosmic79conqueror | Stardance
Devlogs:
#DEVLOG1 so basically what i am creating is obstacle avoiding game and this is just the basic functioning version of it where you can control the car via arrow keys and collect points.
#devlog2 the simple dodging game with a difficulty selector and on escape a remuse and exit screen appears
Ships:
I have made a simple yet addictive obstacle dodging game. It is simple to play yet attractive. To start just get the html file from source and open it in browser. Hope You enjoy the game....
|
1793058703.2374525
|
1793145103.2374525
|
|
62665
|
Inoriba ( 祈り場 ) by @Jarin_4649 | Stardance
|
Jarin_4649
|
1
|
11.03
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T14:33:51Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I making Mystry / Horror Visual Noval game that combines 3D exploration. I’ve never coded a game before. So, this game is under development.", "repo": "https://github.com/Jarin4649/Inoriba-", "demo": "https://fastidious-taiyaki-1a0567.netlify.app"}]...
|
[{"post_id": 70666, "ts": "202 [{"post_id": 70666, "ts": "2026-09-19T15:35:40Z", "hours": 4.8256, "text": "Adjust room again."}, {"post_id": 70124, "ts": "2026-09-18T14:48:47Z", "hours": 3.2083, "text": "I worked on some 3D shadows, even though they’re not perfect."}, {"post_id": 69594, "ts": "2026-09-17T11:38:58Z", "hours": 3.3461, "text": "This is my first time make coding a game. So, this what i’m doing right now."}]...
|
Title: Inoriba ( 祈り場 ) by @Jarin_4649 | Stardance
Title: Inoriba ( 祈り場 ) by @Jarin_4649 | Stardance
Devlogs:
This is my first time make coding a game. So, this what i’m doing right now.
I worked on some 3D shadows, even though they’re not perfect.
Adjust room again.
Ships:
I making Mystry / Horror Visual Noval game that combines 3D exploration. I’ve never coded a game before. So, this game is under development....
|
1793058634.2915173
|
1793145034.2915173
|
|
53025
|
Hand Tracker by @javin_wittig | Stardance
|
javin_wittig
|
1
|
16.19
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T13:21:54Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a real-time Hand Tracker using a Raspberry Pi 4, two servo motors, and MediaPipe! It tracks my hand movement live through a camera and mimics it using a physical paper hand mounted on two servos. The biggest challenge: Running MediaPipe directly on the Pi 4 overheated it fast. To fix this, I now run MediaPipe on my PC. Now, the Pi streams the video feed to my PC, which calculates the coordinates and sends them back to the Rasperry PI,which then controls the two servos to mimic my hands movement. What I’m proud of: Solving the overheating issue using network streaming and seeing the mechanical hand follow my movements live! I also built a website: https://javinwittig.github.io/hand_tracker_website/ I made 3 Github Repos, one for the Rasperry PI, one for the backend on my PC, where MediaPipe is running and another for the website, which I hosted using Github Pages", "repo": "https://github.com/javinwittig/hand_tracker", "demo": ""}]...
|
[{"post_id": 80382, "ts": "202 [{"post_id": 80382, "ts": "2026-10-17T13:54:39Z", "hours": 1.1889, "text": "3D modeling my handtracker"}, {"post_id": 69620, "ts": "2026-09-17T13:05:18Z", "hours": 0.8253, "text": "Building a Website for my project in HTML and hosting it on Github Pages"}, {"post_id": 65233, "ts": "2026-09-10T07:07:23Z", "hours": 6.1083, "text": "Im finally ready to ship everything"}, {"post_id": 52585, "ts": "2026-08-22T19:34:19Z", "hours": 7.7164, "text": "I’m building a laser turret with a Raspberry Pi, two servo motors, a laser pointer, and a camera that tracks my hand movement live and steers the laser accordingly. The Pi is already set up (Python/VS Code), but since local MediaPipe tracking overheats the Pi 4 too much, I’ve decided to offload the tracking to my PC with an RTX 5070 — the Pi just streams the camera feed to the PC, which sends back target coordinates for the Pi to steer the servos. I’m also keeping a local website with a live video stream"}]...
|
Title: Hand Tracker by @javin_wittig | Stardance
Title: Hand Tracker by @javin_wittig | Stardance
Devlogs:
I’m building a laser turret with a Raspberry Pi, two servo motors, a laser pointer, and a camera that tracks my hand movement live and steers the laser accordingly. The Pi is already set up (Python/VS Code), but since local MediaPipe tracking overheats the Pi 4 too much, I’ve decided to offload the tracking to my PC with an RTX 5070 — the Pi just streams the camera feed to the PC, which sends back target coordinates for the Pi to steer the servos. I’m also keeping a local website with a live video stream
Im finally ready to ship everything
Building a Website for my project in HTML and hosting it on Github Pages
3D modeling my handtracker
Ships:
I built a real-time Hand Tracker using a Raspberry Pi 4, two servo motors, and MediaPipe! It tracks my hand movement live through a camera and mimics it using a physical paper hand mounted on two servos. The biggest challenge: Running MediaPipe directly on the Pi 4 overheated it fast. To fix this, I now run MediaPipe on my PC. Now, the Pi streams the video feed to my PC, which calculates the coordinates and sends them back to the Rasperry PI,which then controls the two servos to mimic my hands movement. What I’m proud of: Solving the overheating issue using network streaming and seeing the mechanical hand follow my movements live! I also built a website: https://javinwittig.github.io/hand_tracker_website/ I made 3 Github Repos, one for the Rasperry PI, one for the backend on my PC, where MediaPipe is running and another for the website, which I hosted using Github Pages...
|
1793008050.0823977
|
1793094450.0823977
|
|
51866
|
WEB OS by @SpaceYatri | Stardance
|
SpaceYatri
|
2
|
15.0
|
91
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T13:15:47Z", "hours": 9.0, "multiplier": 9.96, "payout": 91, "blessing": "neutral", "text": "What did you make? I made SpaceYatri OS, a space-themed web operating system built with HTML, CSS, and JavaScript. It includes a desktop interface, customizable wallpapers and accent colors, a settings window, calculator, clock widget, Wi-Fi and brightness controls, fuel indicator, toast notifications, and a cinematic rocket launch boot sequence. What was challenging? The most challenging part was connecting all the different features together and making the interface feel like an actual operating system. I also worked on the boot animation, including the countdown, rocket launch, smoke, screen shake, sound effects, and transition into the desktop. Making the windows draggable and keeping the different controls working together was also challenging. What are you proud of? I am proud that I built the project myself and turned a simple webpage into something that feels like a small space-themed operating system. I especially like the rocket launch boot sequence, because it gives SpaceYatri OS its own identity instead of just looking like a normal website. What should people know so they can test your project? When the project loads, click anywhere or press a key to start the boot sequence. Wait through the countdown and rocket launch until the desktop appears. Once inside the OS, try clicking DECK to open Settings, CALC to open the calculator, the brightness and Wi-Fi icons in the top bar, and the fuel indicator. You can also change wallpapers, accent colors, sound settings, brightness, and window transparency.", "repo": "https://github.com/himaldawadi11-sys/WEB-OS-1", "demo": "https://himaldawadi11-sys.github.io/WEB-OS-1/"}, {"ship_num": 2, "ts": "2026-09-06T09:44:28Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A web-based operating system called SpaceYatri OS. My first project for Hack Club and Stardance. I divided my project into two different parts. One: Welcome screen with a dedicated launch button to start the OS. And the actual OS. Layout issues, especially getting my background image to properly fill the screen without stretching or cropping incorrectly, and getting the drag-and-drop logic for the windows to feel smooth instead of glitchy. I’m proud that I debugged the background/CSS sizing issue myself and got a fully working drag system. Windows can be opened, closed, and dragged around the desktop without breaking. Click “Launch Yatri OS” on the welcome screen to launch the OS. Once inside, click any desktop icon to open its window , you can drag windows around by their title bar and close them with pressing the escape button or the green circle.", "repo": "https://github.com/himaldawadi11-sys/WEB-OS-1", "demo": "https://himaldawadi11-sys.github.io/WEB-OS-1/"}]...
|
[{"post_id": 69464, "ts": "202 [{"post_id": 69464, "ts": "2026-09-17T03:44:47Z", "hours": 1.4783, "text": "DEVLOG-9 After multiple failures, trials, and errors. I have finally added the animation for the ‘Welcome Screen.’ TBH, it was the most difficult task I’ve worked on. And now it is looking fine. POS: I also added sound while the animation is happening."}, {"post_id": 69150, "ts": "2026-09-16T14:15:25Z", "hours": 0.5453, "text": "DEVLOG-8 I added a cute-looking little ‘Alien Buddy’ which hover everywhere my mouse move. That’s it for devlog 8. It looks so cute. PLEASE GIVE ME SOME FEEDBACK."}, {"post_id": 68960, "ts": "2026-09-16T03:36:44Z", "hours": 0.6458, "text": "DEVLOG-7 I added another functionality app to my WebOS. Calculator app was one of the toughest things I worked on. The code behind the JS for the CALC app was so confusing for me. And after a lot of trial and error, it finally worked. I matched it with my theme! POS: I renamed my settings app to ‘DECK’ to align with my theme."}, {"post_id": 68597, "ts": "2026-09-15T11:43:53Z", "hours": 1.0331, "text": "WEB OS-2 UPDATE: I added a little analog clock at the top left of the screen. The orbiting circle was a headache for me. I did a ton of research, and I finally added this according to my theme. It looks cool. I love it. I completely reformed the top bar of the OS and made a new one that aligns with my theme. I hope you like it. REMEMBER TO DROP FEEDBACK!"}, {"post_id": 68544, "ts": "2026-09-15T09:20:54Z", "hours": 5.1842, "text": "I made a custom ‘Settings’ app for my WEB OS-2 with a Space theme. I added multiple features, like different wallpapers, accent colors, sound, window transparency, and brightness. I completely changed my theme from WEB OS-1. I hope you guys like my project. Feel free to give feedback! I would love that. POS: I WASTED NEARLY an hour finding an error which was (;)."}, {"post_id": 62945, "ts": "2026-09-06T14:27:00Z", "hours": 0.2969, "text": "I added Live-news fetch to my Start app. Instead of one hard-coded article, my Start app now pulls 10 real, current space news articles from a free API (Spaceflight News API) every time it opens. And we can now like and comment on our favourite post."}, {"post_id": 62780, "ts": "2026-09-06T09:25:45Z", "hours": 0.3378, "text": "Added a New App, “About Me”. Which let you know who I am. A simple introduction about me. And a simple feature that lets you close the window when the “Escape” key is pressed. Please give me some feedback so I can improve."}, {"post_id": 62762, "ts": "2026-09-06T08:55:03Z", "hours": 0.3778, "text": "Made the Welcome Screen of the WEB-OS with a dedicated “Launch” button to start the OS. It’s not that good, but I am constantly learning and trying to make it wonderful."}, {"post_id": 62747, "ts": "2026-09-06T08:10:30Z", "hours": 5.5308, "text": "Finished the welcome screen and desktop UI for Yatri OS. Now it’s ready to ship!"}]...
|
Title: WEB OS by @SpaceYatri | Stardance
Devlogs: Title: WEB OS by @SpaceYatri | Stardance
Devlogs:
Finished the welcome screen and desktop UI for Yatri OS. Now it’s ready to ship!
Made the Welcome Screen of the WEB-OS with a dedicated “Launch” button to start the OS. It’s not that good, but I am constantly learning and trying to make it wonderful.
Added a New App, “About Me”. Which let you know who I am. A simple introduction about me. And a simple feature that lets you close the window when the “Escape” key is pressed. Please give me some feedback so I can improve.
I added Live-news fetch to my Start app. Instead of one hard-coded article, my Start app now pulls 10 real, current space news articles from a free API (Spaceflight News API) every time it opens. And we can now like and comment on our favourite post.
I made a custom ‘Settings’ app for my WEB OS-2 with a Space theme. I added multiple features, like different wallpapers, accent colors, sound, window transparency, and brightness. I completely changed my theme from WEB OS-1. I hope you guys like my project. Feel free to give feedback! I would love that. POS: I WASTED NEARLY an hour finding an error which was (;).
WEB OS-2 UPDATE: I added a little analog clock at the top left of the screen. The orbiting circle was a headache for me. I did a ton of research, and I finally added this according to my theme. It looks cool. I love it. I completely reformed the top bar of the OS and made a new one that aligns with my theme. I hope you like it. REMEMBER TO DROP FEEDBACK!
DEVLOG-7 I added another functionality app to my WebOS. Calculator app was one of the toughest things I worked on. The code behind the JS for the CALC app was so confusing for me. And after a lot of trial and error, it finally worked. I matched it with my theme! POS: I renamed my settings app to ‘DECK’ to align with my theme.
DEVLOG-8 I added a cute-looking little ‘Alien Buddy’ which hover everywhere my mouse move. That’s it for devlog 8. It looks so cute. PLEASE GIVE ME SOME FEEDBACK.
DEVLOG-9 After multiple failures, trials, and errors. I have finally added the animation for the ‘Welcome Screen.’ TBH, it was the most difficult task I’ve worked on. And now it is looking fine. POS: I also added sound while the animation is happening.
Ships:
A web-based operating system called SpaceYatri OS. My first project for Hack Club and Stardance. I divided my project into two different parts. One: Welcome screen with a dedicated launch button to start the OS. And the actual OS. Layout issues, especially getting my background image to properly fill the screen without stretching or cropping incorrectly, and getting the drag-and-drop logic for the windows to feel smooth instead of glitchy. I’m proud that I debugged the background/CSS sizing issue myself and got a fully working drag system. Windows can be opened, closed, and dragged around the desktop without breaking. Click “Launch Yatri OS” on the welcome screen to launch the OS. Once inside, click any desktop icon to open its window , you can drag windows around by their title bar and close them with pressing the escape button or the green circle.
What did you make? I made SpaceYatri OS, a space-themed web operating system built with HTML, CSS, and JavaScript. It includes a desktop interface, customizable wallpapers and accent colors, a settings window, calculator, clock widget, Wi-Fi and brightness controls, fuel indicator, toast notifications, and a cinematic rocket launch boot sequence. What was challenging? The most challenging part was connecting all the different features together and making the interface feel like an actual operating system. I also worked on the boot animation, including the countdown, rocket launch, smoke, screen shake, sound effects, and transition into the desktop. Making the windows draggable and keeping the different controls working together was also challenging. What are you proud of? I am proud that I built the project myself and turned a simple webpage into something that feels like a small space-themed operating system. I especially like the rocket launch boot sequence, because it gives SpaceYatri OS its own identity instead of just looking like a normal website. What should people know so they can test your project? When the project loads, click anywhere or press a key to start the boot sequence. Wait through the countdown and rocket launch until the desktop appears. Once inside the OS, try clicking DECK to open Settings, CALC to open the calculator, the brightness and Wi-Fi icons in the top bar, and the fuel indicator. You can also change wallpapers, accent colors, sound settings, brightness, and window transparency....
|
1792972270.6214852
|
1793058670.6214852
|
|
51971
|
MeshTree by @Trident | Stardance
|
Trident
|
1
|
25.6
|
335
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T11:51:28Z", "hours": 25.0, "multiplier": 13.36, "payout": 335, "blessing": "neutral", "text": "MeshTree is a macOS photogrammetry app that turns photos into textured 3D models. To test, Download MeshTree.zip from GitHub Releases, load your photo folder, and click Start Reconstruction. If MacOS blocks it, run xattr -cr /path/to/MeshTree.app or go to System Settings > Privacy & Security, scroll down to the Security section, and click Open Anyway.", "repo": "https://github.com/raiyan-islam-dev/Meshtree", "demo": "https://github.com/raiyan-islam-dev/Meshtree/releases/latest"}]...
|
[{"post_id": 77910, "ts": "202 [{"post_id": 77910, "ts": "2026-10-08T18:52:12Z", "hours": 0.5994, "text": "got rejected for the 3rd time😭 reshipping again🤞"}, {"post_id": 69593, "ts": "2026-09-17T11:37:04Z", "hours": 4.3556, "text": "Added a remove button to remove individual pictures. Fixed some bugs and polished a bit, I’m using the same photoset each time as a benchmark ik it looks a bit odd😭. Now shipping for the first time 🤞"}, {"post_id": 64418, "ts": "2026-09-08T19:44:00Z", "hours": 10.0856, "text": "Been a long time since my last devlog, was busy with exams. I realised the blur detection wasn’t working properly, soo I’ll have to work on that. I also noticed it’s using a massive amount of memory for a relatively small render, so most of the time went to just testing how the blur detection actually detects a blur and the memory load, and watching activity monitor while rendering, so progress might seem slow. But I have plans to make the memory situation better by using a chunk system where only a small section loads and renders soo there’s less load on memory. Also, since I tested a bunch of renders from objects around my house and our car, taking the pictures was a massive pain, so I’ll work on MeshCam so I can take pictures automatically at a set interval. I also have plans to add video support tho I haven’t figured out anything for that."}, {"post_id": 54772, "ts": "2026-08-25T21:35:59Z", "hours": 8.4114, "text": "Been a while since my last devlog, i’ve been busy with other things, but still managed to give some time to MeshTree. Last time I got Object Capture working with a very basic UI, just to see if the pipeline works or not, thankfully it did. Since then i’ve added a ton of features : -Quality presets(Low,Medium,High,Max,Ultra) -Cancel button -Blurry/low res image detection -3D model viewer -Progress Bar -.usdz export -A bunch of UI tweaks (this one alone took a surprising amount of time) Up next:MeshCam:- I’m planning a companion app called MeshCam. The idea is it will capture photos at a user selected interval and log in motion data, all in a single file that the user can just airdrop to their mac and MeshTree, and use the motion sensor data for even higher quality models"}, {"post_id": 51840, "ts": "2026-08-21T18:20:43Z", "hours": 2.335, "text": "Object Capture is working, successfully generated the first local .usdz 3D model from an image folder. Had some issues with WakaTime logging time, but after a bit of troubleshooting, it’s now fixed."}]...
|
Title: MeshTree by @Trident | Stardance
Devlogs:
Title: MeshTree by @Trident | Stardance
Devlogs:
Object Capture is working, successfully generated the first local .usdz 3D model from an image folder. Had some issues with WakaTime logging time, but after a bit of troubleshooting, it’s now fixed.
Been a while since my last devlog, i’ve been busy with other things, but still managed to give some time to MeshTree. Last time I got Object Capture working with a very basic UI, just to see if the pipeline works or not, thankfully it did. Since then i’ve added a ton of features : -Quality presets(Low,Medium,High,Max,Ultra) -Cancel button -Blurry/low res image detection -3D model viewer -Progress Bar -.usdz export -A bunch of UI tweaks (this one alone took a surprising amount of time) Up next:MeshCam:- I’m planning a companion app called MeshCam. The idea is it will capture photos at a user selected interval and log in motion data, all in a single file that the user can just airdrop to their mac and MeshTree, and use the motion sensor data for even higher quality models
Been a long time since my last devlog, was busy with exams. I realised the blur detection wasn’t working properly, soo I’ll have to work on that. I also noticed it’s using a massive amount of memory for a relatively small render, so most of the time went to just testing how the blur detection actually detects a blur and the memory load, and watching activity monitor while rendering, so progress might seem slow. But I have plans to make the memory situation better by using a chunk system where only a small section loads and renders soo there’s less load on memory. Also, since I tested a bunch of renders from objects around my house and our car, taking the pictures was a massive pain, so I’ll work on MeshCam so I can take pictures automatically at a set interval. I also have plans to add video support tho I haven’t figured out anything for that.
Added a remove button to remove individual pictures. Fixed some bugs and polished a bit, I’m using the same photoset each time as a benchmark ik it looks a bit odd😭. Now shipping for the first time 🤞
got rejected for the 3rd time😭 reshipping again🤞
Ships:
MeshTree is a macOS photogrammetry app that turns photos into textured 3D models. To test, Download MeshTree.zip from GitHub Releases, load your photo folder, and click Start Reconstruction. If MacOS blocks it, run xattr -cr /path/to/MeshTree.app or go to System Settings > Privacy & Security, scroll down to the Security section, and click Open Anyway....
|
1793004935.4030545
|
1793091335.4030545
|
|
49289
|
Starsite by @rgb-hsl | Stardance
|
rgb-hsl
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T10:17:07Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple website with HTML and CSS. I struggled a bit with the CSS, but I think it looks ok now. I’m going to be using this as the basis of a more well-designed website soon, so I’m happy I got the basics down. it’s deployed on github pages", "repo": "https://github.com/rgbhsl/star-site", "demo": "https://rgbhsl.github.io/starsite/"}]...
|
[{"post_id": 69566, "ts": "202 [{"post_id": 69566, "ts": "2026-09-17T10:09:49Z", "hours": 0.3778, "text": "Done! It’s currently very simple, but I hope to use this as the basis for a proper website/portfolio soon!"}, {"post_id": 48946, "ts": "2026-08-17T14:51:56Z", "hours": 0.6158, "text": "Added more to the readme, made minor formatting changes and added an image. github is giving me a unicorn error so I’m taking a break. this is what part of it looks like."}, {"post_id": 48477, "ts": "2026-08-16T20:51:09Z", "hours": 1.5706, "text": "I’m almost done with the website! I just need to deploy it"}, {"post_id": 48328, "ts": "2026-08-16T17:12:41Z", "hours": 0.4731, "text": "08.16 - my first devlog. I am having some trouble with the codespace so I plan to deploy properly to the page at the end."}]...
|
Title: Starsite by @rgb-hsl | Stardance
Devlogs:
Title: Starsite by @rgb-hsl | Stardance
Devlogs:
08.16 - my first devlog. I am having some trouble with the codespace so I plan to deploy properly to the page at the end.
I’m almost done with the website! I just need to deploy it
Added more to the readme, made minor formatting changes and added an image. github is giving me a unicorn error so I’m taking a break. this is what part of it looks like.
Done! It’s currently very simple, but I hope to use this as the basis for a proper website/portfolio soon!
Ships:
I made a simple website with HTML and CSS. I struggled a bit with the CSS, but I think it looks ok now. I’m going to be using this as the basis of a more well-designed website soon, so I’m happy I got the basics down. it’s deployed on github pages...
|
1793004676.131384
|
1793091076.131384
|
|
11950
|
Assembly os x64 custom kernel and bootloader by @s Assembly os x64 custom kernel and bootloader by @scrt401 | Stardance...
|
scrt401
|
1
|
415.3
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T10:02:38Z", "hours": 415.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Simple os with access to Ring 0 stuff the ai no work sadly", "repo": "https://github.com/majster0su0lin/SofaOs/tree/SofaOs-x86/x64", "demo": "https://github.com/majster0su0lin/SofaOs/releases/tag/V1"}]...
|
[{"post_id": 69772, "ts": "202 [{"post_id": 69772, "ts": "2026-09-17T19:19:09Z", "hours": 0.3047, "text": "ok so let me defend originality : it is a ring 0 os made for hardvare inspection while i saw others did os stuff to before me on stardance i already made an os before stardance in arm , technicality : assembly ,usability : it is meant to inspect pcs when something goes wrong hardvare level not daily driver, you decide storitelyng i pored my heart into those devlogs"}, {"post_id": 69042, "ts": "2026-09-16T08:32:04Z", "hours": 9.0064, "text": "Ok so refined devlogs polished sofaos and GitHub couldn’t ship because rhe whole kernel inflated from 52 to 838 sectors by some miracle, destroyed interrupt table, tensor hard coded stuff and other stuff it ruined my day also ok so let me defend originality : it is a ring 0 os made for hardvare inspection while i saw others did os stuff to before me on stardance i already made an os before stardance in arm , technicality : assembly ,usability : it is meant to inspect pcs when something goes wrong hardvare level not daily driver, you decide storitelyng i pored my heart into those devlogs"}, {"post_id": 68695, "ts": "2026-09-15T15:39:08Z", "hours": 3.1717, "text": "So today i finished argmax which finds closest token to response, now i have everything but it still has some errors it prints 0 every time so meybie some register colision but the good thing is that it doesn’t crash."}, {"post_id": 66064, "ts": "2026-09-11T17:07:16Z", "hours": 6.7411, "text": "Ok i have successfully made detokenizator which goes trough the token id book that many times as a token because token id =id book entries untill the token, and also i have made matrix–vector dot product calculator which goes through all token ids and translates them into a big amount of vectors which then in another step i will be doing comparison hbuf with all these vectors to find a token with lovest diff and that will be our output token, but big but it still isn’t tested i will be testing it when i will have the full command done for now i just want to live in an illusion that my code is error free"}, {"post_id": 65678, "ts": "2026-09-11T00:04:31Z", "hours": 7.4689, "text": "There was a problem with pointers in rnsm found it when i did double check and from there errors just piled up but at least its fixed now"}, {"post_id": 65088, "ts": "2026-09-09T23:44:59Z", "hours": 10.7261, "text": "Today i got help from my great teacher and was able to do more than usual, today i did hbuf setuper it basically just calls fcon 576 times to translate the values from 16 bit quantization to 32 then i have written a function RMSNorm which uses hbuf and weights you give it and calculates rescaled feuture vector"}, {"post_id": 64514, "ts": "2026-09-08T23:45:58Z", "hours": 4.1469, "text": "I have no idea how to fix it so i retreated ro the ol reliable method by first hardcoding it and after some time actually fixing it"}, {"post_id": 64041, "ts": "2026-09-08T05:17:04Z", "hours": 9.4239, "text": "Today i am a bit better so i did the harder part that is needed to be done, i have made tensor info gatherer, basically each layer has 9 tensor info, so for my model 9*30 tensor infos, also the string i am comparing in the function needs to be like [blk.][number of current layer in decimal(use bintrn)][specification string], it still doesn’t work but it will be something like infinite inc loop to memory or division basically smth that generates general protection, also because I was smart i saved my previous error where i used tensor info praser so i didn’t Neded to reerite it."}, {"post_id": 63041, "ts": "2026-09-06T16:40:58Z", "hours": 13.9978, "text": "Ok so uuh those 5l of Kofola wasn’t a great ide today i got a fever or flu or whatever the thing that makes you feel hot but i made some progress even though it was hard cuz i had a headache and couldn’t do anything so what i did i made a f16 to 32 translation and you might say hmm but this doesn’t seem too vomplex first of all i had to split registers inro 3 sections do calculation on them and the glue them together to xmm0 but what you might not know is if you don’t allow xmm is 32 bit mode it will throw gp an the whole code and you cant know why it crashed because whole runtime in crash log looks absolutely normal for some reason also I don’t actually care about the time anymore i just want to get this working so i can get a laptop to not code on my phone"}, {"post_id": 62412, "ts": "2026-09-05T19:08:49Z", "hours": 4.2733, "text": "Ok bad News today i drank 5l of Kofola and now me attention me hyperactive me cant concentrate but did token and bos token enumetion there was a problem with division because of no xor rdx,rdx but ez fix if boestoken add 1 it adds tokwn"}, {"post_id": 61794, "ts": "2026-09-04T21:32:05Z", "hours": 9.7972, "text": "Made the metadata praser work i was using tensor format and nkt metadata Format also verifyed it works on pc"}, {"post_id": 61430, "ts": "2026-09-04T10:41:02Z", "hours": 10.1667, "text": "Tokenizer done now for vector context calculator . The tokenizer was somwhat refusing to work but one rewrite later it subdued to my power it is split into teo parts the text decoder and encoder decoder formats the words for encoder and encoder finds tokens for the words"}, {"post_id": 61031, "ts": "2026-09-03T18:48:37Z", "hours": 9.1417, "text": "Ok i gave lost the war against the matadata praser i will not fight it now i will fix it in second ship for now i have hard coded the data needed and also made the core of the tokenizer which was relatively easy compared to the praser"}, {"post_id": 60700, "ts": "2026-09-03T07:49:19Z", "hours": 9.9789, "text": "Ok all metadata entry data prased but when i delete the print at the bottom it for some reason triple faults going to report every ±9 hrs because i need to speedrun this because the stardance is ending soon now onto tensor data praser"}, {"post_id": 60330, "ts": "2026-09-02T16:41:32Z", "hours": 9.3447, "text": "Ok bigg devlog todat i decided to speedrun this so i can ship this project as fast as possible also changed the model to a smaller native f16 quantization and It works which is a proof that anyone can put their model into sofaos and run it rn it just loops troug metadata to find general architecture"}, {"post_id": 59645, "ts": "2026-09-01T15:49:30Z", "hours": 5.2714, "text": "Hello good news today have started on setting up the data from GGUF rn it is just getting version metadata entryes and tensor entry, I Also started a loop for the metadata entryes but just started this one was easy cuz it has prefixed everything 4 bytes gguf magic 4 version 8 metadata entryes and 8 tensor info entry which makes 24 bytes in total"}, {"post_id": 58380, "ts": "2026-08-30T19:52:10Z", "hours": 6.5333, "text": "I have successfully loaded whole LLM problem was that It was loading 1 gb by 512 bytes and that takes very long and thats why it seemed it hanged I fixed it by giving it a counter so you can see that it doesn’t hang"}, {"post_id": 57573, "ts": "2026-08-29T19:16:39Z", "hours": 6.3667, "text": "Ok sooo I made the code buuut it hangs when I do the loading idk what happening will have to debug"}, {"post_id": 55739, "ts": "2026-08-27T18:30:20Z", "hours": 6.9333, "text": "Ok I give up on writing it, cuz GGUF file structure is ass and I can’t write it in the way it should be I am going to pull a cheap trick by putting a control string at the end of the file to know when the file is ending below is structure of how the whole file should look like"}, {"post_id": 54996, "ts": "2026-08-26T12:56:49Z", "hours": 8.4742, "text": "Ok I was figuring out how to load the gguf file which I think I got right but I can’t find a way to know how many sectors to pull out of disk because the metadata in gguf aren’t always the same nor size of the entries are the same so there is now way to know when they end and I need them to find the size of the file in picture you can see how the metadata is structured"}, {"post_id": 54059, "ts": "2026-08-24T20:31:14Z", "hours": 2.0172, "text": "Ok I have made a new command inout it let’s user chose number port in and port to listen from and it spits out response from the port as you can see I tried corrupting time register and it worked"}, {"post_id": 53159, "ts": "2026-08-23T16:30:52Z", "hours": 4.3508, "text": "Ok so I half rewritten the code for sector read I had to drop hard coded 0 and look for actuall devices to get the data from as you can see it works still"}, {"post_id": 52420, "ts": "2026-08-22T15:26:25Z", "hours": 4.1333, "text": "Ok so I was working on gluing gguf file at the end of my iso you can see image it was successful also needed to generalize ahci driver to work on all PCs now writing the gguf retrieve from disk code"}, {"post_id": 51949, "ts": "2026-08-21T22:06:31Z", "hours": 6.9186, "text": "Ok so uuuh….. Somehow secr destroyditself up and I had to fix it the thing is that from 0xffffff… Somehow one of the f magically dissapeared and I had to basically trace whole Drs sector to find what was wrong also waking aps for some reason isn’t working even I am using textbook code to wake it up I now have no idea why is it not working mameybie I will gat back to it at the end and now do the special function because everyone on stardance for some reason started doing X64 os so I had to come up with something radical, I am going to make a full local assembly llm chat engine like llama.cpp fully in assembly for sofaos all things from scratch tokenizer network loading calculation and other stuff I have nothing really to show so just enjoy some random pic from my gallery"}, {"post_id": 50626, "ts": "2026-08-19T21:25:41Z", "hours": 1.5097, "text": "Aps not responding should put 67 to px67 but aps not doing idk if because of qemu or whatever I don’t want to debug this piece of shi"}, {"post_id": 48801, "ts": "2026-08-17T10:37:03Z", "hours": 9.8594, "text": "Spent I don’t even know how much time I lost track of time doing this shit I did it whole night I am happy that I am going to sleep at 12:33 the error was that I wasn’t sending enough sipis so the aps didn’t actually wake up but I didn’t knew that so I was tracing the whole os to find the error then I actually checked on internet how should it be done and that’s when I was finally able to fix this simple ass problem"}, {"post_id": 46606, "ts": "2026-08-13T23:28:04Z", "hours": 9.4331, "text": "Finished the core wakeup now I can wakeup any numver of cores that I have and now I am going to make some serious multitasking i still need to do the trampoline to launch the cores to 64 bit mode but they will be fast also the limit of cores for legacy PCs is 255 but it is still engouh to wake up amd epyc"}, {"post_id": 45351, "ts": "2026-08-11T19:00:05Z", "hours": 7.7386, "text": "Ok I have found the number of cores which is a huge milestone now I need to find what is the bsp to not wakeup already woken up core number of cores is in a memory buffer 256 bytes big cous the CPU doesn’t have enough IDs for more than 255 cores so even In future it will be ok"}, {"post_id": 42209, "ts": "2026-08-06T20:25:10Z", "hours": 6.2731, "text": "Found Madt table finally going to get number of cores to wakeup"}, {"post_id": 41610, "ts": "2026-08-05T22:27:33Z", "hours": 7.7322, "text": "I did some preparations for init sipi sipi trampoline to wake up more cores for multitasking it just finds acpi rsdp in memory I also want to be able for user to chose how many cores to wakeup"}, {"post_id": 39343, "ts": "2026-08-02T08:01:35Z", "hours": 9.4314, "text": "Added the ability to read what’s on the disk there was a problem with R14 cuz one function that I called used it but push and pop fixed it after I traced the problem without it would print 20 endlessly till it crashed"}, {"post_id": 36740, "ts": "2026-07-29T00:11:34Z", "hours": 4.6686, "text": "Ok I have found the solution instead of looking trough all ports it stops on the firt found idk how it works but it works now I can extract data from disk"}, {"post_id": 35588, "ts": "2026-07-27T03:43:28Z", "hours": 9.2492, "text": "Something is very wrong here. Every debug marker along the boot/init path prints exactly like it should, and it still never makes it to the shell. Going to need a proper trace through this instead of guessing."}, {"post_id": 32921, "ts": "2026-07-22T12:09:35Z", "hours": 8.0367, "text": "PCI bus enumeration, done by brute-force, but like every os does it this way loop over every bus, device, and function number, write a config address to IO port 0xCF8 , read whatever comes back from 0xCFC . All ones means nothing’s there; anything else gets recorded. Once every device on the bus is found, it scans the results for a class code matching AHCI (SATA storage), grabs that device’s BAR5, and starts bringing the controller up — reset bit set, poll until it clears, enable global host control. This is what opens up actual disk read/write instead of relying on BIOS"}, {"post_id": 29065, "ts": "2026-07-15T18:30:38Z", "hours": 0.2567, "text": "Added whatindr just copied function whatincr and changed registers from control to debug"}, {"post_id": 28980, "ts": "2026-07-15T16:38:29Z", "hours": 12.4869, "text": "I added so when the user types it automatically moves screen to VGA buffer so it doesn’t overwrite bad memmory and implemented this thing for cpritn too so if you are near end of the screen it automatically moves up (number of rewrites this function took 3) in pic you can see how cpritn automatically moved up"}, {"post_id": 26737, "ts": "2026-07-11T18:16:27Z", "hours": 9.8742, "text": "Added translate which translates number from hex to dec and also the other way and command to see what in memory I had to make a new function to accept hex and Dec and figure out which one is which than grab byte from memory not 8 bytes was stuck on that then output which was easy cus I already have function for that then added translate which just uses hexbin function for Dec and bin for hex and outputs in the other format also I don’t have much time to code because I am a slave on a construction now and I get paid absolute minimum"}, {"post_id": 20804, "ts": "2026-07-02T14:45:38Z", "hours": 7.6444, "text": "Ok so today I have made saythis command which is basically echo (system says what you tell it to) and whatincr which basically spits out what is in control registers which might be useful for some repairman or whatever but I had to make new functions like bintrn which turns normal pc number into decimal ASCII string but I had the loop wrong it started at wrong point but now it should work"}, {"post_id": 18754, "ts": "2026-06-29T23:04:10Z", "hours": 7.3631, "text": "Added scroll up, just the reverse of scroll down — but still needed its own direction logic and its own set of variables reset correctly, and the first version was so badly written that i just rewrote the thing"}, {"post_id": 16826, "ts": "2026-06-27T10:08:25Z", "hours": 14.0714, "text": "Limited coding time cuz i am on vacation in Berlin but made progress on scrolling the screen now scrolls down good text overflows the bottom. Scroll up still doesn’t exist the first attempt was so tangled it wasn’t worth saving, so that one got scrapped rather than patched."}, {"post_id": 14559, "ts": "2026-06-23T18:40:49Z", "hours": 15.5939, "text": "Added more text commands and started on ones that actually do something, like echo. Also started work on moving text up and down the screen, which is lowk hard"}, {"post_id": 12479, "ts": "2026-06-20T11:33:22Z", "hours": 9.3064, "text": "Completed the command system — a compare routine ( cmper ) checks whatever’s typed against a table of known command strings and jumps straight to that command’s handler on a match. First command wired up was cls , mostly because the screen clearer routine already existed. Everything else gets added the same way from here."}, {"post_id": 11616, "ts": "2026-06-18T22:21:16Z", "hours": 5.1686, "text": "Terminal UI is functional now — Enter does something, and extended interrupts (arrow keys) get decoded properly instead of coming through as garbage. Also added a distinct sys response visual state vs just characters The color choices right now are not best need to actually look into color theory."}, {"post_id": 11321, "ts": "2026-06-18T15:03:42Z", "hours": 3.1789, "text": "Forgot to say this last time, but there’s now a basic (not working) concept of user input reaching the system layer — just the shape of how it should work, not the real thing yet. Finishing that up next so it actually looks like a terminal. Worth sayi the cursor ( curzor ) tracking and the cls screen-clear command both went in a little earlier and are what everything since has been built on top of."}, {"post_id": 11192, "ts": "2026-06-18T09:50:01Z", "hours": 8.1875, "text": "Text now behaves like a normal shell — typing lands where it should, and added a working delete/backspace key plus some general UI cleanup. Starting to lok like an actual terminal instead of a proof of concept."}, {"post_id": 10930, "ts": "2026-06-17T22:14:13Z", "hours": 4.3675, "text": "Keyboard handler is fixed. Can freely type now. thought: there’s currently nothing stopping unrestricted writes from going past where they should, which means someone could in theory type their way into overwriting parts of the running system. Needs boundaries before this goes further."}, {"post_id": 10672, "ts": "2026-06-17T15:09:06Z", "hours": 4.9003, "text": "Fixed yesterday’s error. Now testing on real hardware to check whether the machine actually virtualizes PS2 keyboard controller the same way QEMU does, since the handler logic depends on that"}, {"post_id": 10316, "ts": "2026-06-16T23:51:15Z", "hours": 8.5125, "text": "Tried implementing a keyboard press handler. Sadly, it does not work. Something in the interrupt handling isn’t right — more debugging needed before typing does anything useful."}, {"post_id": 9785, "ts": "2026-06-16T07:03:14Z", "hours": 6.5003, "text": "Finally transitioned into 64-bit mode, so the actual OS can start getting written now. Not going to explain every step in detail since it’s always the same , but simple: built page tables using 2MB pages so the fourth paging level (the 4KB page table) could be skipped entirely, set up the stack, and did the rest of the long-mode setup (PAE, the EFER long-mode-enable bit, then paging itself) before the far jump into 64-bit code."}, {"post_id": 9416, "ts": "2026-06-15T19:29:46Z", "hours": 6.1778, "text": "Big milestone got it running on an actual my pc instead of just QEMU. Had to go back into stage 1 real BIOSes are pickier than QEMU’s about a few things. Nothing structural changed, just les forgiving to handle."}, {"post_id": 9090, "ts": "2026-06-15T05:59:09Z", "hours": 5.4553, "text": "Ok found the bug it was bad cmp flag check still a bad Habit I have from arm to instead of je is Zero try to do arm syntax and do jz, (BZ branch if zero) but now it works ok"}, {"post_id": 8967, "ts": "2026-06-14T22:37:16Z", "hours": 14.9994, "text": "Pulled an all-nighter and finally got a boot working — turned out QEMU was set to -nographic, so my VGA output was being generated correctly but never actually displayed. Once I fixed that, i found a new problem up: once in 32-bit mode, my code started printing from the top of the screen and overwriting text the BIOS had already written. Progress, but a new bug was right behind the old one. Still it doesn’t want to move forward it should print k at the end so something is wrong I am going to investigate It."}, {"post_id": 8362, "ts": "2026-06-13T22:01:15Z", "hours": 16.1964, "text": "I hate this stupid code , literally the only thing I do is find an error, find what could possibly cause it, fix it, and it still doesn’t work. Do that a hundred times, and it turns out the BIOS — which promises not to touch DL — corrupts it anyway during interrupt 0x16. Whatever. Still not fully working, but at least I’ve got the core structure for moving into 32-bit mode. I hate this — why do all x64 processors have to wake up going “uhm I think I’m an IBM processor from 1967” instead of just dropping into 64-bit like ARM does? Also my PC screen broke, so now I’m SSH’d in through Termux to code this thing. I hate assembly but low-key need a new PC — that old Compaq 6510b with 2GHz and two cores isn’t cutting it anymore."}, {"post_id": 7061, "ts": "2026-06-11T20:39:29Z", "hours": 3.8658, "text": "Getting close to 32-bit mode. Added a memory tester using INT 0x15, EAX=0xE820 so the OS actually knows how much RAM exists and where, instead of assuming. Also built two different A20 gate openers — the fast method through port 0x92 first, and a manual read/write test on mirrored addresses as a fallback if that doesn’t take. If one fails, the other starts"}, {"post_id": 6770, "ts": "2026-06-11T10:43:03Z", "hours": 5.9658, "text": "Went back and leaned stage 1 more heavily on the print funtion ( cpritn ) instead of duplicating printing logic, and tightened up the handoff into stage 2. Stage 2 now loads the kernel using a preset Disk Address Packet instead of recalculating the sector count and offset from scratch every single time it runs."}, {"post_id": 5895, "ts": "2026-06-09T21:12:59Z", "hours": 2.0008, "text": "Added LBA (logical block addressing) table implementation — sadly no support hard drives that don’t support it. Also added a test so if the computer’s too old to do extended reads, it just refuses to boot instead of silently corrupting stuff. Auto-retry if something goes wrong, and it jumps to address 0x7E00, where the end of the 2# stage starts."}, {"post_id": 5202, "ts": "2026-06-08T21:59:31Z", "hours": 0.3206, "text": "Did some testing on the 1# stage bootloader today. Now I need to link it up to the 2# stage and then to the actual OS — right now the 1# stage basically just saves what the BIOS hands us (bios present) and tells the system where the 2# stage lives."}]...
|
Title: Assembly os x64 custom kernel and bootloade Title: Assembly os x64 custom kernel and bootloader by @scrt401 | Stardance
Devlogs:
Did some testing on the 1# stage bootloader today. Now I need to link it up to the 2# stage and then to the actual OS — right now the 1# stage basically just saves what the BIOS hands us (bios present) and tells the system where the 2# stage lives.
Added LBA (logical block addressing) table implementation — sadly no support hard drives that don’t support it. Also added a test so if the computer’s too old to do extended reads, it just refuses to boot instead of silently corrupting stuff. Auto-retry if something goes wrong, and it jumps to address 0x7E00, where the end of the 2# stage starts.
Went back and leaned stage 1 more heavily on the print funtion ( cpritn ) instead of duplicating printing logic, and tightened up the handoff into stage 2. Stage 2 now loads the kernel using a preset Disk Address Packet instead of recalculating the sector count and offset from scratch every single time it runs.
Getting close to 32-bit mode. Added a memory tester using INT 0x15, EAX=0xE820 so the OS actually knows how much RAM exists and where, instead of assuming. Also built two different A20 gate openers — the fast method through port 0x92 first, and a manual read/write test on mirrored addresses as a fallback if that doesn’t take. If one fails, the other starts
I hate this stupid code , literally the only thing I do is find an error, find what could possibly cause it, fix it, and it still doesn’t work. Do that a hundred times, and it turns out the BIOS — which promises not to touch DL — corrupts it anyway during interrupt 0x16. Whatever. Still not fully working, but at least I’ve got the core structure for moving into 32-bit mode. I hate this — why do all x64 processors have to wake up going “uhm I think I’m an IBM processor from 1967” instead of just dropping into 64-bit like ARM does? Also my PC screen broke, so now I’m SSH’d in through Termux to code this thing. I hate assembly but low-key need a new PC — that old Compaq 6510b with 2GHz and two cores isn’t cutting it anymore.
Pulled an all-nighter and finally got a boot working — turned out QEMU was set to -nographic, so my VGA output was being generated correctly but never actually displayed. Once I fixed that, i found a new problem up: once in 32-bit mode, my code started printing from the top of the screen and overwriting text the BIOS had already written. Progress, but a new bug was right behind the old one. Still it doesn’t want to move forward it should print k at the end so something is wrong I am going to investigate It.
Ok found the bug it was bad cmp flag check still a bad Habit I have from arm to instead of je is Zero try to do arm syntax and do jz, (BZ branch if zero) but now it works ok
Big milestone got it running on an actual my pc instead of just QEMU. Had to go back into stage 1 real BIOSes are pickier than QEMU’s about a few things. Nothing structural changed, just les forgiving to handle.
Finally transitioned into 64-bit mode, so the actual OS can start getting written now. Not going to explain every step in detail since it’s always the same , but simple: built page tables using 2MB pages so the fourth paging level (the 4KB page table) could be skipped entirely, set up the stack, and did the rest of the long-mode setup (PAE, the EFER long-mode-enable bit, then paging itself) before the far jump into 64-bit code.
Tried implementing a keyboard press handler. Sadly, it does not work. Something in the interrupt handling isn’t right — more debugging needed before typing does anything useful.
Fixed yesterday’s error. Now testing on real hardware to check whether the machine actually virtualizes PS2 keyboard controller the same way QEMU does, since the handler logic depends on that
Keyboard handler is fixed. Can freely type now. thought: there’s currently nothing stopping unrestricted writes from going past where they should, which means someone could in theory type their way into overwriting parts of the running system. Needs boundaries before this goes further.
Text now behaves like a normal shell — typing lands where it should, and added a working delete/backspace key plus some general UI cleanup. Starting to lok like an actual terminal instead of a proof of concept.
Forgot to say this last time, but there’s now a basic (not working) concept of user input reaching the system layer — just the shape of how it should work, not the real thing yet. Finishing that up next so it actually looks like a terminal. Worth sayi the cursor ( curzor ) tracking and the cls screen-clear command both went in a little earlier and are what everything since has been built on top of.
Terminal UI is functional now — Enter does something, and extended interrupts (arrow keys) get decoded properly instead of coming through as garbage. Also added a distinct sys response visual state vs just characters The color choices right now are not best need to actually look into color theory.
Completed the command system — a compare routine ( cmper ) checks whatever’s typed against a table of known command strings and jumps straight to that command’s handler on a match. First command wired up was cls , mostly because the screen clearer routine already existed. Everything else gets added the same way from here.
Added more text commands and started on ones that actually do something, like echo. Also started work on moving text up and down the screen, which is lowk hard
Limited coding time cuz i am on vacation in Berlin but made progress on scrolling the screen now scrolls down good text overflows the bottom. Scroll up still doesn’t exist the first attempt was so tangled it wasn’t worth saving, so that one got scrapped rather than patched.
Added scroll up, just the reverse of scroll down — but still needed its own direction logic and its own set of variables reset correctly, and the first version was so badly written that i just rewrote the thing
Ok so today I have made saythis command which is basically echo (system says what you tell it to) and whatincr which basically spits out what is in control registers which might be useful for some repairman or whatever but I had to make new functions like bintrn which turns normal pc number into decimal ASCII string but I had the loop wrong it started at wrong point but now it should work
Added translate which translates number from hex to dec and also the other way and command to see what in memory I had to make a new function to accept hex and Dec and figure out which one is which than grab byte from memory not 8 bytes was stuck on that then output which was easy cus I already have function for that then added translate which just uses hexbin function for Dec and bin for hex and outputs in the other format also I don’t have much time to code because I am a slave on a construction now and I get paid absolute minimum
I added so when the user types it automatically moves screen to VGA buffer so it doesn’t overwrite bad memmory and implemented this thing for cpritn too so if you are near end of the screen it automatically moves up (number of rewrites this function took 3) in pic you can see how cpritn automatically moved up
Added whatindr just copied function whatincr and changed registers from control to debug
PCI bus enumeration, done by brute-force, but like every os does it this way loop over every bus, device, and function number, write a config address to IO port 0xCF8 , read whatever comes back from 0xCFC . All ones means nothing’s there; anything else gets recorded. Once every device on the bus is found, it scans the results for a class code matching AHCI (SATA storage), grabs that device’s BAR5, and starts bringing the controller up — reset bit set, poll until it clears, enable global host control. This is what opens up actual disk read/write instead of relying on BIOS
Something is very wrong here. Every debug marker along the boot/init path prints exactly like it should, and it still never makes it to the shell. Going to need a proper trace through this instead of guessing.
Ok I have found the solution instead of looking trough all ports it stops on the firt found idk how it works but it works now I can extract data from disk
Added the ability to read what’s on the disk there was a problem with R14 cuz one function that I called used it but push and pop fixed it after I traced the problem without it would print 20 endlessly till it crashed
I did some preparations for init sipi sipi trampoline to wake up more cores for multitasking it just finds acpi rsdp in memory I also want to be able for user to chose how many cores to wakeup
Found Madt table finally going to get number of cores to wakeup
Ok I have found the number of cores which is a huge milestone now I need to find what is the bsp to not wakeup already woken up core number of cores is in a memory buffer 256 bytes big cous the CPU doesn’t have enough IDs for more than 255 cores so even In future it will be ok
Finished the core wakeup now I can wakeup any numver of cores that I have and now I am going to make some serious multitasking i still need to do the trampoline to launch the cores to 64 bit mode but they will be fast also the limit of cores for legacy PCs is 255 but it is still engouh to wake up amd epyc
Spent I don’t even know how much time I lost track of time doing this shit I did it whole night I am happy that I am going to sleep at 12:33 the error was that I wasn’t sending enough sipis so the aps didn’t actually wake up but I didn’t knew that so I was tracing the whole os to find the error then I actually checked on internet how should it be done and that’s when I was finally able to fix this simple ass problem
Aps not responding should put 67 to px67 but aps not doing idk if because of qemu or whatever I don’t want to debug this piece of shi
Ok so uuuh….. Somehow secr destroyditself up and I had to fix it the thing is that from 0xffffff… Somehow one of the f magically dissapeared and I had to basically trace whole Drs sector to find what was wrong also waking aps for some reason isn’t working even I am using textbook code to wake it up I now have no idea why is it not working mameybie I will gat back to it at the end and now do the special function because everyone on stardance for some reason started doing X64 os so I had to come up with something radical, I am going to make a full local assembly llm chat engine like llama.cpp fully in assembly for sofaos all things from scratch tokenizer network loading calculation and other stuff I have nothing really to show so just enjoy some random pic from my gallery
Ok so I was working on gluing gguf file at the end of my iso you can see image it was successful also needed to generalize ahci driver to work on all PCs now writing the gguf retrieve from disk code
Ok so I half rewritten the code for sector read I had to drop hard coded 0 and look for actuall devices to get the data from as you can see it works still
Ok I have made a new command inout it let’s user chose number port in and port to listen from and it spits out response from the port as you can see I tried corrupting time register and it worked
Ok I was figuring out how to load the gguf file which I think I got right but I can’t find a way to know how many sectors to pull out of disk because the metadata in gguf aren’t always the same nor size of the entries are the same so there is now way to know when they end and I need them to find the size of the file in picture you can see how the metadata is structured
Ok I give up on writing it, cuz GGUF file structure is ass and I can’t write it in the way it should be I am going to pull a cheap trick by putting a control string at the end of the file to know when the file is ending below is structure of how the whole file should look like
Ok sooo I made the code buuut it hangs when I do the loading idk what happening will have to debug
I have successfully loaded whole LLM problem was that It was loading 1 gb by 512 bytes and that takes very long and thats why it seemed it hanged I fixed it by giving it a counter so you can see that it doesn’t hang
Hello good news today have started on setting up the data from GGUF rn it is just getting version metadata entryes and tensor entry, I Also started a loop for the metadata entryes but just started this one was easy cuz it has prefixed everything 4 bytes gguf magic 4 version 8 metadata entryes and 8 tensor info entry which makes 24 bytes in total
Ok bigg devlog todat i decided to speedrun this so i can ship this project as fast as possible also changed the model to a smaller native f16 quantization and It works which is a proof that anyone can put their model into sofaos and run it rn it just loops troug metadata to find general architecture
Ok all metadata entry data prased but when i delete the print at the bottom it for some reason triple faults going to report every ±9 hrs because i need to speedrun this because the stardance is ending soon now onto tensor data praser
Ok i gave lost the war against the matadata praser i will not fight it now i will fix it in second ship for now i have hard coded the data needed and also made the core of the tokenizer which was relatively easy compared to the praser
Tokenizer done now for vector context calculator . The tokenizer was somwhat refusing to work but one rewrite later it subdued to my power it is split into teo parts the text decoder and encoder decoder formats the words for encoder and encoder finds tokens for the words
Made the metadata praser work i was using tensor format and nkt metadata Format also verifyed it works on pc
Ok bad News today i drank 5l of Kofola and now me attention me hyperactive me cant concentrate but did token and bos token enumetion there was a problem with division because of no xor rdx,rdx but ez fix if boestoken add 1 it adds tokwn
Ok so uuh those 5l of Kofola wasn’t a great ide today i got a fever or flu or whatever the thing that makes you feel hot but i made some progress even though it was hard cuz i had a headache and couldn’t do anything so what i did i made a f16 to 32 translation and you might say hmm but this doesn’t seem too vomplex first of all i had to split registers inro 3 sections do calculation on them and the glue them together to xmm0 but what you might not know is if you don’t allow xmm is 32 bit mode it will throw gp an the whole code and you cant know why it crashed because whole runtime in crash log looks absolutely normal for some reason also I don’t actually care about the time anymore i just want to get this working so i can get a laptop to not code on my phone
Today i am a bit better so i did the harder part that is needed to be done, i have made tensor info gatherer, basically each layer has 9 tensor info, so for my model 9*30 tensor infos, also the string i am comparing in the function needs to be like [blk.][number of current layer in decimal(use bintrn)][specification string], it still doesn’t work but it will be something like infinite inc loop to memory or division basically smth that generates general protection, also because I was smart i saved my previous error where i used tensor info praser so i didn’t Neded to reerite it.
I have no idea how to fix it so i retreated ro the ol reliable method by first hardcoding it and after some time actually fixing it
Today i got help from my great teacher and was able to do more than usual, today i did hbuf setuper it basically just calls fcon 576 times to translate the values from 16 bit quantization to 32 then i have written a function RMSNorm which uses hbuf and weights you give it and calculates rescaled feuture vector
There was a problem with pointers in rnsm found it when i did double check and from there errors just piled up but at least its fixed now
Ok i have successfully made detokenizator which goes trough the token id book that many times as a token because token id =id book entries untill the token, and also i have made matrix–vector dot product calculator which goes through all token ids and translates them into a big amount of vectors which then in another step i will be doing comparison hbuf with all these vectors to find a token with lovest diff and that will be our output token, but big but it still isn’t tested i will be testing it when i will have the full command done for now i just want to live in an illusion that my code is error free
So today i finished argmax which finds closest token to response, now i have everything but it still has some errors it prints 0 every time so meybie some register colision but the good thing is that it doesn’t crash.
Ok so refined devlogs polished sofaos and GitHub couldn’t ship because rhe whole kernel inflated from 52 to 838 sectors by some miracle, destroyed interrupt table, tensor hard coded stuff and other stuff it ruined my day also ok so let me defend originality : it is a ring 0 os made for hardvare inspection while i saw others did os stuff to before me on stardance i already made an os before stardance in arm , technicality : assembly ,usability : it is meant to inspect pcs when something goes wrong hardvare level not daily driver, you decide storitelyng i pored my heart into those devlogs
ok so let me defend originality : it is a ring 0 os made for hardvare inspection while i saw others did os stuff to before me on stardance i already made an os before stardance in arm , technicality : assembly ,usability : it is meant to inspect pcs when something goes wrong hardvare level not daily driver, you decide storitelyng i pored my heart into those devlogs
Ships:
Simple os with access to Ring 0 stuff the ai no work sadly...
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1793008448.7407556
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1793872448.7407556
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59343
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ichi by @rigid_valmeo | Stardance
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rigid_valmeo
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T10:00:08Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I make this website and I’m proud of it:3 It was very challenging lol since it was my first time… but tysm for the amazing tutorials nasa stardance!", "repo": "https://github.com/rigidvalmeo03/ichi-website-real", "demo": "https://rigidvalmeo03.github.io/ichi-website-real/"}]...
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[{"post_id": 69559, "ts": "202 [{"post_id": 69559, "ts": "2026-09-17T09:57:44Z", "hours": 3.0361, "text": "My Website! AAAAAAAA im so happy i made this. It’s my first time:3"}]...
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Title: ichi by @rigid_valmeo | Stardance
Devlogs: Title: ichi by @rigid_valmeo | Stardance
Devlogs:
My Website! AAAAAAAA im so happy i made this. It’s my first time:3
Ships:
I make this website and I’m proud of it:3 It was very challenging lol since it was my first time… but tysm for the amazing tutorials nasa stardance!...
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1792856993.0302327
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1793720993.0302327
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39530
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Ship Talkers by @SeradedStripes | Stardance
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SeradedStripes
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1
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44.69
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676
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T09:59:54Z", "hours": 41.0, "multiplier": 13.61, "payout": 676, "blessing": "neutral", "text": "I made shiptalkers! A bot that originally allows you to compare your slack time to hackatime time. Previously it was shut down, but I have revived it! With many additions as well. It features a website with a bunch of aggregated stats, a cool api and sweet leaderboards. Even a search system! It processes all messages in hack club slack to calculate slack time. Although if you opt in to it storing your messages as well, it will be way more accurate and will stay updated faster.", "repo": "https://github.com/SeradedStripes/shiptalkers", "demo": "https://shiptalkers.kirze.de"}]...
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[{"post_id": 75302, "ts": "202 [{"post_id": 75302, "ts": "2026-09-29T18:01:58Z", "hours": 1.6317, "text": "Updates Quite a bit this time that are important. First up I added a link to the github in the header and fixed the bot to actually follow slack rate limtis. Added a board for linked accounts page. Big thing now. Added consent gated slack scraping. Basically fd told me i need people to opt in. And finally the last big thing I added channel blacklisting as a shipwright and a goi linked through OAuth so I had to blacklist all sw channels and goi channel as they have sensitive messages in them"}, {"post_id": 74418, "ts": "2026-09-27T11:00:42Z", "hours": 2.0608, "text": "Update time Been quite a bit since ship and i decided because of the stardance extension I’m going to do more devlogs. Mainly i added an opt out feature and realized the new defaults for scraping speeds were shit so i undid them. I then decided that because there were channels with fucking 3000 thread roots, i lowered the age limit of threads to 7 days instead of 30 days. I nuked opt out/opt in and nuked the manual apps needed for scraping. There is now an OAuth system with slack, you can link your account and it will scrape your messages in private channels you are in. works without this though. Added a max scraping per minute variable so i dont strain my internet connection a bunch. And finally I also added the [PRIVATE] and [ARCHIVED] badges to channels"}, {"post_id": 69557, "ts": "2026-09-17T09:48:52Z", "hours": 2.6625, "text": "Updates Should be final update before I ship Added all users and all channels boards Renamed Leaderboards to just Boards Normalized colum widths for those boards and added pagination We were hammering hackatime, it now has a hard limit of 50k hackatime reqs/day and 1req/sec Massive update to stats page so it displays more info and is more relevant. Changed total time to total hours where the time was hours and added total time in format of years/months/ etc. as well We sped up docker builds a bunch We retry known private hackatime users ever 30 days now Fixed a shared message-scrape lock The response when you ask the bot for time now includes a link to your/person your checking time ofs stats page I think thats about it"}, {"post_id": 68061, "ts": "2026-09-14T13:34:14Z", "hours": 3.9675, "text": "Updates Quite a bunch of updates this time, a lot of work has been done, and i feel like I was nearly killed by fd. Okay so Shiptalkers is now opt in. Most of this devlogs time was spent: Adding a message locator system, basically maps out where every message is instead of storing content of it Process messages without storing message content Backfill message content for users who opt in Add a custom shiptalkers id assigned to messages so we dont store sender id of each message. To opt in you can send “Opt In” in the shiptalkers channel Apart from that I migrated from in file SQL to a proper migrations system. General updates Added mobile support Massive cleanup of AGENTS.md 0 Full fetch and scrape all messages run in parrallel now. Archived channels card for stats page. Now persists thread rescans, added a thread timestamp index, persisted thread high-water marks. Reduced repeated history-wide scans Added durable consent backfill progress and fixed backfills blocking fresh message checks Fixed a per message update of the shared database counter row. It now updates per statement Score recomputation is now hourly instead of passly. I think thats about it. Main point of this is that we got scraping to be way faster, and we got opt in requirement."}, {"post_id": 64872, "ts": "2026-09-09T15:53:56Z", "hours": 2.1342, "text": "Updates Bunch of API related things this time Added api docs API key section in account tab and APIT key account endpoints Added CSRF support (lmao i dont know why i didnt have it before) Made the api key response be a popup in account page and centered it in a later commit Added Stats API endpoint Added Max Age to cookies Website and slack bot now share 1 source of truth for stats (stupid that i didnt have it like this already) Added granting perms to other api keys New user joins are now picked up in real time. Thats about it"}, {"post_id": 62009, "ts": "2026-09-05T06:41:19Z", "hours": 0.9625, "text": "Updates Really short devlog this time. Added Error logging for session_query Resumable channel sweeps Use a new action for build & deploys Workflows are also greatly increased with speed"}, {"post_id": 60402, "ts": "2026-09-02T18:19:48Z", "hours": 3.8992, "text": "Alot of updates this time Updates Brand new scraper crate separate from app, dk if I have mentioned it before in devlogs. It does slack and hackatime scraping all in one so we can have the main app deploys not interrupt scrapes. Updates^2 Added “a” keyword - Alias for “all time” Updated settings.rs and example.env to fit new defaults Fixed refresh_daily_stats failing on a second Fixed a bunch of ::bigint needing to be everywhere a sum() was decoded switched scraper to mimalloc allocator Replaced ts with real message_tis / 1000000 (I dont know if i put enough/too many zeros here) Fixed slack time recomputing in new postgredb Precomputes page stats now Removed a useless half-hourly job ON CONFLICT now only fires when counts actually change Added DB available probe to tests Better logging (disabled timestamps in logger) Added a mark_seen dedupe Updated hackatime sync logging to be less taking up all logs Added zstd + drop duplicate tables Removed zstd as postgre18-alpine does not come with it and I am not rescraping slack Only the scraper can init tables now I don’t think im missing anything else i did, If I am though then sorry gois Also see in one of the images below is total ram and cpu usage. somehow the postgre db is using over 4.5G of ram"}, {"post_id": 55696, "ts": "2026-08-27T17:39:34Z", "hours": 2.3453, "text": "Updates Mighta lowkey forgot to be doing devlogs again… Anyway Updates^2 Basically any keyword for time works now Cargo Chef is now used for docker Updated AGENTS.md No longer requires hackatime data to display slack time data. Ported everything from clickhouse to postgresql but havent deployed that yet You can now mention other people to get their stats I think thats it Might be wrong on that tho. Anyway I got better from being sick last week and im sick again Also used @mahad in screenshot below, def not an excuse just for a random pung"}, {"post_id": 50981, "ts": "2026-08-20T13:52:57Z", "hours": 1.0983, "text": "Updates We still sick (not much better today) but i got some work done Updates^2 Split a bunch of existing code into separate files for maintainability added font caching parallel resyncs (hackatime) More memory/CPU optimizations in the code (I lowkey forgot what i changed for this Thats it for now"}, {"post_id": 50495, "ts": "2026-08-19T17:34:53Z", "hours": 1.4911, "text": "A decent length devlog this time So recently I have been sick so i got less time. (Wish me to get better soon) Anyway enough of that, on to the changes: Updates Fixed authless hackatime syncing Using the spans api of hackatime so we get all data for time specific commands fix SQL and rust helper dividing by 1000000 Wrapped the entire sum(if(…)) in toUInt64(), which fixed the slack bot reporting wrong time from public hackatime syncing change. It makes it so clickhouse sees a single output type regardless of what it infers inside. Thats about it"}, {"post_id": 47761, "ts": "2026-08-15T22:05:51Z", "hours": 1.8011, "text": "Updates We swapped aws-lc-rs for ring futures swapped for futures-util nuked tower crate & lowered what is pulled for tokio Brought back dependabot auto merge Added cool charts Nuked cool charts Stats page changed again (wip) Broke hackatime time syncing when i tried to make it not need auth (tmrw me problem) Added page streaming and incremantal word totals"}, {"post_id": 47444, "ts": "2026-08-15T11:36:12Z", "hours": 2.1614, "text": "Updates improving my devlog to hour ratio Anyway.. New db scrape is completed! Major changes Top words leaderboard Leaderboard search system Updated stats page (see below) Added a combined leaderboard (hackatime + slack time) Added backups in coolify Minor repo restructure (moved shiptalkers-app to its own shiptalkers-app/ dir) Added gzip support for slack api scrapers im lowkey running out of things to add… Drop any suggestions in the comments"}, {"post_id": 45844, "ts": "2026-08-12T15:56:53Z", "hours": 2.9381, "text": "Updates Tad bit of time that i forgot to log progressively. Anyway DB got corrupted We rescraping dis shi rn Added a whole new formula (multiple times actually) Added tests for formula Did a bunch of fixes to try and save corrupted db Afterwards i just nuked it and we started rescraping yesterday Made ini_tables probe slack_messages_by_user first Added default clickhouse values into the rust app Now recomputes stats page cache every 30s Fixed UNKNOWN_IDENTIFIER: ‘chars’ (Yeah i had claude do this one) Added a better system to add new slack keys to the env, instead of 1 big env var, its now, SLACK_BOT_TOKEN_X=xoxb…. Where X is token number made it a shared work queue instead of static round robin sharding for scraper Switched to a mimalloc allocator from glibc It now does backfills for channels and users in parallel Added a system for incase hackatime goes down Did a commit for one new keyboard being “last 2 months” It also now scrapes reactions"}, {"post_id": 43402, "ts": "2026-08-08T16:58:43Z", "hours": 2.14, "text": "Updates Added proper test system More keywords Heavily sped up per user pages & stats page Updates stats ui to mostly show 5 decs for db size in gib added a display load time in ms to footer Nuked the admin panel Dependabot & PR labeler system(s) We now use alpine base for docker We got a tests system now I think thats it, idk tho"}, {"post_id": 43170, "ts": "2026-08-08T09:04:47Z", "hours": 3.83, "text": "Updates May have forgot to be doing devlogs Anyway Actual thread scanning and actually scraping its replies Recconect system for run_socket so the slack bot part stops dying Added an admin panel Is bot and Is Deleted acc tags to make leaderboard better Slack_app_creation script (to scrape with more tokens.. faster) Added error support from slack Proper slack stats time computation for in channel image Scan older threads support (up to 30 days) If slack stops sending periodic pings then slack bot auto reconnects Displays coding time as hours and minutes instead of just minutes DB schema updates"}, {"post_id": 40194, "ts": "2026-08-03T16:25:15Z", "hours": 3.8114, "text": "Oops, forgot to devlog for a bit Anyway Updates its online it works Round robin support for multiple tokens for > speed it replies in channel (ship-talkers channel) downgraded clickhouse to 26.4 for my older server added a proper health check endpoint Optimized slack messages daily Realized conversations.history supports 999 per request instead of just 100 msgs Auto deploy system Limited resources for clickhouse Consistant rescrape checks w/ round robin support ofc Thats about it i think Oh yeah it finished the full slack scrape Next up Changing scrape system for privacy reasons (maybe) more scrape accs QOL features Idk gang"}, {"post_id": 39345, "ts": "2026-08-02T08:05:59Z", "hours": 1.7075, "text": "Updates As usual we got a bunch of features Search system Channel search User Search Per user stats page Per channel stats page Hackatime/HCA login systems Header & Footer Added a cool banner at top of the page to show its scraping for initial scrape Fix docker failing due to forgeting to COPY templates for it Added scopes needed for everything to readme Switched out the purple for a soft pink Still not done scraping"}, {"post_id": 38890, "ts": "2026-08-01T13:41:10Z", "hours": 1.4708, "text": "Updates Docker stuff Better concurrency system Replaced hand rolled bucket Two queue system for need to be scraped and already scraped checking Show total db size in stats page Backfilling for already scraped channels Top chatters and top shiptalkers tables in stats page Move all styling to a css file Add the css file to the repo as i forgot to include it in the move all styling to css file commit Use askama crate for server side rendering to remove javascript in website remove dead code and dead crates Create AGENTS.md Syslink CLAUDE.md to AGENTS.md Create clippy.toml Create a justfile Create CONTRIBUTING.md Add expected environment to contributing file Realize slack api sucks for the millionth time Fix things that i was ignoring and just lint needed me to fix to not error outs Scraping is coming along good too over 1k channels done 14.8k to go"}, {"post_id": 38777, "ts": "2026-08-01T10:43:33Z", "hours": 1.6328, "text": "Updates Archived Channel ID scraping I then reverted that change 2 days later after how stupid it was No more infinite scan loops Message scraping support Auto dedupe Better scraping Better logging Thread Scraping Then better thread scraping Finally Thread reply scraping in background"}, {"post_id": 35126, "ts": "2026-07-26T11:24:54Z", "hours": 1.0536, "text": "Updates We got it scraping total channel count so far Proper list Link up stats page to clickhouse Fix it not pushing to clickhouse often enough Start off with scraping total channel count Docker compose stuff Fun Fact: There is a total of 15,958 channels in Hack Club Slack!"}, {"post_id": 35088, "ts": "2026-07-26T09:20:49Z", "hours": 0.275, "text": "Updates Basic project setup"}]...
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Title: Ship Talkers by @SeradedStripes | Stardance Title: Ship Talkers by @SeradedStripes | Stardance
Devlogs:
Updates Basic project setup
Updates We got it scraping total channel count so far Proper list Link up stats page to clickhouse Fix it not pushing to clickhouse often enough Start off with scraping total channel count Docker compose stuff Fun Fact: There is a total of 15,958 channels in Hack Club Slack!
Updates Archived Channel ID scraping I then reverted that change 2 days later after how stupid it was No more infinite scan loops Message scraping support Auto dedupe Better scraping Better logging Thread Scraping Then better thread scraping Finally Thread reply scraping in background
Updates Docker stuff Better concurrency system Replaced hand rolled bucket Two queue system for need to be scraped and already scraped checking Show total db size in stats page Backfilling for already scraped channels Top chatters and top shiptalkers tables in stats page Move all styling to a css file Add the css file to the repo as i forgot to include it in the move all styling to css file commit Use askama crate for server side rendering to remove javascript in website remove dead code and dead crates Create AGENTS.md Syslink CLAUDE.md to AGENTS.md Create clippy.toml Create a justfile Create CONTRIBUTING.md Add expected environment to contributing file Realize slack api sucks for the millionth time Fix things that i was ignoring and just lint needed me to fix to not error outs Scraping is coming along good too over 1k channels done 14.8k to go
Updates As usual we got a bunch of features Search system Channel search User Search Per user stats page Per channel stats page Hackatime/HCA login systems Header & Footer Added a cool banner at top of the page to show its scraping for initial scrape Fix docker failing due to forgeting to COPY templates for it Added scopes needed for everything to readme Switched out the purple for a soft pink Still not done scraping
Oops, forgot to devlog for a bit Anyway Updates its online it works Round robin support for multiple tokens for > speed it replies in channel (ship-talkers channel) downgraded clickhouse to 26.4 for my older server added a proper health check endpoint Optimized slack messages daily Realized conversations.history supports 999 per request instead of just 100 msgs Auto deploy system Limited resources for clickhouse Consistant rescrape checks w/ round robin support ofc Thats about it i think Oh yeah it finished the full slack scrape Next up Changing scrape system for privacy reasons (maybe) more scrape accs QOL features Idk gang
Updates May have forgot to be doing devlogs Anyway Actual thread scanning and actually scraping its replies Recconect system for run_socket so the slack bot part stops dying Added an admin panel Is bot and Is Deleted acc tags to make leaderboard better Slack_app_creation script (to scrape with more tokens.. faster) Added error support from slack Proper slack stats time computation for in channel image Scan older threads support (up to 30 days) If slack stops sending periodic pings then slack bot auto reconnects Displays coding time as hours and minutes instead of just minutes DB schema updates
Updates Added proper test system More keywords Heavily sped up per user pages & stats page Updates stats ui to mostly show 5 decs for db size in gib added a display load time in ms to footer Nuked the admin panel Dependabot & PR labeler system(s) We now use alpine base for docker We got a tests system now I think thats it, idk tho
Updates Tad bit of time that i forgot to log progressively. Anyway DB got corrupted We rescraping dis shi rn Added a whole new formula (multiple times actually) Added tests for formula Did a bunch of fixes to try and save corrupted db Afterwards i just nuked it and we started rescraping yesterday Made ini_tables probe slack_messages_by_user first Added default clickhouse values into the rust app Now recomputes stats page cache every 30s Fixed UNKNOWN_IDENTIFIER: ‘chars’ (Yeah i had claude do this one) Added a better system to add new slack keys to the env, instead of 1 big env var, its now, SLACK_BOT_TOKEN_X=xoxb…. Where X is token number made it a shared work queue instead of static round robin sharding for scraper Switched to a mimalloc allocator from glibc It now does backfills for channels and users in parallel Added a system for incase hackatime goes down Did a commit for one new keyboard being “last 2 months” It also now scrapes reactions
Updates improving my devlog to hour ratio Anyway.. New db scrape is completed! Major changes Top words leaderboard Leaderboard search system Updated stats page (see below) Added a combined leaderboard (hackatime + slack time) Added backups in coolify Minor repo restructure (moved shiptalkers-app to its own shiptalkers-app/ dir) Added gzip support for slack api scrapers im lowkey running out of things to add… Drop any suggestions in the comments
Updates We swapped aws-lc-rs for ring futures swapped for futures-util nuked tower crate & lowered what is pulled for tokio Brought back dependabot auto merge Added cool charts Nuked cool charts Stats page changed again (wip) Broke hackatime time syncing when i tried to make it not need auth (tmrw me problem) Added page streaming and incremantal word totals
A decent length devlog this time So recently I have been sick so i got less time. (Wish me to get better soon) Anyway enough of that, on to the changes: Updates Fixed authless hackatime syncing Using the spans api of hackatime so we get all data for time specific commands fix SQL and rust helper dividing by 1000000 Wrapped the entire sum(if(…)) in toUInt64(), which fixed the slack bot reporting wrong time from public hackatime syncing change. It makes it so clickhouse sees a single output type regardless of what it infers inside. Thats about it
Updates We still sick (not much better today) but i got some work done Updates^2 Split a bunch of existing code into separate files for maintainability added font caching parallel resyncs (hackatime) More memory/CPU optimizations in the code (I lowkey forgot what i changed for this Thats it for now
Updates Mighta lowkey forgot to be doing devlogs again… Anyway Updates^2 Basically any keyword for time works now Cargo Chef is now used for docker Updated AGENTS.md No longer requires hackatime data to display slack time data. Ported everything from clickhouse to postgresql but havent deployed that yet You can now mention other people to get their stats I think thats it Might be wrong on that tho. Anyway I got better from being sick last week and im sick again Also used @mahad in screenshot below, def not an excuse just for a random pung
Alot of updates this time Updates Brand new scraper crate separate from app, dk if I have mentioned it before in devlogs. It does slack and hackatime scraping all in one so we can have the main app deploys not interrupt scrapes. Updates^2 Added “a” keyword - Alias for “all time” Updated settings.rs and example.env to fit new defaults Fixed refresh_daily_stats failing on a second Fixed a bunch of ::bigint needing to be everywhere a sum() was decoded switched scraper to mimalloc allocator Replaced ts with real message_tis / 1000000 (I dont know if i put enough/too many zeros here) Fixed slack time recomputing in new postgredb Precomputes page stats now Removed a useless half-hourly job ON CONFLICT now only fires when counts actually change Added DB available probe to tests Better logging (disabled timestamps in logger) Added a mark_seen dedupe Updated hackatime sync logging to be less taking up all logs Added zstd + drop duplicate tables Removed zstd as postgre18-alpine does not come with it and I am not rescraping slack Only the scraper can init tables now I don’t think im missing anything else i did, If I am though then sorry gois Also see in one of the images below is total ram and cpu usage. somehow the postgre db is using over 4.5G of ram
Updates Really short devlog this time. Added Error logging for session_query Resumable channel sweeps Use a new action for build & deploys Workflows are also greatly increased with speed
Updates Bunch of API related things this time Added api docs API key section in account tab and APIT key account endpoints Added CSRF support (lmao i dont know why i didnt have it before) Made the api key response be a popup in account page and centered it in a later commit Added Stats API endpoint Added Max Age to cookies Website and slack bot now share 1 source of truth for stats (stupid that i didnt have it like this already) Added granting perms to other api keys New user joins are now picked up in real time. Thats about it
Updates Quite a bunch of updates this time, a lot of work has been done, and i feel like I was nearly killed by fd. Okay so Shiptalkers is now opt in. Most of this devlogs time was spent: Adding a message locator system, basically maps out where every message is instead of storing content of it Process messages without storing message content Backfill message content for users who opt in Add a custom shiptalkers id assigned to messages so we dont store sender id of each message. To opt in you can send “Opt In” in the shiptalkers channel Apart from that I migrated from in file SQL to a proper migrations system. General updates Added mobile support Massive cleanup of AGENTS.md 0 Full fetch and scrape all messages run in parrallel now. Archived channels card for stats page. Now persists thread rescans, added a thread timestamp index, persisted thread high-water marks. Reduced repeated history-wide scans Added durable consent backfill progress and fixed backfills blocking fresh message checks Fixed a per message update of the shared database counter row. It now updates per statement Score recomputation is now hourly instead of passly. I think thats about it. Main point of this is that we got scraping to be way faster, and we got opt in requirement.
Updates Should be final update before I ship Added all users and all channels boards Renamed Leaderboards to just Boards Normalized colum widths for those boards and added pagination We were hammering hackatime, it now has a hard limit of 50k hackatime reqs/day and 1req/sec Massive update to stats page so it displays more info and is more relevant. Changed total time to total hours where the time was hours and added total time in format of years/months/ etc. as well We sped up docker builds a bunch We retry known private hackatime users ever 30 days now Fixed a shared message-scrape lock The response when you ask the bot for time now includes a link to your/person your checking time ofs stats page I think thats about it
Update time Been quite a bit since ship and i decided because of the stardance extension I’m going to do more devlogs. Mainly i added an opt out feature and realized the new defaults for scraping speeds were shit so i undid them. I then decided that because there were channels with fucking 3000 thread roots, i lowered the age limit of threads to 7 days instead of 30 days. I nuked opt out/opt in and nuked the manual apps needed for scraping. There is now an OAuth system with slack, you can link your account and it will scrape your messages in private channels you are in. works without this though. Added a max scraping per minute variable so i dont strain my internet connection a bunch. And finally I also added the [PRIVATE] and [ARCHIVED] badges to channels
Updates Quite a bit this time that are important. First up I added a link to the github in the header and fixed the bot to actually follow slack rate limtis. Added a board for linked accounts page. Big thing now. Added consent gated slack scraping. Basically fd told me i need people to opt in. And finally the last big thing I added channel blacklisting as a shipwright and a goi linked through OAuth so I had to blacklist all sw channels and goi channel as they have sensitive messages in them
Ships:
I made shiptalkers! A bot that originally allows you to compare your slack time to hackatime time. Previously it was shut down, but I have revived it! With many additions as well. It features a website with a bunch of aggregated stats, a cool api and sweet leaderboards. Even a search system! It processes all messages in hack club slack to calculate slack time. Although if you opt in to it storing your messages as well, it will be way more accurate and will stay updated faster....
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1793008080.1337075
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1793094480.1337075
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63033
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tic tac game by @id9gaf | Stardance
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id9gaf
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1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T07:38:57Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i created a simpe tic tac toe game, with a comfy pink ui design !", "repo": "https://github.com/hot-stemer/Bloom-Tic-Tac-Toe", "demo": "https://hot-stemer.github.io/Bloom-Tic-Tac-Toe/"}]...
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[{"post_id": 69514, "ts": "202 [{"post_id": 69514, "ts": "2026-09-17T07:00:15Z", "hours": 6.3281, "text": "I actually finished this game a while ago :––––––––––––––––––––––––––––––––––––––––––––––––––:"}]...
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Title: tic tac game by @id9gaf | Stardance
Devlog Title: tic tac game by @id9gaf | Stardance
Devlogs:
I actually finished this game a while ago :––––––––––––––––––––––––––––––––––––––––––––––––––:
Ships:
i created a simpe tic tac toe game, with a comfy pink ui design !...
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1793058706.9074411
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1793145106.9074411
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63031
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new-tab-firefox by @DEV369 | Stardance
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DEV369
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1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T07:21:54Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? A single-page app called Astronomy that pulls NASA’s Picture of the Day and shows the title, image/video, and explanation against a space-theme layout with zigzag clip-path side strips. It handles all three media types APOD returns (image, direct video, YouTube embed), shows a shimmering square placeholder until the image loads (then the box snaps to the image’s real aspect ratio), scales with vh/vw so it fits any screen, and includes a date picker to browse any day back to 1995. It auto-deploys to GitHub Pages on every push via GitHub Actions, with the API key injected as a secret so it never appears in public code. What was challenging? The Vite demo assets weren’t at the paths the tutorial listed, so I had to find the real locations before anything else. Layout jumps: the first render dumped a full-size image; a forced 4:3 aspect-ratio cropped images and letterboxed videos. The fix (placeholder swap on onload, natural ratios with vh/vw caps) took the most iteration. YouTube links silently break a tag — caught that and switched to iframes with a watch?v= → embed/ conversion. Blank deployed page: forgetting base: ‘/nasa-apod/’ and setting Pages to the wrong source produced 404s that took a full deploy cycle each to diagnose. What are you proud of? The placeholder → aspect-ratio snap: it’s the clean part where the CSS state and JS loading timing combine so the page never jumps or shows a broken frame. Also the error path — response.ok checks surface NASA’s real messages instead of failing silently — and that the whole thing (build, tests via curl, deploy) is verifiable end-to-end. How to test it: Live site: https://himanshu-2010.github.io/nasa-apod/ — no setup needed; it loads today’s image on open. Use the date picker at the top: try 1995-06-16 (the first APOD ever) to confirm past dates, or a known YouTube day like 2019-07-04 to see the iframe branch. Resize/responsive: shrink the window — the strips disappear under 600px and the media box tracks the viewport. Error path: pick a date before 1995-06-16 (the picker’s min blocks it, but hitting the API out of range proves the .catch shows NASA’s message). Local dev: npm install, set VITE_NASA_API_KEY, then npm run dev.", "repo": "https://github.com/himanshu-2010/nasa-apod", "demo": "https://himanshu-2010.github.io/nasa-apod/"}]...
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[{"post_id": 69517, "ts": "202 [{"post_id": 69517, "ts": "2026-09-17T07:10:36Z", "hours": 0.2725, "text": "this was such an easy mission buit under 20 mins and added a few more features."}]...
|
Title: new-tab-firefox by @DEV369 | Stardance
Dev Title: new-tab-firefox by @DEV369 | Stardance
Devlogs:
this was such an easy mission buit under 20 mins and added a few more features.
Ships:
What did you make? A single-page app called Astronomy that pulls NASA’s Picture of the Day and shows the title, image/video, and explanation against a space-theme layout with zigzag clip-path side strips. It handles all three media types APOD returns (image, direct video, YouTube embed), shows a shimmering square placeholder until the image loads (then the box snaps to the image’s real aspect ratio), scales with vh/vw so it fits any screen, and includes a date picker to browse any day back to 1995. It auto-deploys to GitHub Pages on every push via GitHub Actions, with the API key injected as a secret so it never appears in public code. What was challenging? The Vite demo assets weren’t at the paths the tutorial listed, so I had to find the real locations before anything else. Layout jumps: the first render dumped a full-size image; a forced 4:3 aspect-ratio cropped images and letterboxed videos. The fix (placeholder swap on onload, natural ratios with vh/vw caps) took the most iteration. YouTube links silently break a tag — caught that and switched to iframes with a watch?v= → embed/ conversion. Blank deployed page: forgetting base: ‘/nasa-apod/’ and setting Pages to the wrong source produced 404s that took a full deploy cycle each to diagnose. What are you proud of? The placeholder → aspect-ratio snap: it’s the clean part where the CSS state and JS loading timing combine so the page never jumps or shows a broken frame. Also the error path — response.ok checks surface NASA’s real messages instead of failing silently — and that the whole thing (build, tests via curl, deploy) is verifiable end-to-end. How to test it: Live site: https://himanshu-2010.github.io/nasa-apod/ — no setup needed; it loads today’s image on open. Use the date picker at the top: try 1995-06-16 (the first APOD ever) to confirm past dates, or a known YouTube day like 2019-07-04 to see the iframe branch. Resize/responsive: shrink the window — the strips disappear under 600px and the media box tracks the viewport. Error path: pick a date before 1995-06-16 (the picker’s min blocks it, but hitting the API out of range proves the .catch shows NASA’s message). Local dev: npm install, set VITE_NASA_API_KEY, then npm run dev....
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1793058704.9583738
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1793145104.9583738
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|
63037
|
del g15 fanctl by @Sukuna | Stardance
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Sukuna
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1
|
0.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T07:13:33Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made the cli control for the dell g15 in linux so that user control the fan and boost fan for thermal control", "repo": "https://github.com/AadithyaAle/g15ctl", "demo": "https://github.com/AadithyaAle/g15ctl/blob/main/install.sh"}]...
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[{"post_id": 69519, "ts": "202 [{"post_id": 69519, "ts": "2026-09-17T07:12:35Z", "hours": 0.2972, "text": "worked on the dell g15 fan control"}]...
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Title: del g15 fanctl by @Sukuna | Stardance
Devl Title: del g15 fanctl by @Sukuna | Stardance
Devlogs:
worked on the dell g15 fan control
Ships:
i made the cli control for the dell g15 in linux so that user control the fan and boost fan for thermal control...
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1793058707.7911131
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1793145107.7911131
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61902
|
My own site! by @sanzuno | Stardance
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sanzuno
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T07:13:10Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I made: I built a custom personal website from scratch to showcase my portfolio, blog, and recent coding project. The biggest challenge: Figuring out responsive CSS grid layouts so the portfolio look good on both mobile screens and ultra-wide monitors. What I’m proud of: The smooth dark mode toggle and the fast loading speeds achieved by optimizing my images. How to test it: Visit the live link, click through the project tabs, and try toggling the theme switch in the top right corner!", "repo": "https://github.com/sanzuno/Personal-Website", "demo": "https://sanzuno.github.io/Personal-Website/"}]...
|
[{"post_id": 69515, "ts": "202 [{"post_id": 69515, "ts": "2026-09-17T07:01:48Z", "hours": 1.5936, "text": "I was working on a Website which is completed. It has a mini game and a surprise at end ( something free ) GO CHECK IT NOW!!!!! $ https://sanzuno.github.io/Personal-Website/"}, {"post_id": 69385, "ts": "2026-09-16T23:06:46Z", "hours": 1.2375, "text": "I’m Working On My Personal Website With A Fun Game And A Surprise At End Of The Website"}]...
|
Title: My own site! by @sanzuno | Stardance
Devlo Title: My own site! by @sanzuno | Stardance
Devlogs:
I’m Working On My Personal Website With A Fun Game And A Surprise At End Of The Website
I was working on a Website which is completed. It has a mini game and a surprise at end ( something free ) GO CHECK IT NOW!!!!! $ https://sanzuno.github.io/Personal-Website/
Ships:
What I made: I built a custom personal website from scratch to showcase my portfolio, blog, and recent coding project. The biggest challenge: Figuring out responsive CSS grid layouts so the portfolio look good on both mobile screens and ultra-wide monitors. What I’m proud of: The smooth dark mode toggle and the fast loading speeds achieved by optimizing my images. How to test it: Visit the live link, click through the project tabs, and try toggling the theme switch in the top right corner!...
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1793058498.5584543
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1793144898.5584543
|
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62374
|
My Portfolio ig :D by @xev | Stardance
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xev
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T07:11:03Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So i made my own website telling how am i and tbh the thing that was challenging was building my little kiwi bot yeah i love kiwi so as its just a website about nothing really to test about tbh :D", "repo": "https://github.com/itzkimzu/My-Website-ig", "demo": "https://mywebsite3334.netlify.app/"}]...
|
[{"post_id": 69512, "ts": "202 [{"post_id": 69512, "ts": "2026-09-17T06:56:05Z", "hours": 1.1317, "text": "My Own Portfolio YAY!!"}]...
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Title: My Portfolio ig :D by @xev | Stardance
Dev Title: My Portfolio ig :D by @xev | Stardance
Devlogs:
My Own Portfolio YAY!!
Ships:
So i made my own website telling how am i and tbh the thing that was challenging was building my little kiwi bot yeah i love kiwi so as its just a website about nothing really to test about tbh :D...
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1793058583.5548546
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1793144983.5548546
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62941
|
Super Duper Epic Tab by @ThatCorley | Stardance
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ThatCorley
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1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T01:55:31Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It is done. This was a simple project and didn’t take too long. I do hope to add more features but in all honesty I am too lazy and burnt out to 💀", "repo": "https://github.com/thatcorley/Custom-New-Tab", "demo": "https://thatcorley.github.io/Custom-New-Tab/"}]...
|
[{"post_id": 69437, "ts": "202 [{"post_id": 69437, "ts": "2026-09-17T01:50:34Z", "hours": 0.4333, "text": "I might have finished. As long as i dont forget the readme this time"}, {"post_id": 69431, "ts": "2026-09-17T01:18:51Z", "hours": 1.5989, "text": "Let him cook. Added shortcuts that are stored in local storage and can be added/removed"}, {"post_id": 69392, "ts": "2026-09-16T23:33:16Z", "hours": 2.3144, "text": "I am cooking. Just want to set up editable widgets. The basic stuff is done now but still need shortcuts etc Ignore that its late"}]...
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Title: Super Duper Epic Tab by @ThatCorley | Stard Title: Super Duper Epic Tab by @ThatCorley | Stardance
Devlogs:
I am cooking. Just want to set up editable widgets. The basic stuff is done now but still need shortcuts etc Ignore that its late
Let him cook. Added shortcuts that are stored in local storage and can be added/removed
I might have finished. As long as i dont forget the readme this time
Ships:
It is done. This was a simple project and didn’t take too long. I do hope to add more features but in all honesty I am too lazy and burnt out to 💀...
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1793058684.8846302
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1793145084.8846302
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53492
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Modeling Assets for City of the Forgotten (my proj Modeling Assets for City of the Forgotten (my project) by @Ling | Stardance...
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Ling
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1
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27.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T01:51:43Z", "hours": 27.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 3D Model for my Character For my Game City of the Forgotten I made The Texture the rig and the 3d model", "repo": "https://github.com/Miyamoto-web/Modeling-Assets-for-City-of-the-Forgotten-my-project-", "demo": "https://youtu.be/9ZU8_nbiwio"}]...
|
[{"post_id": 69409, "ts": "202 [{"post_id": 69409, "ts": "2026-09-17T00:18:21Z", "hours": 1.785, "text": "README"}, {"post_id": 68934, "ts": "2026-09-16T02:13:42Z", "hours": 0.4, "text": "Making README Currently explaning the creative process"}, {"post_id": 66637, "ts": "2026-09-12T14:21:00Z", "hours": 1.05, "text": "Finshed rig"}, {"post_id": 65707, "ts": "2026-09-11T01:20:15Z", "hours": 0.5839, "text": "Making rig"}, {"post_id": 65097, "ts": "2026-09-10T00:07:21Z", "hours": 9.3428, "text": "Character done making meta rig"}, {"post_id": 61916, "ts": "2026-09-05T02:46:41Z", "hours": 7.9033, "text": "Modeling protagonist coat"}, {"post_id": 58114, "ts": "2026-08-30T13:49:19Z", "hours": 2.9789, "text": "Finaly modeling the first part of the characther"}, {"post_id": 57726, "ts": "2026-08-29T23:59:45Z", "hours": 1.4169, "text": "Character Image reference editing (He is a noir detective ww2 vet)"}, {"post_id": 54142, "ts": "2026-08-24T23:40:12Z", "hours": 1.5181, "text": "Learning Blender"}]...
|
Title: Modeling Assets for City of the Forgotten ( Title: Modeling Assets for City of the Forgotten (my project) by @Ling | Stardance
Devlogs:
Learning Blender
Character Image reference editing (He is a noir detective ww2 vet)
Finaly modeling the first part of the characther
Modeling protagonist coat
Character done making meta rig
Making rig
Finshed rig
Making README Currently explaning the creative process
README
Ships:
I made a 3D Model for my Character For my Game City of the Forgotten I made The Texture the rig and the 3d model...
|
1793008088.3046248
|
1793094488.3046248
|
|
46161
|
Particle Evolution by @dubbyy | Stardance
|
dubbyy
|
1
|
21.0
|
314
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T23:52:08Z", "hours": 21.0, "multiplier": 14.66, "payout": 314, "blessing": "neutral", "text": "Project is available for download on Windows and Linux I made a particle simulator with genomes. Inspired by Particle Life, the particles interact with each other through attraction and repulsion which when millions of times across thousands of particles creates really cool patterns. The particles also have DNA as explained in the README This was a lot of fun, I find emergent behaviours really cool, and even though I wasn’t able to accomplish everything I wanted to do I’m still happy with how it turned out. I also learned a lot about how GPUs work which is becoming very relevant very fast. This might be my last Stardance project so I just want to say thank you to all the Hack Club staff for running this, and all the other Stardancers for making it what it is. I had a great summer and I hope you all did too :>", "repo": "https://github.com/dubbyy1/particle-evo", "demo": "https://github.com/dubbyy1/particle-evo/releases/tag/v1.0.0"}]...
|
[{"post_id": 69393, "ts": "202 [{"post_id": 69393, "ts": "2026-09-16T23:40:57Z", "hours": 1.0261, "text": "Devlog 4 Last one before I ship! I finalised a few things before release, mostly just messed with the UI. This project was also really hard to package because of the way Taichi compiles code. Long story short before it compiles it check to see if what you’re doing is legal, and for that it has to read the actual source code. When you package a project with something like PyInstaller, the source code gets lost which breaks Taichi. The fix for this was to include a copy of the physics code in plaintext within the executable, so Taichi had something to look at. Shout out to Claude for helping me fix that, I probably never would have figured that out on my own. Anyway that’s it"}, {"post_id": 69312, "ts": "2026-09-16T19:39:18Z", "hours": 7.205, "text": "Devlog 3 It’s been a long time! After a lot of procrastinating and trial and error, and banging my head against the wall trying to figure out evolution, I decided to pivot. I kept the genome system, but scrapped the evolution in favour of manual tuning Genomes I went over this in the last devlog but I’ll mention it again cause it’s important and it’s changed a little. The current system works with a fixed number of species , each with a unique genome. A genome is made of 3 traits (0 to 1) and 3 receptors (-1 to 1) and each receptor interacts with it’s respective trait on a neighbouring particle. For example, if Trait 1 on Particle A is 1, and Receptor 2 on Particle B is also 1, B will be attracted to A . Likewise, if Receptor 1 on Particle B is -1, B will be repelled by A Rendering Aside from solidifying the genome system, the biggest change from the last update is a full shift to GPU rendering. The previous version used Pygame to draw the window, but now I’m using Taichi’s UI library. The benefits of this are that information is no longer being sent between the CPU and GPU, significantly increasing speed. Also, the rendering itself is parallelized, making it even faster. Other Changes I added detailed controls for changing population, species count, genomes, visuals and more. I also added a system to save and load configurations. Next? I’m gonna leave this project for a bit, but I might come back to it in the future. If I do, I want to find some way to turn it into a live wallpaper / screensaver. It’s like the moon!"}, {"post_id": 52682, "ts": "2026-08-22T23:04:28Z", "hours": 1.6047, "text": "Devlog 2.5 - Chaos Really small update! I starting implementing the evolution, it’s very very simple right now but I just wanted to share this cause I think it looks cool. I won’t go into too much detail here but basically instead of a fixed species/color each particle has a genome. The genome is made of traits, and receptors (attraction/repulsion to certain traits). When particles get close to each other, they share a bit of DNA. I’ll probably change the evolution mechanism very soon because I don’t think this method is really viable but it’s a start :>"}, {"post_id": 49248, "ts": "2026-08-17T22:42:46Z", "hours": 3.5361, "text": "Devlog 2 - Organisms I finally got around to adding GPU integration. I can now comfortably run 20,000+ particles, before I was capped at around 1,500. There’s no other additions so I’m gonna talk about the implementation for a bit. I used a really cool module called Taichi . It basically lets you put a little tag above functions to tell them to compile into GPU code. For it to work you have to convert whatever you’re doing to use different datatypes since the GPU doesn’t understand python types. Regular numbers are the same but I struggled a good but trying to understand Vectors and Fields . I think a field is like a space that contains data, in 1, 2, or 3 dimensions. A vector is roughly equivalent to a list in Python. The part that confused me was putting vectors in fields, and the difference between vector dimensions and field dimensions. To actually implement Taichi I pretty much had to rewrite the whole backend, but thankfully the actual equations stayed mostly the same it was just the structure. Previously I had a big list of Particle objects with their own functions handling their own physics. Now particles are purely numerical, there’s just a big list of positions and a big list of colors used to render them. It was pretty interesting learning how to use Taichi, I’ll probably integrate it into future projects. or experiment with the GPU in other languages. As for this project, I called it Particle Evolution but I still haven’t fully figured out how I want the evolution to function. Hopefully I’ll have something next devlog :> 30,000 particles!"}, {"post_id": 48926, "ts": "2026-08-17T14:19:48Z", "hours": 1.12, "text": "Devlog 1.5 - Life Another small update. I still wasn’t completely happy with the physics after my last devlog so I looked at the code of another particle life simulation and realised I was doing some of the calculations wrong. It turns out I never fully fixed the strong repulsion equation, also I was applying the friction in the wrong order. Aside from bug fixes, I incorporated delta (the real time since the last frame) into all the calculations to account for framerate fluctuations. I’m now pretty happy with the way the particles interact, and I think I can start translating the code to run on the GPU - hopefully I don’t need to rewrite too much of it"}, {"post_id": 47208, "ts": "2026-08-14T23:38:27Z", "hours": 3.3586, "text": "Devlog 1 - Cells Quick update to my Particle Life project. I did some work to stabilise the physics, there were a lot of small mistakes in the code that added up to very erratic behaviours. For example, the repulsion force that’s supposed to stop the particles from overlapping too much was partially inverted and actually made things worse. I’m starting to get better results now but it’ sstill not perfect. I also added a little grid to visualise the relationships between different ‘species’. I’m still relatively new to Pygame so it was interesting trying to get the dragging and clicking working The last change is less noticeable but I did some light optimization. I basically added an invisible grid, so instead of checking the distance to every particle every frame, each particle only looks at neighbouring cells. It’s an improvement, but there’s still a long way to go as far as optimization. Hopefully I can figure out how to get it to run on the GPU soon"}, {"post_id": 44261, "ts": "2026-08-09T21:58:04Z", "hours": 3.5419, "text": "Devlog 0 - Primordial Soup I started making my Particle Life simulation. I got the basic features working, but it’s very unoptimised. Every particle checks every other particle every frame, and it’s all done using the CPU. I’ll elaborate more on how I’m going to solve this in the future. For anyone who doesn’t know, Particle Life works by simulating attraction and repulsion forces between different kinds of particles. For example, here you can see that blue is attracted to itself, causing it to form big clumps. You can also see that blue is attracted to green, but green repels blue, effectively making blue chase green around really fast. What’s Next? The two things I plan on doing next are optimisation, and customisation. I’m not sure which will come first, but hopefully by the time I finish I’ll know how I want to implement the evolution"}]...
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Title: Particle Evolution by @dubbyy | Stardance
Title: Particle Evolution by @dubbyy | Stardance
Devlogs:
Devlog 0 - Primordial Soup I started making my Particle Life simulation. I got the basic features working, but it’s very unoptimised. Every particle checks every other particle every frame, and it’s all done using the CPU. I’ll elaborate more on how I’m going to solve this in the future. For anyone who doesn’t know, Particle Life works by simulating attraction and repulsion forces between different kinds of particles. For example, here you can see that blue is attracted to itself, causing it to form big clumps. You can also see that blue is attracted to green, but green repels blue, effectively making blue chase green around really fast. What’s Next? The two things I plan on doing next are optimisation, and customisation. I’m not sure which will come first, but hopefully by the time I finish I’ll know how I want to implement the evolution
Devlog 1 - Cells Quick update to my Particle Life project. I did some work to stabilise the physics, there were a lot of small mistakes in the code that added up to very erratic behaviours. For example, the repulsion force that’s supposed to stop the particles from overlapping too much was partially inverted and actually made things worse. I’m starting to get better results now but it’ sstill not perfect. I also added a little grid to visualise the relationships between different ‘species’. I’m still relatively new to Pygame so it was interesting trying to get the dragging and clicking working The last change is less noticeable but I did some light optimization. I basically added an invisible grid, so instead of checking the distance to every particle every frame, each particle only looks at neighbouring cells. It’s an improvement, but there’s still a long way to go as far as optimization. Hopefully I can figure out how to get it to run on the GPU soon
Devlog 1.5 - Life Another small update. I still wasn’t completely happy with the physics after my last devlog so I looked at the code of another particle life simulation and realised I was doing some of the calculations wrong. It turns out I never fully fixed the strong repulsion equation, also I was applying the friction in the wrong order. Aside from bug fixes, I incorporated delta (the real time since the last frame) into all the calculations to account for framerate fluctuations. I’m now pretty happy with the way the particles interact, and I think I can start translating the code to run on the GPU - hopefully I don’t need to rewrite too much of it
Devlog 2 - Organisms I finally got around to adding GPU integration. I can now comfortably run 20,000+ particles, before I was capped at around 1,500. There’s no other additions so I’m gonna talk about the implementation for a bit. I used a really cool module called Taichi . It basically lets you put a little tag above functions to tell them to compile into GPU code. For it to work you have to convert whatever you’re doing to use different datatypes since the GPU doesn’t understand python types. Regular numbers are the same but I struggled a good but trying to understand Vectors and Fields . I think a field is like a space that contains data, in 1, 2, or 3 dimensions. A vector is roughly equivalent to a list in Python. The part that confused me was putting vectors in fields, and the difference between vector dimensions and field dimensions. To actually implement Taichi I pretty much had to rewrite the whole backend, but thankfully the actual equations stayed mostly the same it was just the structure. Previously I had a big list of Particle objects with their own functions handling their own physics. Now particles are purely numerical, there’s just a big list of positions and a big list of colors used to render them. It was pretty interesting learning how to use Taichi, I’ll probably integrate it into future projects. or experiment with the GPU in other languages. As for this project, I called it Particle Evolution but I still haven’t fully figured out how I want the evolution to function. Hopefully I’ll have something next devlog :> 30,000 particles!
Devlog 2.5 - Chaos Really small update! I starting implementing the evolution, it’s very very simple right now but I just wanted to share this cause I think it looks cool. I won’t go into too much detail here but basically instead of a fixed species/color each particle has a genome. The genome is made of traits, and receptors (attraction/repulsion to certain traits). When particles get close to each other, they share a bit of DNA. I’ll probably change the evolution mechanism very soon because I don’t think this method is really viable but it’s a start :>
Devlog 3 It’s been a long time! After a lot of procrastinating and trial and error, and banging my head against the wall trying to figure out evolution, I decided to pivot. I kept the genome system, but scrapped the evolution in favour of manual tuning Genomes I went over this in the last devlog but I’ll mention it again cause it’s important and it’s changed a little. The current system works with a fixed number of species , each with a unique genome. A genome is made of 3 traits (0 to 1) and 3 receptors (-1 to 1) and each receptor interacts with it’s respective trait on a neighbouring particle. For example, if Trait 1 on Particle A is 1, and Receptor 2 on Particle B is also 1, B will be attracted to A . Likewise, if Receptor 1 on Particle B is -1, B will be repelled by A Rendering Aside from solidifying the genome system, the biggest change from the last update is a full shift to GPU rendering. The previous version used Pygame to draw the window, but now I’m using Taichi’s UI library. The benefits of this are that information is no longer being sent between the CPU and GPU, significantly increasing speed. Also, the rendering itself is parallelized, making it even faster. Other Changes I added detailed controls for changing population, species count, genomes, visuals and more. I also added a system to save and load configurations. Next? I’m gonna leave this project for a bit, but I might come back to it in the future. If I do, I want to find some way to turn it into a live wallpaper / screensaver. It’s like the moon!
Devlog 4 Last one before I ship! I finalised a few things before release, mostly just messed with the UI. This project was also really hard to package because of the way Taichi compiles code. Long story short before it compiles it check to see if what you’re doing is legal, and for that it has to read the actual source code. When you package a project with something like PyInstaller, the source code gets lost which breaks Taichi. The fix for this was to include a copy of the physics code in plaintext within the executable, so Taichi had something to look at. Shout out to Claude for helping me fix that, I probably never would have figured that out on my own. Anyway that’s it
Ships:
Project is available for download on Windows and Linux I made a particle simulator with genomes. Inspired by Particle Life, the particles interact with each other through attraction and repulsion which when millions of times across thousands of particles creates really cool patterns. The particles also have DNA as explained in the README This was a lot of fun, I find emergent behaviours really cool, and even though I wasn’t able to accomplish everything I wanted to do I’m still happy with how it turned out. I also learned a lot about how GPUs work which is becoming very relevant very fast. This might be my last Stardance project so I just want to say thank you to all the Hack Club staff for running this, and all the other Stardancers for making it what it is. I had a great summer and I hope you all did too :>...
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1793004832.2570345
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1793091232.2570345
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62294
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first python project by @manayp | Stardance
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manayp
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1
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4.36
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7
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T22:43:58Z", "hours": 4.0, "multiplier": 1.97, "payout": 7, "blessing": "neutral", "text": "This is my first Python project EVER. And first of all I would like to thank Mosh from Youtube for teaching me Python. He helped me learn about loops and variables in a very easy method. Wordy is a terminal based guessing game that is inspired by Wordle. And the main goal is to figure out the 5 letter word in 6 or less tries. This recieves its data from Datamuses Api which gets English words that match the requirements and it matches and validates your answers each time you write in that terminal. I am proud of this because I honesty thought python was too hard for some reason (like the more complex stuff), and don’t get me wrong…it was… but I got the hang of it. I just gotta work on the loops and where to use them in the script. I HOPEEE YOU LIKE IT. I MADE IT IN MY SCHOOL BUS. LOL»>", "repo": "https://github.com/manayparikh1/Wordy", "demo": "https://github.com/manayparikh1/Wordy/releases/tag/v1.2.0"}]...
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[{"post_id": 73090, "ts": "202 [{"post_id": 73090, "ts": "2026-09-24T11:23:03Z", "hours": 0.3553, "text": "The dictionary was broken according to the reviewers and I believe it was taking such a long time to load because it was pulling data from the apidictionary link so I changed it to the datamuse. This is what I think that happened. SO using claude for help I connected datamuse back to it and at first it did not work until I fixed another error (which was just spacing) and then I validated that the datamuse will work. And yes according to google it works and will continue to work. BElow is the exact code that was added"}, {"post_id": 69370, "ts": "2026-09-16T22:19:18Z", "hours": 0.6717, "text": "In the last 40 minutes I just created the readme and I had a huge problem with github until I realized that I just have not pushed it lol. So in my readme I included minor things like how much this means to me because this was my first py project ever and it worked out pretty well. I also talked about the dictionary/datamuse thing I used which was honestly very surprising to use because of how good it functioned. Lastly I mostly gave credits to everyone who helped me in the journey of this and yeah I had a great time, except for the fact that it felt harder than Html lol. Anyways adioss ill see u again in my next project. BTW i also leaerned how to create a release."}, {"post_id": 69349, "ts": "2026-09-16T21:12:20Z", "hours": 1.1739, "text": "I did not think Python was this hard to start off with…especially with html and css I can write a bunch of lines like 10x faster. It took me SOO long to write these python lines. Anyway I connected it to a dictionary with datamuse and now it should work much more efficiently because theres more word options. Because before I had to manually type them and I was too lazy to type a 3000+ word dataset. So yeah I did whatever I could do. With many youtube tutorials and a lot of failures I did it. But I could make it better. I am trying to test it right now but theres like 2 errors because i forget an import and A LOT OF PROBLEM WITH SPACING . But I am almost done I think. Anyway lets seee how it goes adioss."}, {"post_id": 68808, "ts": "2026-09-15T19:40:39Z", "hours": 1.8297, "text": "This is my first python project that I am making on stardance. I am a beginner in python and I am currently learning while coding from someone named Mosh on youtube. I decided to create a wordle sort of game but with twists (which I will think of). So right now already I finished 150 lines of code and was going to make the whole dictionary BUT…I realized it will take WAYY too long so why not connect the dictionary straight away instead of writing the whole dictionary out. So in these 150 lines of code it was honestly a bit hard to start off with but it reminded me kinda about typescript and html for some reason in the logic aspect but its not that much like them. I had problems with making functions and connecting pages but then I realized its like Scratch lol so it got kinda easier. So overall I need to change a lot including the code. Adios for now."}]...
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Title: first python project by @manayp | Stardance Title: first python project by @manayp | Stardance
Devlogs:
This is my first python project that I am making on stardance. I am a beginner in python and I am currently learning while coding from someone named Mosh on youtube. I decided to create a wordle sort of game but with twists (which I will think of). So right now already I finished 150 lines of code and was going to make the whole dictionary BUT…I realized it will take WAYY too long so why not connect the dictionary straight away instead of writing the whole dictionary out. So in these 150 lines of code it was honestly a bit hard to start off with but it reminded me kinda about typescript and html for some reason in the logic aspect but its not that much like them. I had problems with making functions and connecting pages but then I realized its like Scratch lol so it got kinda easier. So overall I need to change a lot including the code. Adios for now.
I did not think Python was this hard to start off with…especially with html and css I can write a bunch of lines like 10x faster. It took me SOO long to write these python lines. Anyway I connected it to a dictionary with datamuse and now it should work much more efficiently because theres more word options. Because before I had to manually type them and I was too lazy to type a 3000+ word dataset. So yeah I did whatever I could do. With many youtube tutorials and a lot of failures I did it. But I could make it better. I am trying to test it right now but theres like 2 errors because i forget an import and A LOT OF PROBLEM WITH SPACING . But I am almost done I think. Anyway lets seee how it goes adioss.
In the last 40 minutes I just created the readme and I had a huge problem with github until I realized that I just have not pushed it lol. So in my readme I included minor things like how much this means to me because this was my first py project ever and it worked out pretty well. I also talked about the dictionary/datamuse thing I used which was honestly very surprising to use because of how good it functioned. Lastly I mostly gave credits to everyone who helped me in the journey of this and yeah I had a great time, except for the fact that it felt harder than Html lol. Anyways adioss ill see u again in my next project. BTW i also leaerned how to create a release.
The dictionary was broken according to the reviewers and I believe it was taking such a long time to load because it was pulling data from the apidictionary link so I changed it to the datamuse. This is what I think that happened. SO using claude for help I connected datamuse back to it and at first it did not work until I fixed another error (which was just spacing) and then I validated that the datamuse will work. And yes according to google it works and will continue to work. BElow is the exact code that was added
Ships:
This is my first Python project EVER. And first of all I would like to thank Mosh from Youtube for teaching me Python. He helped me learn about loops and variables in a very easy method. Wordy is a terminal based guessing game that is inspired by Wordle. And the main goal is to figure out the 5 letter word in 6 or less tries. This recieves its data from Datamuses Api which gets English words that match the requirements and it matches and validates your answers each time you write in that terminal. I am proud of this because I honesty thought python was too hard for some reason (like the more complex stuff), and don’t get me wrong…it was… but I got the hang of it. I just gotta work on the loops and where to use them in the script. I HOPEEE YOU LIKE IT. I MADE IT IN MY SCHOOL BUS. LOL»>...
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1793058568.7312953
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1793144968.7312953
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61817
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Repo-Tracker by @Acidicts | Stardance
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Acidicts
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1
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9.0
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55
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T21:21:42Z", "hours": 9.0, "multiplier": 6.39, "payout": 55, "blessing": "neutral", "text": "Shipped !!! Features A commit list with the last 30 commits on it (good balance of history and speed) Auto check for new commits and workflow status changes every 5 mins Hyperlinks to get to the commits Authored by tag in focused panel What I learnt So I mostly have been coding in Ruby on Rails recently and barely touched html so the transition for this project was tough but I pulled through and made an entire html + css + js webpage-app. Toughest stuff The most difficult things in making this were making the github rest api work how I want it to. For example working out the things for the workflows. Future Plans Adding an issue tracker Support for running without PAT token (a lite mode) Themes Repo Overview Branch graphics like in gitlens", "repo": "https://github.com/Acidicts/RepoTracker", "demo": "https://acidicts.github.io/RepoWatch/"}]...
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[{"post_id": 69351, "ts": "202 [{"post_id": 69351, "ts": "2026-09-16T21:13:46Z", "hours": 3.4192, "text": "Final Features Added QOL I added a auto check for any workflows and new commits that runs every 5mins Added a built in guide to help you add a (PAT) Focus Commit Panel The selected commit is shown on the left panel showing author next to a link to the commit It shows the whole commit message instead of truncated one like in the commit list -Integrated the GitHub API to fetch CI statuses to show “live” (every 5 mins) progress"}, {"post_id": 67700, "ts": "2026-09-13T21:52:58Z", "hours": 2.9322, "text": "Added Github Integration and optimised the commit get Optimised the commits so first it gets all the commits and creates them then replaces them all with ones with updated workflow status. Made the Commits store as individual objects in an Array so they can be updated automatically but only if the CI is still pending Added the commit as a hyperlink under date Added truncated title/commit name Added Cookies to save the github api key, and most recent repo Next The commit focus (the empty white space on the left)"}, {"post_id": 67528, "ts": "2026-09-13T17:21:48Z", "hours": 2.2792, "text": "I made the header and logic for creating a commit on the commit list, It uses a sage green as the base colour while using similarly muted colours such as the red. The commits have a Pi chart which shows the actions status (green: successful, yellow: pending, red: failed). Pending is either all actions/workflows are incomplete or successful. The top heading has a Go button which does nothing right now, next to the Repo title/heading which below has a discrete text input with a placeholder of the project repo. And a settings button which also does nothing, yet… Next to add is the Focused-Commit Half"}]...
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Title: Repo-Tracker by @Acidicts | Stardance
Devl Title: Repo-Tracker by @Acidicts | Stardance
Devlogs:
I made the header and logic for creating a commit on the commit list, It uses a sage green as the base colour while using similarly muted colours such as the red. The commits have a Pi chart which shows the actions status (green: successful, yellow: pending, red: failed). Pending is either all actions/workflows are incomplete or successful. The top heading has a Go button which does nothing right now, next to the Repo title/heading which below has a discrete text input with a placeholder of the project repo. And a settings button which also does nothing, yet… Next to add is the Focused-Commit Half
Added Github Integration and optimised the commit get Optimised the commits so first it gets all the commits and creates them then replaces them all with ones with updated workflow status. Made the Commits store as individual objects in an Array so they can be updated automatically but only if the CI is still pending Added the commit as a hyperlink under date Added truncated title/commit name Added Cookies to save the github api key, and most recent repo Next The commit focus (the empty white space on the left)
Final Features Added QOL I added a auto check for any workflows and new commits that runs every 5mins Added a built in guide to help you add a (PAT) Focus Commit Panel The selected commit is shown on the left panel showing author next to a link to the commit It shows the whole commit message instead of truncated one like in the commit list -Integrated the GitHub API to fetch CI statuses to show “live” (every 5 mins) progress
Ships:
Shipped !!! Features A commit list with the last 30 commits on it (good balance of history and speed) Auto check for new commits and workflow status changes every 5 mins Hyperlinks to get to the commits Authored by tag in focused panel What I learnt So I mostly have been coding in Ruby on Rails recently and barely touched html so the transition for this project was tough but I pulled through and made an entire html + css + js webpage-app. Toughest stuff The most difficult things in making this were making the github rest api work how I want it to. For example working out the things for the workflows. Future Plans Adding an issue tracker Support for running without PAT token (a lite mode) Themes Repo Overview Branch graphics like in gitlens...
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1793058481.9887986
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1793144881.9887986
|
|
48619
|
Basic2DP by @VEX | Stardance
|
VEX
|
1
|
35.0
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293
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T21:13:34Z", "hours": 35.0, "multiplier": 8.47, "payout": 293, "blessing": "neutral", "text": "I made a 2D physics engine which I named as Basic2DP (Basic 2 dimensional physics). It was made in C++ and uses SFML library for drawing the graphics. As for me he most challenging part was learning the actual math and physics to apply in the program. other than this the difficult part was keeping a track of code I often forget what I am supposed to do at what places :P. I am really proud of the fact that it is maybe the first project I have ever made that is this big I even had really fun in making it specially the theme feature was the most fun to work it for some reason, definitely enjoyed it and definitely learned a lot. If you are going to use this project then u can get it from the release section of my github repo but make sure to have 64bit windows and do not remove any of the dll files. Well thats all hope ya like this project :D", "repo": "https://github.com/VX7FAR/Basic2DP", "demo": "https://github.com/VX7FAR/Basic2DP/releases"}]...
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[{"post_id": 69329, "ts": "202 [{"post_id": 69329, "ts": "2026-09-16T20:26:48Z", "hours": 1.9294, "text": "IT IS FINALLY DONE AAAAAGHHHHHHHH I AM READY TO SHIP THE PROJECT before that lets see what else I did all this time. I made the readme and made minor changes to the code to improve the program like adding a ‘help’ command to get quick help Also to get a proper guide on how things work I added a readme.html in folder of executable so the terminal doesnt feel very cluttered"}, {"post_id": 67451, "ts": "2026-09-13T15:42:13Z", "hours": 3.8656, "text": "sooooo i did a lot of things i completed the input method by taking information by getline() and parsing it and storing each infomation in a vector then it is decided what should be done by checking what is in vector at 0 index i also finished the option for themes and i also added some premade theme to have something to work it and u can even add you own themes. uhhhhh what else did i do…. yes decoration the terminal by default has white text and quickly it starts looking terrible and messy so what i did was i gave the text some colour now it is a bit more cleaner to navigate between different portions in terminal. i am gonna work on making the app capable of being exported and also add some small things here n there also yea the readme as well"}, {"post_id": 65676, "ts": "2026-09-10T23:59:20Z", "hours": 2.7953, "text": "Hmmmmmmmmmmm I did a lot of work today and my code looks very messy now and I am not even sure if it is messy or if it is supposed to look like this Well today I completed the CLI for my physics engine and even added themes so u can customize can look. Damn I thought I did a lot of work and now I cant even remember a single thing that I did Well I do know what I will be doing now I will add a way to save the theme in device at a specific folder this way if u make any theme and close the theme u will still be able to access the previously made theme and u wont have to make it again After that I will give it finishing touches and then README and then make a static version of this app then import then ship 🚢"}, {"post_id": 65084, "ts": "2026-09-09T23:28:06Z", "hours": 1.6919, "text": "I am working on CLI system for giving input to the app As of now I have added a couple of features like updatevelocity, applyforce, setgravity and exit I did not do a commit yet I will do it in the next session I will add more features into it and I currently I am adding a way to get some information from the app which I will tell about in the next devlog"}, {"post_id": 64476, "ts": "2026-09-08T22:03:44Z", "hours": 3.2383, "text": "AAAAAGHHHHHHHHHHH MY HANDDD all i did was some exercise and since then my hand hurts very bad which is why I can type properly just a bit of weird movement and it feels like its going to fall off soo i am gonna tell whatever I have done till now I am done with the physics and collision and now I need to make a CLI for user to do things For that at first I was going to pause the physics and then let the user enter but then I found out about threads Basically when we code everything happens in a straight manner like one step at a time, imagine this like a single assembly line for producing things. Now that I use thread I can do multiple tasks without having to stop the other task which is why I wont have to stop the physics process this is like having two assembly lines (i am not sure what that analogy means but I dont have a proper example , basically I can do things alongside other things without having to pause) Noww next devlog when I add something new and my hand gets better cya!!!"}, {"post_id": 62455, "ts": "2026-09-05T20:10:02Z", "hours": 5.5081, "text": "Dayum today’s time is kinda long cuz i was being a dumdum What happened was since in a physics system we have the graphics, collision and physics so I thought of making different classes which was not a good choice so I spent a REALLLLLLLLYYYYYYYYYYYYYYY long time making those classes and since I wanted it to be inherited the system got really messy and I just kept getting error and errors. So, I stopped and now I am no longer fighting for my life. But then I spent some time making the wall collision a bit better, I improved the logic and also the way positioning happens in it and now the collision is extremely smooth and good looking and it no longer overlaps. After that worked I added gravity which was simple unless you are like me who spent a lot of time but the solution was just one line away. I just had to decrease velocity as per gravity * dt because gravity is second derivative but I kinda tried to mix things and update the velocity and position as the same time. I also added a reference to delta time in main class this way the delta time stays consistent Now I am gonna add a position correction system for object to object collision and then I will be more than 60% done with my project (or so I hope)"}, {"post_id": 60217, "ts": "2026-09-02T13:27:42Z", "hours": 2.6572, "text": "Soo the COLLISION SYSTEM IS COMPLETE I can finally start working on the physics it could be easy I think. As for collision I followed this document: collision reponse Oh wait I need to add collision response for boxes as well I JUST REMMEBERED THIS AS I WAS WRITING THIS DEVLOG I am more cooked than the food when I cook it"}, {"post_id": 58347, "ts": "2026-08-30T18:51:40Z", "hours": 1.305, "text": "the collision system i am starting to understand it now well i cant really explain much in this session sooo i will explain everything in one go after this is done"}, {"post_id": 56906, "ts": "2026-08-28T22:28:07Z", "hours": 0.8483, "text": "for some reason i have been using things that need x and y components as different variables which i dont know why i was doing so i shrinked(if thats a word) them and joined everything info sf::vector2f other than that i spent the time trying to implement things that i did not properly understood gonna spend some time studying a bit better"}, {"post_id": 56282, "ts": "2026-08-27T23:57:28Z", "hours": 0.6497, "text": "well didnt do much today got busy here n there today i finally implemented the functions and classes and they are working smoothly rn, at first i did run into some weird errors which i fixed now i am gonna work on adding object to object collision now that i am done with the regular collision."}, {"post_id": 55503, "ts": "2026-08-27T12:05:55Z", "hours": 1.4981, "text": "I added header files and seperated things to make them cleaner to look at i havent updated the code to work with the headers they are seperate now but I will change it later uhh i forgot what else i had done cuz my hackatime was not working"}, {"post_id": 54752, "ts": "2026-08-25T20:53:12Z", "hours": 1.4792, "text": "MY EXAMS ARE OVERRRRRRRR and now im back on work and I will try to do a devlog almost everyday. I have been working on making the collision system for now i worked with the borders each time I will run into some problem like velocity being updated each frame time after it collides or getting garbage values because I forgot to initialize the variables. Now they are fixed and now I will work on implementing collsion with other physics objects and before that I noticed that the circle will sometimes do slightly behind the border which is what I will fix."}, {"post_id": 53307, "ts": "2026-08-23T19:33:54Z", "hours": 3.2986, "text": "Soo the last time I wrote the code everything was messy and since I had done not so much work I thought of doing everything from the beginning. So I did and this also helped me to understand and improve everything by making the code a bit cleaner and making some functions and classes I also made a struct vector for storing information of the entities. For now I am working on adding only when the objects are circles also since I am implementing only the translation for now thats why I dont think someone will be bothered by not having rotation cuz they probably wont notice any."}, {"post_id": 49952, "ts": "2026-08-18T22:58:51Z", "hours": 0.9917, "text": "I couldnt do much today my exams are going on. But I made some changes to the coordinate system before this the +Y was going downwards now it is upwards Now I have a better grid system such that every coordinate is positive and I wont have to deal with negative numbers"}, {"post_id": 49277, "ts": "2026-08-17T23:56:26Z", "hours": 1.3111, "text": "Soo I realised that making new shapes gets kinda lengthy sometimes so I added a class an object that will help me make a new shape Also before I make anything related to translation and collision I will have to design the grid system I am still thinking of how I should implement the grid and where I should keep the origin Also I specified a fixed size of the window and including the border it is 840x640 pixels and without the border it is 800x600 pixels"}, {"post_id": 48524, "ts": "2026-08-16T22:48:37Z", "hours": 1.5619, "text": "Soo I just started making things and I have never really used a graphics library before so I spent quite a lot of time learning about how I am supposed to be using this library Things went good and it was actually pretty easy to get used to From tomorrow I think I will probably work on implementing movement first or collision first……we will see"}]...
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Title: Basic2DP by @VEX | Stardance
Devlogs:
Soo Title: Basic2DP by @VEX | Stardance
Devlogs:
Soo I just started making things and I have never really used a graphics library before so I spent quite a lot of time learning about how I am supposed to be using this library Things went good and it was actually pretty easy to get used to From tomorrow I think I will probably work on implementing movement first or collision first……we will see
Soo I realised that making new shapes gets kinda lengthy sometimes so I added a class an object that will help me make a new shape Also before I make anything related to translation and collision I will have to design the grid system I am still thinking of how I should implement the grid and where I should keep the origin Also I specified a fixed size of the window and including the border it is 840x640 pixels and without the border it is 800x600 pixels
I couldnt do much today my exams are going on. But I made some changes to the coordinate system before this the +Y was going downwards now it is upwards Now I have a better grid system such that every coordinate is positive and I wont have to deal with negative numbers
Soo the last time I wrote the code everything was messy and since I had done not so much work I thought of doing everything from the beginning. So I did and this also helped me to understand and improve everything by making the code a bit cleaner and making some functions and classes I also made a struct vector for storing information of the entities. For now I am working on adding only when the objects are circles also since I am implementing only the translation for now thats why I dont think someone will be bothered by not having rotation cuz they probably wont notice any.
MY EXAMS ARE OVERRRRRRRR and now im back on work and I will try to do a devlog almost everyday. I have been working on making the collision system for now i worked with the borders each time I will run into some problem like velocity being updated each frame time after it collides or getting garbage values because I forgot to initialize the variables. Now they are fixed and now I will work on implementing collsion with other physics objects and before that I noticed that the circle will sometimes do slightly behind the border which is what I will fix.
I added header files and seperated things to make them cleaner to look at i havent updated the code to work with the headers they are seperate now but I will change it later uhh i forgot what else i had done cuz my hackatime was not working
well didnt do much today got busy here n there today i finally implemented the functions and classes and they are working smoothly rn, at first i did run into some weird errors which i fixed now i am gonna work on adding object to object collision now that i am done with the regular collision.
for some reason i have been using things that need x and y components as different variables which i dont know why i was doing so i shrinked(if thats a word) them and joined everything info sf::vector2f other than that i spent the time trying to implement things that i did not properly understood gonna spend some time studying a bit better
the collision system i am starting to understand it now well i cant really explain much in this session sooo i will explain everything in one go after this is done
Soo the COLLISION SYSTEM IS COMPLETE I can finally start working on the physics it could be easy I think. As for collision I followed this document: collision reponse Oh wait I need to add collision response for boxes as well I JUST REMMEBERED THIS AS I WAS WRITING THIS DEVLOG I am more cooked than the food when I cook it
Dayum today’s time is kinda long cuz i was being a dumdum What happened was since in a physics system we have the graphics, collision and physics so I thought of making different classes which was not a good choice so I spent a REALLLLLLLLYYYYYYYYYYYYYYY long time making those classes and since I wanted it to be inherited the system got really messy and I just kept getting error and errors. So, I stopped and now I am no longer fighting for my life. But then I spent some time making the wall collision a bit better, I improved the logic and also the way positioning happens in it and now the collision is extremely smooth and good looking and it no longer overlaps. After that worked I added gravity which was simple unless you are like me who spent a lot of time but the solution was just one line away. I just had to decrease velocity as per gravity * dt because gravity is second derivative but I kinda tried to mix things and update the velocity and position as the same time. I also added a reference to delta time in main class this way the delta time stays consistent Now I am gonna add a position correction system for object to object collision and then I will be more than 60% done with my project (or so I hope)
AAAAAGHHHHHHHHHHH MY HANDDD all i did was some exercise and since then my hand hurts very bad which is why I can type properly just a bit of weird movement and it feels like its going to fall off soo i am gonna tell whatever I have done till now I am done with the physics and collision and now I need to make a CLI for user to do things For that at first I was going to pause the physics and then let the user enter but then I found out about threads Basically when we code everything happens in a straight manner like one step at a time, imagine this like a single assembly line for producing things. Now that I use thread I can do multiple tasks without having to stop the other task which is why I wont have to stop the physics process this is like having two assembly lines (i am not sure what that analogy means but I dont have a proper example , basically I can do things alongside other things without having to pause) Noww next devlog when I add something new and my hand gets better cya!!!
I am working on CLI system for giving input to the app As of now I have added a couple of features like updatevelocity, applyforce, setgravity and exit I did not do a commit yet I will do it in the next session I will add more features into it and I currently I am adding a way to get some information from the app which I will tell about in the next devlog
Hmmmmmmmmmmm I did a lot of work today and my code looks very messy now and I am not even sure if it is messy or if it is supposed to look like this Well today I completed the CLI for my physics engine and even added themes so u can customize can look. Damn I thought I did a lot of work and now I cant even remember a single thing that I did Well I do know what I will be doing now I will add a way to save the theme in device at a specific folder this way if u make any theme and close the theme u will still be able to access the previously made theme and u wont have to make it again After that I will give it finishing touches and then README and then make a static version of this app then import then ship 🚢
sooooo i did a lot of things i completed the input method by taking information by getline() and parsing it and storing each infomation in a vector then it is decided what should be done by checking what is in vector at 0 index i also finished the option for themes and i also added some premade theme to have something to work it and u can even add you own themes. uhhhhh what else did i do…. yes decoration the terminal by default has white text and quickly it starts looking terrible and messy so what i did was i gave the text some colour now it is a bit more cleaner to navigate between different portions in terminal. i am gonna work on making the app capable of being exported and also add some small things here n there also yea the readme as well
IT IS FINALLY DONE AAAAAGHHHHHHHH I AM READY TO SHIP THE PROJECT before that lets see what else I did all this time. I made the readme and made minor changes to the code to improve the program like adding a ‘help’ command to get quick help Also to get a proper guide on how things work I added a readme.html in folder of executable so the terminal doesnt feel very cluttered
Ships:
I made a 2D physics engine which I named as Basic2DP (Basic 2 dimensional physics). It was made in C++ and uses SFML library for drawing the graphics. As for me he most challenging part was learning the actual math and physics to apply in the program. other than this the difficult part was keeping a track of code I often forget what I am supposed to do at what places :P. I am really proud of the fact that it is maybe the first project I have ever made that is this big I even had really fun in making it specially the theme feature was the most fun to work it for some reason, definitely enjoyed it and definitely learned a lot. If you are going to use this project then u can get it from the release section of my github repo but make sure to have 64bit windows and do not remove any of the dll files. Well thats all hope ya like this project :D...
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1793004624.8109953
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1793091024.8109953
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45204
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My own site! by @nathany100 | Stardance
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nathany100
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1
|
18.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T21:11:43Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My 1st formal website! This is probably my most worked-on project, and i’m very proud of it :> Building the background was tricky (first time doing design on a website), especially animating the waves and stars. The hardest part of the project tho was the music player because it was very, very difficult to code in js as well as positioning all the elements to look good. The carousel in the hobbies section was not that hard to code but looks and works great. So, after a lot of effort, i’m happy to present to you my first website! its deployed on github pages, so you can go check out my small corner of the internet without installing anything :D (also, this website will be updated frequently with more songs, images, text or other stuff!)", "repo": "https://github.com/nathany213/aboutme", "demo": "https://nathany213.github.io/aboutme/"}]...
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[{"post_id": 69338, "ts": "202 [{"post_id": 69338, "ts": "2026-09-16T20:44:47Z", "hours": 0.6158, "text": "Devlog #7! (this was a while ago, i just forgot to devlog it) Since it was my first time hosting in github, i asked ai to direct me and also help upload a large folder to github, and that did NOT go well (aka i nearly lost all my commits and reverted my code to a previous version) :("}, {"post_id": 64990, "ts": "2026-09-09T19:20:18Z", "hours": 2.4039, "text": "Devlog #6! Added carousel + images and it looks great! I’m not sure what else to add except maybe a little more text, so i think im nearly ready to ship"}, {"post_id": 59526, "ts": "2026-09-01T12:11:26Z", "hours": 2.3739, "text": "Devlog #5! (not that much stuff changed) Ok so I updated the github repo and added more text to my page, i’m thinking of putting a carousel and adding some images because text on its own looks a bit bland"}, {"post_id": 58173, "ts": "2026-08-30T15:09:48Z", "hours": 5.9375, "text": "Devlog 4! Sorry that i haven’t updated for a while, I was stuck on some code and forgot to devlog… Anyways i got the music player mostly working, and im working on making it look good now. (text hidden to make it easier to see)"}, {"post_id": 53808, "ts": "2026-08-24T14:43:39Z", "hours": 2.6353, "text": "Devlog #3 :> Ok so i absolutely locked in and it looks much better now! (it is animated btw) This took sooooo long but was definitely worth it. Now I’m probably going to add some actual text to read, but i think it would be cool to add in some bgm or like a music player for my website"}, {"post_id": 52939, "ts": "2026-08-23T09:54:53Z", "hours": 1.8328, "text": "2nd devlog :D Ok so as you can see it still looks meh (the space image is a placeholder) but soo much better than before. Also, I added a particle system in the background, after 10 google searches, 3 yt tutorials and a lot of failing. (anything you see here might change still cuz im just seeing what looks good as of now)"}, {"post_id": 51598, "ts": "2026-08-21T11:24:42Z", "hours": 2.1614, "text": "1st devlog!!!!!!!!!!!!! okok so i just finished the base of the project, and I know it looks very bad right now, but trust me it’s going to look better (this is my 1st attempt). 2nd devlog hopefully soon"}]...
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Title: My own site! by @nathany100 | Stardance
De Title: My own site! by @nathany100 | Stardance
Devlogs:
1st devlog!!!!!!!!!!!!! okok so i just finished the base of the project, and I know it looks very bad right now, but trust me it’s going to look better (this is my 1st attempt). 2nd devlog hopefully soon
2nd devlog :D Ok so as you can see it still looks meh (the space image is a placeholder) but soo much better than before. Also, I added a particle system in the background, after 10 google searches, 3 yt tutorials and a lot of failing. (anything you see here might change still cuz im just seeing what looks good as of now)
Devlog #3 :> Ok so i absolutely locked in and it looks much better now! (it is animated btw) This took sooooo long but was definitely worth it. Now I’m probably going to add some actual text to read, but i think it would be cool to add in some bgm or like a music player for my website
Devlog 4! Sorry that i haven’t updated for a while, I was stuck on some code and forgot to devlog… Anyways i got the music player mostly working, and im working on making it look good now. (text hidden to make it easier to see)
Devlog #5! (not that much stuff changed) Ok so I updated the github repo and added more text to my page, i’m thinking of putting a carousel and adding some images because text on its own looks a bit bland
Devlog #6! Added carousel + images and it looks great! I’m not sure what else to add except maybe a little more text, so i think im nearly ready to ship
Devlog #7! (this was a while ago, i just forgot to devlog it) Since it was my first time hosting in github, i asked ai to direct me and also help upload a large folder to github, and that did NOT go well (aka i nearly lost all my commits and reverted my code to a previous version) :(
Ships:
My 1st formal website! This is probably my most worked-on project, and i’m very proud of it :> Building the background was tricky (first time doing design on a website), especially animating the waves and stars. The hardest part of the project tho was the music player because it was very, very difficult to code in js as well as positioning all the elements to look good. The carousel in the hobbies section was not that hard to code but looks and works great. So, after a lot of effort, i’m happy to present to you my first website! its deployed on github pages, so you can go check out my small corner of the internet without installing anything :D (also, this website will be updated frequently with more songs, images, text or other stuff!)...
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1793004730.0653467
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1793091130.0653467
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50505
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8 Bit OS by @Trident | Stardance
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Trident
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1
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8.11
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T20:53:35Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A retro inspired OS that runs in the browser. With draggable windows, a calculator, notepad and a paint app", "repo": "https://github.com/raiyan-islam-dev/8-Bit-OS", "demo": "https://8-bit-os.vercel.app"}]...
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[{"post_id": 70312, "ts": "202 [{"post_id": 70312, "ts": "2026-09-18T22:30:47Z", "hours": 2.1108, "text": "Added a file browser, it is fully functional. Notepad and Paint now have an option called “File”, press it and you can save your masterpiece. Right now there isn’t much to do (unless you want to make a masterpiece), next ig I’ll add a game or two."}, {"post_id": 69342, "ts": "2026-09-16T20:49:17Z", "hours": 0.4008, "text": "finally shipping 😄"}, {"post_id": 69250, "ts": "2026-09-16T17:42:35Z", "hours": 2.0542, "text": "Got rid of the emoji icons, I’ll make icons for each one later, also added a paint app."}, {"post_id": 68836, "ts": "2026-09-15T20:41:59Z", "hours": 0.6497, "text": "Finally got verified 😭"}, {"post_id": 49955, "ts": "2026-08-18T23:02:32Z", "hours": 0.8308, "text": "Added a welcome screen and a calculator app. Shipping it now."}, {"post_id": 49930, "ts": "2026-08-18T21:59:40Z", "hours": 0.9361, "text": "Added draggable windows and a Notepad app"}, {"post_id": 49884, "ts": "2026-08-18T20:50:44Z", "hours": 0.8931, "text": "Started building my first webOS today, going with a retro xp theme. Got the base layout, taskbar and live clock running so far."}]...
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Title: 8 Bit OS by @Trident | Stardance
Devlogs:
Title: 8 Bit OS by @Trident | Stardance
Devlogs:
Started building my first webOS today, going with a retro xp theme. Got the base layout, taskbar and live clock running so far.
Added draggable windows and a Notepad app
Added a welcome screen and a calculator app. Shipping it now.
Finally got verified 😭
Got rid of the emoji icons, I’ll make icons for each one later, also added a paint app.
finally shipping 😄
Added a file browser, it is fully functional. Notepad and Paint now have an option called “File”, press it and you can save your masterpiece. Right now there isn’t much to do (unless you want to make a masterpiece), next ig I’ll add a game or two.
Ships:
A retro inspired OS that runs in the browser. With draggable windows, a calculator, notepad and a paint app...
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1793004775.5884924
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1793091175.5884924
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